Just to avoid a misunderstanding: The number of slipways of a shipyard and the maximum tonnage of the shipyard are not connected- you can have a singe slipway- mass 100,000t shipyard, just as well as a 6-slipway, mass 1000t shipyard. Both mass and the number of slipways has an influence on the build costs and worker requirements, but if you want to build a ship of a given size you will want to expand the mass, adding slipways is not going to help if you do not have the mass.
Yeah I formed the sentence wrong. I know that the actual number of slipways represents just how many ships of the same type you can build at once. What I thought was of the tonnage capacity of the shipyard.
But yes, a standard freighter has 5 cargo holds and some cargo handling. Often they are build in groups of 5 as well, so to transport large installations in one go. Converting a lot of mines to automines is completely viable and is efficient if you do not have a decent colony where normal mines could be operated. That being said, 15 years worth of supply is still quite a long time to expand and maybe find a decent source in a neighbor system.
I am getting around to building gates and getting jump engines so I might just do that. I also prepared my civilian shipyards for 10x asteroid miners that should do a pretty nice job with that comet I mentioned. All in all despite the slight panic I felt at one point I'm starting to get ahead in understanding how to bend the game economics to my need. Hopefully behind one of the 5 jump gates in my system is going to be an uninhabited Eden full of duranium right there on the surface. A man can dream
Its cost-neutral and simply a way in which you can use your industry to pump up the output of your shipyards.
So about as I expected. Good to know, might use that in the future if I get in trouble. Could always have some low quality engines, weapons, etc. lying around if I suddenly need to mass an emergency fleet, because that precious hiperexpensive fleet I had flying around just got blown to bits.
Repeat works fine for me, just keep in mind that the number you enter is how often it will add the process. So if you have a 1-cargohold freighter and you want ot move one installation, then you will want to:
- Manually enter the process once (Pickup from Source, Drop at destination, (refuel)). Keep in mind that the last point of this trip must be in the same system as the first, so maybe you will need a jump
- Then enter "4" and hit the "repeat" button, so that it will do it five times in total
The "cycle" move really is more advisable for things that you would like to be done until perpetuity. I currently have a freighter that hauls minerals from Alpha Centauri to earth with cycle moves, and a tanker that fetches fuel from a harvester fleet in Bernards Star. These two guys can be on continuous orders. Most installations-moves should not. Especially mass drivers should not be moved with this command, as you most certainly want to make sure that one remains on earth.
I actually got the hang of it now that I had a bit of practice with it. I just misunderstood the way it works previously. I thought I have to select an order than click on cycle moves and than add the order. While in fact what I was supposed to do is make the whole order chain and than press cycle moves at the very end, I over complicated it for no good reason. This way one of my freighters is going to transport infrastructure 2 at a time from earth to mars till the end of time.
As for repeating orders thank you again I myself was over complicating it. I think while I'm going to use this mainly for transporting mass drivers I might actually use this in the future for setting patrol paths (if I eventually get to that point).
I would first sent a group through the path once to determine how long is the run and how much fuel they burn on it, than I would calculate the same parameters from the beginning point of the patrol to a resupply point (a colony or a gas giant Sorium harvester). After doing that it would all be a matter of setting the fleet in position, pathing the patrol route x ammount of times, (based on the previous calculation on the amount of fuel burned to get to the station it would be that value plus say 8-10%) than add the parameter to go to the station, refuel, and go back to the beginning patrol position. From that point I'd just cycle moves.
Might seem a tad convoluted but from what I've seen so far the behavior of ships that automatically commit to the "refuel at colony or tanker within 4 jumps if fuel is below x%" it's kind of weird. I'm talking about mainly the geo scanners but an asteroid miner did it once too, where they return to earth to refuel despite being way over the limit (say it's set to 30% and they have 75%) and they have not finished their orders yet (scan nearest objects in that case, the miner just decided to go back to earth for no valid reason), and on the other side of the coin is the fact that sometimes they return with barely any fuel so they run the risk of being stranded till I check the event log 5 months later and notice they've been stuck in space this whole time.
Also, if you have civies you can of course use a civilian contract to move things.
Actually I don't have civies. It might just because I only have one inhabited colony so far and that's earth. Not entirely sure how it is they work. Do they just build ships on their own or do I have to construct civilian ships and somehow "sell" them?
I do have a shipping company (had one since pretty much the beginning) but they're doing absolutely nothing. I actually subsidized 10k to them thinking it would do something but nothing changed.
While I'm on the subject, what the heck is money used for? Paying off the civies when they eventually show up? Diplomacy with aliens?