More fuel also means more tankers though, which might or might not be a concern. There also are allot of overhead producing and moving fuel harvesters as well so it can't be completely disregarded.
I included the cost of tugs and tankers in my estimation of the overhead of sorium harvesting stations.
It's not that much. I figured 25%, and I'm probably overestimating tug usage, and accounting for a longer tanker round trip (12 Bkm) than I usually have to make.
Another concern might also be commanders to run the ships/harvesters. The less ships you have the more capable commander with logistics/production skill you get to use which will also effect the overall efficiency of both ships and harvesters.
I can't possibly ever have enough commanders for all of my freighters. There are just too many ships.
But even if I could put a 50% logistics bonus commander on every ship, it would not make much of a difference. When a round trip takes 90 days, and loading and unloading takes a total of 3 days with no commander, the 1.5 days saved by a 50% logistics bonus means a 1.6% increase in throughput.
There are far fewer mining ships, but most of my mining bonus comes from the four commanders in the naval admin commands for mining.
My net admin bonus for mining is currently 41.3%.
The weighted average commander bonus on my 18 harvester stations is 14.4%.
At some point it probably will be more or less irrelevant to replace commercial engines when older engines already are very efficient and your fuel production is greater and the cost to replace ships still remains quite high, but early on it is very effective to give older ships new engines and perhaps use the old engines for secondary tasks or simply scrap them and gain some of the Gallicite back.
Depends on what you mean by "early on" I guess. If you mean before you can deploy sorium harvesters, then sure. It is likely to be more cost effective to refit engines for fuel efficiency than to build fuel refineries.
But sorium harvesters are 1/4 the cost of refineries.
When you play a game at 10-20% research rate the time between significant research tech can be like 50 plus years. In the early game an engine change can be like a million or more litres of fuel per year for a single big freighter in difference.
You'll have to show me an example of an early game engine upgrade that will save 1ML of fuel per year for a single freighter.
My typical early freighters burn less than 200kL per year with a single standard cargo hold.
I play at 25% research rate. My first freighter engines are size-60, 30% power, 0.8 fuel consumption.
Another point is... what happens if your harvesters is attacked and destroyed, that will be an expensive thing to parry as well.
A valid question.
If your empire will be severely crippled by an attack on your harvesters, you must protect them.
You should also split them among several locations, if possible.
And maintain a large enough reserve to keep your fleets running until you can reestablish supply.
But you are going to do those things anyway.
You could also pay to upgrade your freighter engines to reduce fuel consumption, but that is a very expensive option. The resources are almost assuredly better spent on the other options, unless you are talking about a 4+ generation gap in engine tech.
In my opinion running costs is generally more important than some small amount of Gallicite once in a while. I also tend to pay less and less for the engine on my freighters over time as well, eventually the engines are very cheap.
You can call it "some small amount of Gallicite" and make it seem like it's no big deal.
But the cost of just producing the fuel (instead of saving it) is a much smaller amount of minerals that are in more abundance.
Saying that one mineral is less important than another does not really fly with me... you can say the same thing about Galicite as you can with Sorium and fuel. You can mine more Galicite as well if you have a few really good Gallicite sources. If I upgrade my cargo ships once in 50 years and the total cost is about say 300-500 Gallicite per ship after scraping the old components. That is a cost of 6-10 Gallicite per year in running costs. I pay that cost as it probably is only one mine dedicated to each freighter in terms of Gallicite costs.
I do understand that the type of campaign you play will provide a very different picture as to how often or if at all you upgrade your cargo ships engines.
You would rather pay 6-10 Gallicite per year, for 50 years, rather than pay 10 Duranium plus 20 Boronide (plus another ~25% in overhead costs) just one time?
We all know Duranium is enormously important. And we also know it is twice as abundant in the universe as the other minerals.
If you are using more Boronide than Gallicite in your games, I am really interested to find out how.
My point about Sorium being plentiful is that my empire, which is slow to explore and builds a lot of freighters and colonizers, finds more sorium on gas giants than it will likely be able to use.
This has always been the case in my games. I don't think I am just continuing to have good luck finding Sorium sources.
Certainly the type of game you play will impact the relative advantages of refitting engines vs increasing fuel production.
I play a slow game. Not as slow as others. 25% research and survey speed. Perhaps if your surveying is much slower then it will take longer to find a suitable sorium source.
I play with default NPR settings, and no spoilers. If your universe is very hostile, maybe the cost and risk of defending a harvester fleet is too high.