“Deployment Exceed — Resupply at Colony” doesn’t work, even if the ship then stays in orbit and does nothing. But if the ship is already in orbit and you delete all Standing Orders, Deploy gets restored. Right now, I just set my ships’ service to 10 years and manually take them to rest. Can this be automated in the game?
Resupply and deployment are not the same thing.
Resupply brings your maintenance supplies back up to full capacity, assuming the colony has a sufficient stockpile.
Deployment is related to your crew. Once you exceed the deployment time, the crew morale starts to fall. Spending time without orders in orbit of a colony of at least 50k population will restore deployment time, as the crew take shore leave.
You also have a maintenance clock, which can be restored through overhaul.
Conditional orders can be set to act on the level of deployment, fuel, maintenance supplies. However, logistics is a huge part of the game.
The problem is that ‘deployment’ is not in the ‘Standing orders’ list. I used ‘Resupply’ to force the ship to return to a planet’s orbit, because that menu has no ‘move to’ and you can’t even select a specific colony.
I don’t even understand why the ‘deployment exceeded’ condition exists in the list at all, if it doesn’t perform its main function.
So in the end, is it possible to do this automatically at least within the same system?
Is it possible to bring ships from systems that have no colonies to rest?
Or are we supposed to research some kind of rest for rest?
Because even manually keeping track of two fleets, on top of all the other information, is tedious. How to handle 1000 stars is a mystery.
Usually, when deployment is exceeded, other issues are arising, like low fuel, low MSP and high maintenance clock. So the common order associated with deployment exceeded is LG: Replenish Overhaul. That refuels and resupplies the ship and then begins an overhaul. While the ship is being overhauled, the crew will automatically go on shore leave so you solve all your logistical problems at once.
These orders will work across your Empire, so you don’t need a population in the same system as your ship. The ship will find a suitable colony and plot the necessary orders automatically.
However, if you are finding the control of two fleets tedious, then this is probably not the game for you (that isn’t an attack on you - this game only appeals to a small minority). My current campaign has 225 explored systems. Here are some screenshots of my current list of fleets:
I tried the ‘LG: Replenish Overhaul’ order. It executes in one second. The ship takes off. The crew remains tired — always. I always have MSP stocked well beyond the crew’s operational time. So there are no problems with the ship. The ship regularly returns for refueling before the crew’s service time expires.
By the way, the ‘MSP: 30% or Less’ condition forces you to carry 4 times more MSP than needed to repair an engine. That’s because at 30%, the ship only starts heading home. And if it breaks down on the way, it won’t be repairable anymore.
LG: Replenish Overhaul will only execute instantly if you have 100% on fuel and maintenance, which seems odd if your ship is returning from operations.
Also, it should enter overhaul until at least the next construction phase unless your ship is non-military and doesn’t require overhaul. In that case you should see an event to that effect.
If your ship is commercial, deployment time is irrelevant anyway (beyond having the minimum 3 months set) because low morale doesn’t affect any of the non-military functions.
Alright, doing it manually through Movement Orders worked.
Is there a command in the game to automatically send a ship for repair when the Maintenance clock is high?
Because even if that works, it won’t solve the automation issue, and you’ll still have to send ships for repair manually.
Oh right, it drops more slowly than problems accumulate… Then it’s fine.
Oh no, there is a problem. If the fleet is in orbit around a planet, the crew rests, but wear and tear continues until the ship is destroyed. Can this be prevented?
There is a difference between repair and overhaul.
Overhaul reduces the maintenance clock so that maintenance failures occur less frequently. It requires a colony with sufficient maintenance facilities.
Repair is for fixing armour or components damaged in combat, or components that fail due to insufficient maintenance supplies. That requires a shipyard, although depending on the ship design it will repair damaged components itself with sufficient maintenance supplies.
In terms of conditional orders, deployment exceeded and MSP < X% tend to be the triggers for overhaul because it is a good idea to set your maintenance life to be greater than your deployment time.
Yes, by sending the ship to a colony that has both people and sufficient maintenance facilities.
The maintenance facilities are used for overhaul, but even when the ship is not in overhaul they will prevent the maintenance clock going any higher.
Standard three standing orders for military ships:
Deployment time exceeded: LG: Overhaul
MSP <30%: LG: Replenish and Overhaul
Fuel < 40%: LG: Refuel
I do it this way as my Deployment time tends to be my largest number, but as I usually use 10x MSP MAX number the difference between when MSP<30 and Deployment exceed is too close to not do the overhaul.
For commercial vessels:
Fuel <50%: LG Refuel
Do not have any problems with those working as intended since they were put in.





