Nah, you remember wrong. I have been playing with 1 day production cycle since before C# released and I have not experienced any downsides.
You might as well remove shipyards and just go Master of Orion route and have colonies only able to build 1 thing at a time.
Yeah Iâm with Garfunkel here, day 1 increments have only helped me mitigate problems, not caused any.
I guess you could argue performance, as youâd be doing the production calculations five times as often but for me the individual increment performance is more important vs. overall game speed, and that is impacted way less.
Then why not remove the ability to create ships from pre-built components, if that lead us to the Master of Orion path and building one thing at a time?
If I want to assemble components for one or more ships (especially if they are several classes), I first need to add each component to the queue with 100% Amount in order to have their total quantity and cost in front of my eyes, then enter this data into Excel to calculate the Amount of each component and then edit the entire production queue. Why not automate at least the first stage?
Iâve already suggested this, it would really be more convenient. At least you wouldnât have to check the list of components against the list of the production queue to make sure you didnât mix up the quantity or miss one of the components. You donât have to use it if it seems inefficient or inconvenient to you.
It would also be convenient to add a display of the available components for the construction/refit of the ship. For example, make it an additional function of the âRefit Detailsâ button (may need to rename it to âComponent Detailsâ).
So, you want to build/refit a ship, click on this button, get columns of required and available components, and you immediately see that you are missing one engine, out of crew quarters, and so on. Without having to search for these components in the GU/Stockpiles tab.
I would just value a quick and dirty copy of the components list pasted to the industry build queue to save me manual micro. Min-maxing can come later if there is a pressing need.
The selective procurement order idea does make sense and is what you would do if you were being really efficient, but would be more complex for Steve to programme. Its the sort of thing you would expect a shipyard technical buyer to achieve, acquire the necessary parts but only commission to build parts which you donât already have. Pleasing immersion but not essential.
On the other point, a partial build % would be possible to enter if you ordered via a shipâs name in the components list. You could order 5x missile corvette at 20% build rate when different listed component types would then build in parallel, or 1x missile corvette at 20% build rate five times and they would all build the same components in parallel.
I believe the former would waste less on overbuild per production interval as the chunky components like engines would use all their build quota and the smaller components would be using less of the total production interval build points and should on average waste less. But again this is overthinking it, when you are saving so much time on whole ship construction by prebuilding components, such detail is of relatively minor consequence. Not worth making perfection the enemy of the useful.
Would be cool if we could have ships help damaged ships with repairs. Something like a âassist repairsâ order that provides a boost to repair chance while increase the supply usage of the aiding ship, maybe also increasing itâs AFR to account for its crew being busy off the ship.
Mostly thinking about post boarding and getting an engine repaired so it can limp home.
If you are interested, I have a SQL script that does all of this.
No warranty expressed or implied.
Find me on the discord for questions.
Could we get a SM option (most likely for System Body Modification window) to set up strength of magnetic field? I know that it has no effect on habitability in Aurora, but I think it would still be nice option to have.
Thanks skoormit, that looks useful and well documented. I will give it a try.
Hopefully enough tugs can be built to save the people of Earth!
Suggestion: On the Commanders window in SM mode, add the ability to generate commanders of a specific type (or types).
Rationale: In conventional starts and other low-tech/low-initial-build starts, the starting naval and ground commanders are far in excess of what is needed or will be needed for a very long time. Often, I would prefer to remove most or all of those commanders while retaining scientists and administrators needed for the civilian side of things, roleplaying the growth of my officer corps from a few trailblazing pioneers to a full, expansive hierarchy.
Currently, the only practical way to do this is to delete most of the ranks and re-create them, leaving only however few or many officers you want to retain, which is a cumbersome process (though at least it doesnât cause bugs anymore).
When using components to build a ship, can we get a summary of components used, like we get when refitting a ship?
SJW: There is a list on the components tab.
Edit: Sorry, I mean when using the âuse componentsâ checkbutton on the shipyard screen.
Elliptic orbits make current Lagrange points very strange-looking.
Iâd suggest to move them at L1 or L2 points.
Add hull TH to Ship Design window.
I have not seen (or do not remember) any mention of this mechanic directly in the game. The shipâs hull has a TH signature of â[Size (ton)]/1000â, and the shipâs TH signature cannot be lower than this value. However, the ship design window will indicate 0 TH for any ship without engines or with less than one TH of engines. This can (and will) mislead people.
Why not display hull TH in this window if engine TH is below this value?
Increase the research points gained from disassembling components, when the component is created using more advanced technology than is available for research.
![]()
Make âUnload All Ship Componentsâ order awailable by default, like other âUnload Allâ orders. Currently itâs not available if ship have no components in cargo.
When a fleet sends a message, include the name of the fleet at the end of the message.
Example: We have returned to Earth from our expedition! (First Expeditionary Fleet)
All unload orders should be available by default if the fleet has the capability to load the corresponding items. I have run into the similar situation with some other orders (I think crew rescued from lifepods is one example).
Yes. Unload prisoners is a classic case.
If this is added perhaps a check box to enable viewing the otherwise hidden order options.