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Also, sending the hab ahead of time before your fleets arrive isn't feasible when you're at war, because they'll destroy it before your fleets get there to protect it. If you want to make a beachhead, figuratively, to fight in a new theater, you need to deliver it via colonization-in-force.
The tooltip is *literally* true, but its also misleading. It says "Allows creation of small nuclear-powered space station with a construction module at the ship's location." If the construction module is included, then the whole station should be ready to go at the same time. Make it take 30, 45 or even 60 days to set up, fine, whatever, but the tooltip is a problem. Because as it stands, the construction module being "included" is irrelevant. It would be exactly the same if the kit only had the station core and a power plant and I added the construction module after I placed the station.
The point ot Platform&Outpost kits is the core module. Yes, the power and construction modules are near-useless as you can build them just as fast in the regular fashion.
Technically, constructing anywhere away from a mine should take much longer for the materials to be delivered. If that were the case the kit would be more useful, too. I am not certain why the devs decided that this delivery delay only applies to boost. I'm outspokenly against that gameplay balance.
Edit: However, colonizers are my favorite way of colonizing the Asteroid Belt so I have no idea where your frustration comes from, @OP.
"Something something mass drivers delivering resources something something."
You're right, it's a lot of magic hand-waving by the devs to emphasize the space economy.
Oh, and OP, there is an upside to the kits: the total resource cost is less if you use a kit than if you build the individual modules. It's not much, but it's something.
Best case/wish scenario would be if both Boost and ISRU were subjected to some time delay, as stated above. And I'd like to mention here that any crewed module would technically always have a similar delay as Boost, since workforce can only be imported from Earth most times.
And I think it were cool if colonizing would always require a colony ship, which indeed brings its own 'logistically nightmarish' problems, i.e. how would you build your first colony ship then?
If you already have a hab in some place, the boost cost and delay to deliver resources to that station should be equal to the cost of delivering resources to the hab, that is currently closest to Earth.
For example:
I have a station at Earth's low orbit.
Cost of delivering 10 resources to that station is, let's say, 10 boost and it takes 30 days.
I build a station on Mercury. The boost cost of delivering 10 resources to that base on Mercury should also equal 10 and it should also take 30 days.
It makes logical sense: bases can transport resources to other bases using mass drivers, which is apparently very fast (practically instantaneous in the game).
Currently, when I want to deliver some resources to Mercury from Earth, I pay lot of boost, to presumably deliver them there by rockets and then I need to wait a long time. Why don't they instead deliver them to station on Earth's orbit and then send them with mass drivers to Mercury? That would be much more optimal.
You can like it and it still make no sense at the same time. My issue is solely with the tooltip and how it bait and switches the player into believing the kit is worth using. There is no logical reason why it should say it includes the construction module when there is no meaningful gameplay difference to its inclusion.
This also is a good opportunity, I suppose, to bring up how the construction module's excessive build time precludes it from being useful. An example: say I researched Orbitals recently and my first one in LEO just finished upgrading. The tier 1 station had a solar panel, a xeno lab and a point defense array. The orbital finishes and I want to add a handful of new modules. Why would I make a construction module that takes 180 days to build, whose only selling point is speeding up the build time of other modules (a largely meaningless amount too, might I add), to help speed up modules that only takes 60 days? It makes no sense from a game design perspective to disincentivize the player from using a mechanic in this way. The Nanofactory/Complex are also largely useless for expanding your habs for similar reasons, but they at least have the secondary function of monthly cash generation. This whole game is playing out cost/benefit analyses. This one doesn't add up.
One way to fix this off the top of my head is to have the construction module decrease the cost of the module. Early game when you're only mining the moon and maybe Mars, you're fighting for scraps of material so every decaton counts.. 10-15% cheaper modules would be a good incentive for the player to consider. A second way I could see it being truly useful is if it sped up the construction for the entire orbit it was in. 5%,10%,15% for each tier respectively, max of 50%. Just like the research habs.
However, the construction module is far from useless - it also helps in construction of higher tier modules, including higher tiers of constuction modules, and allows simultaneuous creation of multiple tier 1 hab cores in the same system of astrobodies. Yes, its value is usually low so I often replace it with eg. a second spacedock on a tier 1 hab.
I can only guess what were the reasons of making times of building them so long but they had to be important ones if they were increased 6x. I suspect some strong exploit here.