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To solve this, either take manual control of your stock targets (a dreadfully big task), or remove stations from where they're not needed. Any station can provide the happiness bonus from a medical and entertainment facility- a monitoring station, tourist base, or even a defense bastion- you don't need the research facility and construction yard(s) at every colony.
This is a primary cause of a player's caslon woes.
Bug report - told working as expected
https://steamcommunity.com/app/1531540/discussions/3/3805028908499468919/
Work around is to add two small mining engines to all mining stations, so that there's:
1 x 100 size
2 x 50 size
That will double your mined Caslon early game and help prevent the shortages seen since the second to the last beta. Other suggestions from Nightskies and Oddquasar are also helpful. Also, be sure to upgrade your hyperdrives and reactors.
--A slow fleet is a poor fleet--
The secret to fast fueling a large fleet is to refuel on the planet, not on the attached space station
This is perfectly fine to do but is a serious game exploit that the AI can't do... in general I avoid exploiting these kind of things for better game balance. The same with say using colony ship to move large amouts of population to new colonies which breaks game balance quite significantly.
I actually modded the game so you can't even do this game exploit at all... so it is more fair against the what the AI is capable of. The game is easy enough as it is.
1. reduce the number of space ports.
2. build an extra small mining engine (or even 2) onto a large mining station (@jorgen I don't know why you'd consider this an exploit, designs routinely have multiple fuel cells, or reactors, or cargo bays, or whatever - why not mining engines?)
3. make sure that mining techs are high priority
4. make sure that "auto-refuel manual fleets" policy is on
PS agree with @Nitro it still seems to take way too long to refuel, oh well.
#2 is something the AI cannot do, so it's kind of cheesy. Regardless, it is an intended feature, supposedly- it seems great attention to what stacks and what doesn't was made. The only exception I know of was how Military Academies could stack when a player could build multiple of them- an issue that was repeatedly hit but is now working as intended (does not stack and can't build multiple).