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For example, I run an 8 slot port for random stuff that mixes uranium (2 slots), Sulfer (1 slot), Wood (2 slots), Water (1 slot, just because), and coal (2 slots). There's no issues with the ship getting stuck or leaving too early. All unload via conveyor directly to a warehouse or holding tank, which helps unload as much as possible each trip, but often something will eventually back up, and there's not really any issues as it'll stay on the ship between trips. Right now, it's mostly making occasional trips for coal and everything else just gets topped off but never needs to fully unload.
The bigger problem tends to be having the trade nodes developed enough to keep up with supply. For example, I have an 8 slot that is 7 coal and 1 silicon, and sometimes there just wasn't enough coal available to import without upgrading those nodes and assigning more unity/population.
I wish this was optional. "Collect cargo when [all/any] slots are empty." It seems like an intuitive method of forcing trade ratios. Perhaps there's another way to do it, but i'm newer to the game and haven't found it yet.
Ships don't necessarily use the full fuel load each time. I haven't really tested it or paid close attention, but it seems like it's a function of distance and how many items are being collected. So if you have a port with multiple different modules, the amount of fuel used will vary depending on how many different things are being collected in that particular trip. It seems like my ships are coming back about 1/3 full, but I'd have to test it to see what/when/if that varies. Or maybe a dev could comment.
But yes, fuel is definitely still a limiting factor, so you'll want to plan carefully before adding too many ships.
Later in the game (on most maps, I assume) you'll unlock an exploration node that will allow you to trade advanced construction materials for additional ships. I only used 4 trade ships (with 8 slots each) before I got to rockets, but had unlocked 6 and I definitely could have kept buying more.
As you say - you can optimize in different ways. I definitely had an "all oil" ship, and a "mostly coal" ship. The challenge of having an 8-slot dock dedicated to a single resource was that you really have to develop those resource nodes and assign a lot of population and unity to those nodes in order to keep up with demand.
Docks do have "Fluid, Bulk, and Unit" modules, but you do have to designate which resource you want to import that fits the module type. You could theoretically micromanage it and manually change between resources on each trip, but that would messy. As your port expands (eventually up to 8 slots), you'll probably find that it'll be easiest to have some docks that import multiple resource types.
For example, 1 wood slot is totally sufficient for me later in the game, as are two uranium slots. But I wouldn't build a ship just for that.
If u have many type on one ship. They fuel usage will be very high