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Wolvyreen Nov 26, 2017 @ 12:01am
Construction Ships - Assist Construction??
Hey,

I don't get it. Science Ships have the "Assist Research" option. Why can we not put construction ships to assist each other? For example, when building habitats which takes really long, each additional construction ship can decrease construction time by say 10-15% per construction ship up to say 50% or something. It just makes sense or a maximum of 2 or 3 ships assisting each other at a time.

Why is this not a thing??
Last edited by Wolvyreen; Nov 26, 2017 @ 12:55am
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Alugere Nov 26, 2017 @ 12:11am 
The Assist research is the science vessal aiding a single planet in increasing its research output via linking to the scientist's computer on the ship, not one science vessal aiding another.

Conversely, if you zoom in on an active construction ship, you'll notice it is coordinating several drones to do the actual building. As such, a second ship would have drones acting independently of the first and could easily cause accidents as the drones follow different ship's protocols.

(Also, for a less fluff answer, it's a balance thing. Megastructures are supposed to be slow to build. It would throw things off if this wasn't the case.
Wolvyreen Nov 26, 2017 @ 12:27am 
Originally posted by Alugere:
The Assist research is the science vessal aiding a single planet in increasing its research output via linking to the scientist's computer on the ship, not one science vessal aiding another.

Conversely, if you zoom in on an active construction ship, you'll notice it is coordinating several drones to do the actual building. As such, a second ship would have drones acting independently of the first and could easily cause accidents as the drones follow different ship's protocols.

(Also, for a less fluff answer, it's a balance thing. Megastructures are supposed to be slow to build. It would throw things off if this wasn't the case.
but that's why you have the limitations of each additional construction ship can decrease construction time by say 10-15% per construction ship up to say 50% or something.

maybe make it an edict or tradition trait to achieve. I still feel this should be something in the game. I don't see how it is different from many other things that affect the balance such as influence costing 50% less with "Blot out the stars" or "interstellar Dominion" which gives you 25% border range. I really can't see how this would "unbalance" things so terrible.
Last edited by Wolvyreen; Nov 26, 2017 @ 12:27am
Alugere Nov 26, 2017 @ 12:29am 
Originally posted by Wolvyreen:
Originally posted by Alugere:
The Assist research is the science vessal aiding a single planet in increasing its research output via linking to the scientist's computer on the ship, not one science vessal aiding another.

Conversely, if you zoom in on an active construction ship, you'll notice it is coordinating several drones to do the actual building. As such, a second ship would have drones acting independently of the first and could easily cause accidents as the drones follow different ship's protocols.

(Also, for a less fluff answer, it's a balance thing. Megastructures are supposed to be slow to build. It would throw things off if this wasn't the case.
but that's why you have the limitations of each additional construction ship can decrease construction time by say 10-15% per construction ship up to say 50% or something.

maybe make it an edict or tradition trait to achieve. I still feel this should be something in the game. I don't see how it is different from many other things that affect the balance such as influence costing 50% less with "Blot out the stars" or "interstellar Dominion" which gives you 25% border range. I really can't see how this would "unbalance" things so terrible.
There's already an ascension trait that doubles megastructure build speed, hence why an edict or tech would be unbalanced. 2 such traits would probably be a bad idea given how that overspecializes your empire.
Wolvyreen Nov 26, 2017 @ 12:31am 
Originally posted by Alugere:
Originally posted by Wolvyreen:
but that's why you have the limitations of each additional construction ship can decrease construction time by say 10-15% per construction ship up to say 50% or something.

maybe make it an edict or tradition trait to achieve. I still feel this should be something in the game. I don't see how it is different from many other things that affect the balance such as influence costing 50% less with "Blot out the stars" or "interstellar Dominion" which gives you 25% border range. I really can't see how this would "unbalance" things so terrible.
There's already an ascension trait that doubles megastructure build speed, hence why an edict or tech would be unbalanced. 2 such traits would probably be a bad idea given how that overspecializes your empire.
Assist construction is not only for megastructures. That was only an example. It would be across the board. I stil don't see how it is such a bad thing if it has specific limitations such as a maximum of 2 construction ships at a time or maybe only a maximum of 20% construction time.

one of the other problems is late game, you have 3 constructions shipd doing absolutely nothing eating energy credits while the 4th one is building like a slave.

I feel strongly that this shoiuld be a thing.
Last edited by Wolvyreen; Nov 26, 2017 @ 12:56am
Alugere Nov 26, 2017 @ 10:46am 
Originally posted by Wolvyreen:
Originally posted by Alugere:
There's already an ascension trait that doubles megastructure build speed, hence why an edict or tech would be unbalanced. 2 such traits would probably be a bad idea given how that overspecializes your empire.
Assist construction is not only for megastructures. That was only an example. It would be across the board. I stil don't see how it is such a bad thing if it has specific limitations such as a maximum of 2 construction ships at a time or maybe only a maximum of 20% construction time.

one of the other problems is late game, you have 3 constructions shipd doing absolutely nothing eating energy credits while the 4th one is building like a slave.

I feel strongly that this shoiuld be a thing.
Other than for megastructures, the build times are short enough it would take an incredible amount of micro management to make sure that the ships are in the same space working together.

As for your late game problem, two things:

If you have too many ships, you can disband them by hitting the button that looks like a ship with a red x on it to get rid of them and stop paying thier cost.

If you are building a bunch of orbitals, it can be useful to divide up the systems you are working on between your construction ships.
Ch53dVet Nov 26, 2017 @ 12:39pm 
It would be easier if they let us assign a commander to the construction ships and as they leveled in xp so would the quality and/or the time to build get the standard 2% increases per the commanders rank and other special traits he/she may acquire in time.

Of course, they would also have to throw in a negative factor to the construction project too, a newbie leader could have a % failure rate that's either borderline or to high for the job and a possibility that a failed project might or might not have have a detrimental effect to the ship and or its crew.

They could also give us research to better upgrade the ships with different options for space construction and automated assist options for when you have a large and time consuming project to build.

I'd even like to see defense platforms and other floating platforms get manned so when xp is gained the the platform gets a little bit better at defense and increased firing rates etc..., and of course they'd all have to be saddled with the mental defects, addiction and end of life events as our current leaders do.
Wolvyreen Nov 26, 2017 @ 9:44pm 
Originally posted by Ch53dVet:
It would be easier if they let us assign a commander to the construction ships and as they leveled in xp so would the quality and/or the time to build get the standard 2% increases per the commanders rank and other special traits he/she may acquire in time.

Of course, they would also have to throw in a negative factor to the construction project too, a newbie leader could have a % failure rate that's either borderline or to high for the job and a possibility that a failed project might or might not have have a detrimental effect to the ship and or its crew.

They could also give us research to better upgrade the ships with different options for space construction and automated assist options for when you have a large and time consuming project to build.

I'd even like to see defense platforms and other floating platforms get manned so when xp is gained the the platform gets a little bit better at defense and increased firing rates etc..., and of course they'd all have to be saddled with the mental defects, addiction and end of life events as our current leaders do.
THIS is EXACTLY what I’m talking about I love this idea and completely agree. Referring to the previous poster about micro management, that is such a moot point because everything in Stellaris is very micro managing. What difference would it make?

But I love this idea of yours as it would make things MUCH nicer.
Last edited by Wolvyreen; Nov 27, 2017 @ 9:42am
Peter34 Nov 27, 2017 @ 12:29am 
It’s down to opportunity cost. A functional Science Ship has to have a Leader in it, one you bought with Influence and who occupies one of your Leader slots. That’s two kinds of scarcity compounded, whereas you can build an infinite number of fully functional Construction Ships.

Also see my post on Reddit, a few weeks ago, where I suggest more Leader types, mainly Diplomats (slash Spies) and Great Engineers.
Wolvyreen Nov 27, 2017 @ 9:43am 
Originally posted by Peter34:
It’s down to opportunity cost. A functional Science Ship has to have a Leader in it, one you bought with Influence and who occupies one of your Leader slots. That’s two kinds of scarcity compounded, whereas you can build an infinite number of fully functional Construction Ships.

Also see my post on Reddit, a few weeks ago, where I suggest more Leader types, mainly Diplomats (slash Spies) and Great Engineers.
The post from Ch53dVet would solve that with leaders on construction ships that level-up with XP
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Date Posted: Nov 26, 2017 @ 12:01am
Posts: 9