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I have a massive shipyard and it just works perfect ... but I build it over the time of my progression in the game so the time was not an issue. The workforce is slow true but it’s not necessary for the it to be functional and over the time my efficiency is increasing ...
I guess it’s a choice of what you prefer.
All in one and slowly build.
All scattered and need heavy logistic between them but much faster squired ?
Performance will be both reduced.
i have to admit.. it was a pleasure to read how you experienced and learned your way to station construction.
it is intresting that some of us megaplex constructors slowly shift into building whole ecosystems separated into different stations and production branches.
honestly.. i made not so well experiences with mega shipyards... and especially with combined S/M L/XL Shipyards... (they always ran out of resources).
Today i maintain 3 modified Teladi Wharfes in Heretics End, Morning Star and Faulty Logic I.. as well as a standard Teladi Shipyard in Morning Star and a modified Argon Shipyard in Faulty Logic and i have not experienced any kind of shortage since i stepped away from combined Ship Productions.
I also maintain several independent Economies in and around the named Systems... only exception is Heretics End were my one and only ACME Stations and my inofficial HQ are.
@Zorg
i am sorry to disappoint you... but performance wise the multiple Stations solution has no significant impact in relation to really big stations...
it is true that the multiple stations gameplay will require far more ships to maintain them.. but you will never see them all at once.
and what you can't see will not be calculeted as it would be in high attention...
there is no doubt that you have made your own experiences... wich i respect as valid... but it is really, really hard to compare the results unless one makes the effort to build both.. megaplexes and entire eco systems during the same playthrough.
And there's no way I can see to get around the docking problem, and if you don't solve that then your whole production model slows down because its not getting enough resources fast enough. Let me put this in perspective:
The above monster station would consume per hour:
48,000 m^3 helium
38,400 m^3 hydrogen
72,000 m^3 methane
38,400 m^3 ice
57,600 m^3 ore
110,400 m^3 silicon
A total of 364,800 m^3 of raw materials that has to come in every hour at minimum or production slows.
A Magnetar Vanguard mineral miner has a cargo bay of 20,000 m^3 space, let's call that the average. You would need 19 such ships (mix of mineral and gas miners) making a delivery each hour just to keep up with demand. Now multiply that by the additional miners you'll need depending on local resource concentrations or how far they have to travel to find what you need (because few sectors have all the resources in one spot) and you can probably double or triple that number of ships assigned to the megaplex. That may not sound like much, but when you figure in all the L freighters other factions will use to drop by your station and pick up just 200 m^3 of something (which is absurd but that's another issue), you'll find that even with 12 docking points (4 E piers) they fill up and stay full with ships constantly waiting. That is also partly because L ships have slow docking times, slow load/unload times (a L ship will generally take 2-3 times as long to unload the same amount of cargo as a M or S freighter, which is also nuts) and then the slower time to undock and maneuver away... it can REALLY gum things up. And that's when the lesson in traffic control starts to sink in.
Meanwhile, your M freighters are zipping in and out of your multiple 3M6S docks with no wait time at all, quicker landings and take off and quicker load/unload times.
I also found that the logistics was simpler for with the 30 superfactories instead of one megaplex. I gave each one an average of 10 M Hermes freighters, a few of them I gave 20 and a few stations with bulky goods also got some L freighters subordinate. So in total I'd added just over 300 freighters. But since each station actually manages them, all I had to do was keep up with occasional replacements when one of them went someplace it really shouldn't have (there's always that one guy, ya know). Other than that, it was basically "assign and forget".
Since each station is more focused in what it produces and sells, the station manager seemed to do a better job of handling trades. I think that's probably because of how the game works, when assigning trade missions it looks for the most profitable trade in whatever its trading in. If you have a megaplex that produces everything it focuses on the highest value goods, which means critical items like smart chips may not get traded or not traded as much. On the other hand, one superfac with 40 smart chip plants, 2 silicon wafers and 2 L habs (workforce 1,900) seems to work just dandy at keeping nearby shipyards supplied with all the smartchips they need. Also, if you have a L freighter at a megaplex and it gets sent out on an energy cell trade, it may leave with only 10 energy cells which is a lil annoying and inefficient. On the other hand split of your hull parts as a separate superfactory (10 hull parts, 2 L hab, 2 L container storage, plus docks) and that same L freighter will most often be put to better use carrying larger cargoes of hull parts.
You can also use this to tell some of those supporting stations to only trade with your stations, but leave other things open to trade with all factions. For example, my Refined Metals superfac only trades with my stations since I know my stations will consume most of what it produces. But my weapons components superfac is open to trade with anyone (that way when I'm not building lots of ships, which is most of the time, all that production can be sold for profits (about 1.1M cr per hour from just that one station). If I was going to assign fighter escorts, this lets me focus on those trading outside the sector. I have freighters from my water refinery that like to go to HAT stations in pirate infested sectors, so I gave it L freighters with fighter escorts (and in one case 2 destroyers + a squadron of fighters just for giggles)... and the pirates hate me even more. ;-)
Lastly, if you've got that volume of production you should have that many freighters either way just so they're actually making all the trades they could be. A megaplex may streamline things some, but for anything approaching the scale of what I eventually did in Nopeleos Fortune, you need a LOT of freighters (plus patrol ships, I've got 10 patrol groups consisting of 8 Nemesis corvettes each based out of 4 defense stations to make sure the area is well secured against the occasional suicidal pirate). So again, spreading things out tends to help on the FPS because then your computer has to render less ships at any given time as well. An don't forget that the more docks for S/M ships you have, the more NPCs it has to render too. With just 4 3M6S docks my system doesn't have any issues, with 24 it dips a bit.
As for drones, if you mean cargo drones:
A) I build 5 per pier dock point so most of those stations have just 15 (x about 30 stations or 450 cargo drones total in the sector)
B) I don't use that many L freighters, I could write a whole other article on why but... they're generally a waste. M freighters will move more cargo, faster for the same cost. That's why my stations only had 1 E pier but had 4 3M6S docks, lots of M freighters and still no waiting.
But like I said, its not necessarily the only way to do things. Just some things I learned from having tried doing megaplexes and running into various problems with that approach. For me at least, I found going with superfactories worked better, was easier to scale up.
Food for thought.
I have tried both specialist stations and one mega station, the mega station once built is easier in terms of logistics
that only works if they are really close together.. around 10 or 30 km.
true thing... but whats better? lower FPS for the price of lesser logistics or average FPS and something to look at like a Sector that is as busy as an Ant Farm?
Thanks :-) Its been an interesting journey down the rabbit hole, figured I'd share some of what I'd learned along the way. Might help someone else.
I've done things a little differently, but essentially the same core problem of shortages was what prompted me to concentrate so much in one sector. For me it just wasn't the shortage at my shipyard, it was also the shortage of turret components, claytronics, and hull parts whenever I wanted to build new stations (whether for myself or for a build mission, and I love doing those build missions). Claytronics seemed to be the worst, plus expensive. That got me to looking at building my own production of it. I tried building one massive claytronics megaplex, which I did but it was expensive and its basically automated since it needs a workforce of over 13,000 and it'll take a long time of game play for that to fill up. The work force issue was one of the things that really pushed me away from megaplexes into superfactories built around a workforce of 2,000 or less.
So while I do have one large combined shipyard/wharf, it also has that massive amount of production keeping it stocked (plus I restrict it from other factions being able to use it most of the time). I haven't built other shipyards for myself, instead I built them for other factions as part of build missions. That in turn seems to have prompted the game to offer still more build missions to meet the new demand it created and the whole thing has boosted the overall economy. Plus I've made a few billion selling too those stations :-D
Q: What exactly do you see as the problem in logistics? Define that.
If you have a separate shipyard then you have to transfer all the materials from your different production stations to the shipyard. I have two separate games running, one where I have a mega station and one with multiple. I struggle to keep up with demand for ships in my multiple station game, and I spend the vast majority of my time creating trade orders for my fleet of traders. In my mega station game I can spend my time fighting, I enjoy both though.
Once they make a repeating trade run function it will be fine.
This is because one can only build 1 module per station at any time. Hence having 7 stations allows one to set up the entire production chain 7 times faster than 1 station. It also provides 7 times the population growth to keep efficiency levels higher.
To put it in perspective the topic creators complex would take ~7 game days to build. It also clearly will be still bottlenecked as it only has 1 missile component production. On the other hand if one splits it into 7 stations it will take just 1 game day. The other 6 saved game days could be used to make the facility bigger so there are no bottlenecks.
That is due to bugged logic with station traders. They appear to get confused as to why they are working for and so go off buying nonsense wares they cannot sell when they regain their senses.
In theory all one should do is give the stations enough trade subordinates, restrict trade, make sure the buying station is a higher price than the selling station and as long as they are within 5 sectors of each other the subordinates will automatically shuttle the goods between them very efficiently.
I kinda want to replicate your station... The idea of the whole sector wide factory placement - basically your own faction "city" for lack of better word, is really cool. So I have already made the actually station plans, cost calculations and such. And I just wanted to ask you, what sector did you put you factories?
Because there is no Nopeleos fortune IV... Only Nopeleos Fortune VI ( which doesn't have resources) and Nopeleos Fortune II (which is huge and has resources, but seems to be further away from the highway).
Also, the full cost of your "complex" is no where near 600Mil, if you buy all the ships, stations and such, the cost easily surpasses 1 Billion :D
When It was finished I appointed 1 member as a ship dealer, but all I could buy was S and L ships.... So, what went wrong?
How do you move the goods between them ?