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If you assign 10 miners to a station that requires ore and silicon I bet they would all go after 1 of them initially, then find the storage is full...
It should consider ware size / distance and speed .
Large are very useful for build storage, but still suffer the saem problem
But when it's load, sell, load, sell, load sell, they're not efficient. The way the AI works, M traders are far superior because of their speed.
You really want to cut down on ships? Don't waste your time building fighters. In my last play-through the majority of my military consisted of a feet of 10 Asgards and a fleet of 30 Syns. And that...pretty much let me conquer all the Xenon.
L Miners
M Traders
L and XL military ships
Maybe a dozen or so M military ships in the systems you've built up stations in for security.
I've found that's the most efficient mix.
I agree with that sentiment. The large traders/miners need a different AI to truly reach their potential. I find real world logic just does not apply to X4 logistics. For instance a Walmart semi truck wouldn't be caught hauling a couple pallets of pop tarts. They would throw dozens of other items inside to fill up the space. Especially if it is all headed to the same store.
I think this logic would work especially well for trade stations forwarding their supplies further down the line. Similar things would be nice for other situations.
So I've done two large trade empires over my course of playing. One was essentially all traders in my list and the other station based traders. There are a few ways you can work around having a large list of ships.
The first way is assigning a second ship to them so then they become a fleet. This can be a small ship that never undocks. Not the greatest but it will cut your list down if that is a concern.
Second way you can make your list more manageable is by adopting a naming system. I rely on this heavily for my game playthroughs. In one game a LT might be a local trader while a DW might be a ware distributor(not the command just the function for both.) Using naming systems you can actually filter all your ships the same way you filter your map. This is also helpful if you also adopt a naming system for your stations.
So a typical game of mine will have stations with lots of subordinates that I don't care what they're called. I keep a rough number of traders/miners per station and I can see at a glance if that station is missing ships. Extra ships I keep in a fleet called "Spare traders" "Spare Miners". I then name my ships based off of what they do. Function Ware Area Super(if large) and number.
So: DW Hull Parts Argon Prime Super 04
Super long but I know it's taking hull parts to Argon Prime, is a large trader, and I have at least 3 others doing the same thing. Then if I ever need to monitor them all I have to do is filter by DW Hull Parts and it'll show up. I can also filter by sector to see what all I have assigned to do activities there.
Do you have any recommendations on service crew for traders/miners? I tend to fill them up because its cheap at my shipyard. However I noticed too many crew causes lag in the crew menu. I want this game to last a while so I am trying to have a minimal impact on performance.
I try not to use that menu because it is very laggy. Crew usually level on their own so I don't usually bother filling ships with higher level Engineering. If a ship contains marines I'll put marines in the name so I can filter it. I use a lot of seminars to make 2 star pilots and managers as they are extremely common at station traders. Station managers usually level fast for me as I use trading/mining stations and I never need pilots higher than 2 stars due to assigning them to those stations. If I do need higher level pilots I usually start searching for pre-existing pilots in my miners or suffer through the empire crew list. Other than that I don't really have any good suggestions on making that list more manageable.
EDIT: Also later on you get access to terraforming flight school so you can just train pilots easy.