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The 7.5 update changed the build costs for hullparts and claytronic modules to prevent a death spiral caused by these modules requiring their own materials to build.
I think they should've kept the old recipe available, perhaps as part of closed loop.
The same issue makes it slightly annoying to set up your own - you'll need a lot of plasma conductor modules. They're not particularly expensive or resource hungry, just time consuming to build so it'll slow down your expansion quite a bit.
I'm pretty sure making the transition from closed loop to full universal eco harder was at least part of the intention behind the change.
And it still works, just takes longer. But plasma conductors and advanced composites aren't exactly all that high up on the production chain.
Changes close to nothing for a player.
There is not much of efficiency in this game for a player, contrary to "AI" you can build unlimited number to modules.
It makes things easier on Ore, shifting a bit to fluids.
For self replicating HullParts/Claytronics factory - that produces every step - resources types STAY SAME
For just Hull Parts you add Helium.
(Helium for Superf. Coolants that are needed for Plasma Conductors - but in claytronics all stays same because you need Superfluid Coolants anyways for Quantum Tubes.
And additional Advanced composites are build from same resources as Hull Parts)
But - because efficiency is a myth - every sane player will go for salvage/closed loop or salvage/terran :)
Unless you want a commonwealth shipyard.
Sidenote: But if you will go for that in a commonwealth way, it covers requirements for Weapons Components, Missile Components and Shield Components - all nice to sell.
But how is that a problem?
In my new save 48h in - JUST Argons have 12 production modules... rest varies from 10 to 20
I'm not 100%, but I think I got mine from the Teladi? They like to stock their trade stations with all sorts of goodies. So you can buy 1000s at a time.
Now i'd have to buy up several days of plasma conductor production of the whole universe to build that station and/or the claytronics factory.
Oh no... you can't have 50 HP prod modules at start? Pity.
Also I really don't get this approach... since when factions are to support player - not vice versa?
Artificial problems - adapt...
A plasma conductor factory spits out ~180 per hour. The consumers for this ware (weapons, shields, field coils) use similar small quantities. 60 per hour or so.
A hull parts module uses 1200.
It wouldn't even be an issue if they went all out and made plasma conductors a building material for all high tech modules. But they made that half assed change to require absurd amounts for hulls and claytronics without adjusting anything else.
Poor choice.
What was average amount of those modules before patch?
Why for faction is it important to be able to spam Hull Parts modules?
EDIT: Ok, I actually found old save on bug report forums - it's 24h in and factions have only like 4-8 plasma conductors modules...
Looks like they did think it through a bit...
Feel free to check more saves to compare.