Cosmoteer: Starship Architect & Commander

Cosmoteer: Starship Architect & Commander

private1028 Nov 24, 2022 @ 5:52pm
The Crew/Beds suggested value is fiction.
In blueprint mode I have to add 100s of beds or I don't get the "Make It Happen" prompt. So what is the point of this metric to nowhere? Honestly manpower is beggaring me. The cost goes way beyond building my facilities and dreadnought and I ended up spending most of my income hiring manpower. I spent like forever getting my credits and they are flying away like birds ... I can't assign berthing so everything fills randomly and I end up with areas that lack people unless I hire vast quantities of labor. I'm going bankrupt trying to hire enough people. Is there a solution to my labor problem I'm over looking.
< >
Showing 1-15 of 28 comments
umop-apisdn Nov 24, 2022 @ 6:45pm 
Not to be snarky, but... "better design" is the fix you're looking for! Crew, at the end of the day, is "just another resource". Learn to manage your resources better.

Place the crew quarters nearer to the stuff that needs crew. Reduce foot traffic. Keep them from stumbling over one another as they run frantically back and forth. Find ways to reduce their distance traveled and/or the frequency at which they do so.

Press C to open the crew management interface... at which point you can assign roles, adjust the priorities of those roles, and then assign specific crew or entire crew quarters to have those roles and operate/supply specific equipment. You can even tell specific crew to "live" in specific quarters... that is, you can assign berthing.

Is there a specific aspect of the game you are having difficulty with? I'd lay odds that if you shared a screenshot and asked a specific question, someone will be more than happy to help you solve whatever issue you're currently experiencing.
Lorenzo[FR] Nov 24, 2022 @ 6:57pm 
normally in a good design you use between 50% and 75% the recommended crew number.
private1028 Nov 24, 2022 @ 7:51pm 
Originally posted by umop-apisdn:
Not to be snarky, but... "better design" is the fix you're looking for! Crew, at the end of the day, is "just another resource". Learn to manage your resources better.

Place the crew quarters nearer to the stuff that needs crew. Reduce foot traffic. Keep them from stumbling over one another as they run frantically back and forth. Find ways to reduce their distance traveled and/or the frequency at which they do so.

Press C to open the crew management interface... at which point you can assign roles, adjust the priorities of those roles, and then assign specific crew or entire crew quarters to have those roles and operate/supply specific equipment. You can even tell specific crew to "live" in specific quarters... that is, you can assign berthing.

Is there a specific aspect of the game you are having difficulty with? I'd lay odds that if you shared a screenshot and asked a specific question, someone will be more than happy to help you solve whatever issue you're currently experiencing.

Everything is green so that's probably not my problem. I notice that when I go to General Quarters my manpower requirement suddenly doubles. I get the little red man syndrome. If I check normally everything is green. I put nukes on my rear end but in combat with a heavy cruiser they went red man. I lost a good portion of my rear before I could take out the offending ship. I did a repair and restored everything with almost 3k extra units of salvage left over. I'd rather not have my tail shot off however. My recommended crew is 282 for my dreadnought but I have 420 assigned. My fame is only like 200 so my crew costs me almost 2 million.
Last edited by private1028; Nov 24, 2022 @ 7:52pm
malakhglitch Nov 24, 2022 @ 8:09pm 
Did you assign ship roles to your crew? Because it sounds like you just went with the "redshirt" role. Crew given proper roles and supply designations will not leave their posts unless the suppliers are dead.
private1028 Nov 24, 2022 @ 8:18pm 
Originally posted by malakhglitch:
Did you assign ship roles to your crew? Because it sounds like you just went with the "redshirt" role. Crew given proper roles and supply designations will not leave their posts unless the suppliers are dead.

I'm a bit lost on how that works. I didn't understand what purpose assigning roles performs.
umop-apisdn Nov 24, 2022 @ 8:22pm 
Originally posted by private1028:
I get the little red man syndrome.
Yes, you need to learn how to use roles effectively, and assign specific tasks to specific crew, with them assigned to specific quarters, and those quarters assigned to specific buildings (or whatever you want to call reactors, guns, etc).

Originally posted by private1028:
My recommended crew is 282 for my dreadnought but I have 420 assigned.
If you can learn to use roles effectively, it should be possible to run a ship with a "recommended crew requirement" of 300 with no more than 200 crew (and some people are shouting at their screens right now, telling me I'm an idiot and I'm wrong because that number is possibly more like 150).

It's not exactly simple to learn the intricacies of the mechanics involved, but hunker down and get to work! It will improve your gameplay experience considerably.
malakhglitch Nov 24, 2022 @ 8:23pm 
I thought so.

Watch this introductory video by OneEye (one of the architects of Cosmoteer)

https://youtu.be/VhxTAi4kgX4
malakhglitch Nov 24, 2022 @ 8:24pm 
And as a general guide to things Cosmoteer

https://steamcommunity.com/sharedfiles/filedetails/?id=2866401542
umop-apisdn Nov 24, 2022 @ 8:39pm 
Originally posted by malakhglitch:
I thought so.
Watch this introductory video by OneEye (one of the architects of Cosmoteer)
https://youtu.be/VhxTAi4kgX4
This :steamthis:

Also, see if this is helpful:

https://forum.cosmoteer.net/d/11843-introduction-to-crew-management
Last edited by umop-apisdn; Nov 24, 2022 @ 8:41pm
Diarmuhnd Nov 24, 2022 @ 10:08pm 
Yarp :steamthis: those guides will help.

Assigning crew roles and then assigning them to specific crew quarters close to the work area on very large ships is a must. You can use an all red-shirt crew, but only if you use lots of automated floors and a very precise layout to avoid long haul delivery snafu's. I found that on most of my ships I could use about 30% less crew than it said I needed because of compact designs. I also found the engineering room a good time saver and engine booster since your crew power all attached engines from this room.

All of my recent ships on grand admiral are red shirt crews, but i took a lot of time designing and tweaking the interiors. My first playthrough on normal I used lots of custom crew roles, but found that was more work than I wanted to do again.

I made sure all the crew quarters were placed in small clumps close to the area that needed the crew. And that travel time between areas and high traffic paths were boosted with automated floors and alternate shortcuts for returning crew where needed along long paths.

I used the Eye option ship view during battles as I designed my ships. This let me see how crew would move to complete tasks and helped me tweak my ships and use crew quarters a little bit better.
private1028 Nov 24, 2022 @ 11:21pm 
Originally posted by malakhglitch:
I thought so.

Watch this introductory video by OneEye (one of the architects of Cosmoteer)

https://youtu.be/VhxTAi4kgX4

I haven't been able to duplicate what he does. This will take time to figure out.
taiiat Nov 24, 2022 @ 11:53pm 
yeah, splitting your Crew into Roles makes a huge difference. you tell portions of Crew to just keep doing certain jobs irregardless of what else is going on. as there's jobs that have to always be getting covered even if there's a problem, otherwise more problems happen.

some tasks require a lot of Energy Cell hauling, and that's what your Crew will generally spend most of their time doing. having groups dedicated to ""refueling"" particular sections of the Ship will go a long way.
such as Roles for Thrusters, Roles for Shields, Et Cetera.
this leaves the rest of the Crew more free to do stuff.


and also as mentioned, try to spread out your Bunks so that you have Crew that are naturally nearby the important zones of your Craft. you want to minimize the scenarios of someone having to Walk from one end of your Ship to the other in order to do something. you want to localize your designated Roles of Crew as much as you can. more Walking, less time actually doing the important stuff.


this conjoins with planning your layout to try and speed up the Walking of your Crew. less back and forth, and more moving like how Traffic on an ideal Road is supposed to be. except for large detours, having Crew acting like the Corridors through the Ship are all one-way will generally actually make the Crew do their jobs FASTER, rather than slower.
similarly, thinking about where Crew are going to most commonly need to A-B with. and ensure those paths are the most optimized.
the Crew should be spending as much time as possible on moving walkways! a small one way loop at 2x speed will be faster than back and forth pushing past each other at 1x speed (and often 0.5x speed).
private1028 Nov 25, 2022 @ 12:19am 
Originally posted by taiiat:
yeah, splitting your Crew into Roles makes a huge difference. you tell portions of Crew to just keep doing certain jobs irregardless of what else is going on. as there's jobs that have to always be getting covered even if there's a problem, otherwise more problems happen.

some tasks require a lot of Energy Cell hauling, and that's what your Crew will generally spend most of their time doing. having groups dedicated to ""refueling"" particular sections of the Ship will go a long way.
such as Roles for Thrusters, Roles for Shields, Et Cetera.
this leaves the rest of the Crew more free to do stuff.


and also as mentioned, try to spread out your Bunks so that you have Crew that are naturally nearby the important zones of your Craft. you want to minimize the scenarios of someone having to Walk from one end of your Ship to the other in order to do something. you want to localize your designated Roles of Crew as much as you can. more Walking, less time actually doing the important stuff.


this conjoins with planning your layout to try and speed up the Walking of your Crew. less back and forth, and more moving like how Traffic on an ideal Road is supposed to be. except for large detours, having Crew acting like the Corridors through the Ship are all one-way will generally actually make the Crew do their jobs FASTER, rather than slower.
similarly, thinking about where Crew are going to most commonly need to A-B with. and ensure those paths are the most optimized.
the Crew should be spending as much time as possible on moving walkways! a small one way loop at 2x speed will be faster than back and forth pushing past each other at 1x speed (and often 0.5x speed).

At 520 crew to assign this will take me a few days.;
Daredeviler_21 Nov 25, 2022 @ 2:28am 
You can coordinate bunks to role specifics, I have battery haulers as a greenshirt and I assign a 6 bunk room to greenshirts, all 6 crew inside that one room are auto assigned the greenshirt role, you don't need to do them individually.
malakhglitch Nov 25, 2022 @ 3:34am 
Originally posted by private1028:
I haven't been able to duplicate what he does. This will take time to figure out.

I'm still learning as well. It takes time to fine-tune a crew.
< >
Showing 1-15 of 28 comments
Per page: 1530 50

Date Posted: Nov 24, 2022 @ 5:52pm
Posts: 28