Space Haven

Space Haven

What's the smallest ship you can make and beat the game?
It seems every ship has to be huge to be sustainable. A minimum of 3 members. You always need shuttle and pods. And you might as well have a recycler... It just feels making a small ship like a millenium falcon is impossible. THe only corner you could cut is food cuz you can buy it .
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Originally posted by Akiflyer:
It seems every ship has to be huge to be sustainable. A minimum of 3 members. You always need shuttle and pods. And you might as well have a recycler... It just feels making a small ship like a millenium falcon is impossible. THe only corner you could cut is food cuz you can buy it .

Have ran small crews campaigns. Recomend two crew members at minimum, purely to have a full operational day as you can not avoid resting and can not do operations on yourself and these people need to talk ocassionaly even if their trait support isolation.

1x Bedroom (1bed)
1x Relax room
1x Big storage
1x toilet
1x Nav console
1x hyperdrive.
1x small powernode
1x oxygen generator
1x tools workstation
1x hull stabiliser
1x system/core points
1x gas scrubber
1x shuttle
1x builder
1x power generator (this is edit, can you believe I forgot this "unimportamt piece of equioment" lol)

Not sure if I missed something (I ussualy do) but thats about it, nothing more needed to beat the game.

After this its about how you want to play.
Transport missions need cargo holds
Builder mission need more builders, technology and own supply of components for starter.
Capture/destroy/cleanup missions depend on your approach - either more crew or ship firepower and defense.
You want to trade - need industry session for better profits.
You want self sufficiency = gardens + industry.

You will need at minimum money, if you cut corners on all self sufficiency items, so you need to take note of how you plan to earn money.

The biggest unmatcheable Boon of small ship is like close to none upkeep and huge efficiency on depletebels. As few resources can get you veeeery far and thus end the game very fast by speedrunning through sectors.
Yes you must run through many of them, as many chalenges can be critical to you so you will have to be carefull and choose your sectors of operations wisely.

It gets boring eventualy, and if you dont have proper hypersleep chambers, you will be losing a lot of time waiting for your guys to rehabilitate from hyperjump sickness.

Done the runs just to see that it is doable, but I find ship building, expanding, exploring and mining everything, while destroying every single enemy along the way a more enjoyable way of playing this.
Originally posted by Swato85:
Have ran small crews campaigns. Recomend two crew members at minimum, purely to have a full operational day as you can not avoid resting and can not do operations on yourself and these people need to talk ocassionaly even if their trait support isolation.

Really barebones. I'd like to see a play of such ship on Release 1.0 (and maybe Brutal). Beating the game would imply finishing the EF quest (one of them).
The small ship would have power requirements that an energium generator plus some solar would hardly cover.

The smallest ship I finish the game (on Brutal) was a 1x1 ship with 12 crew. It had the bare minimum (for my play style): 01 shuttle, 01 builder, 01 miner, 02 fighters, 03 small shields, 01 PD, 02 adv. med. beds, 01 toilet, 06 beds, kitchen, 04 seats and table, x2 core, 02 x1 hyperdrives, X3 generator, recycler, energy refinery, chemical refinery, advanced assembler, surgery, 01 hull stabilizer, 02 large storages, 01 body storage, 01 cargo port, item fabricator, water purifier, robot dissasembly, and enough X2 cryo for all crew.
Originally posted by Alex_D:
Originally posted by Swato85:
Have ran small crews campaigns. Recomend two crew members at minimum, purely to have a full operational day as you can not avoid resting and can not do operations on yourself and these people need to talk ocassionaly even if their trait support isolation.

Really barebones. I'd like to see a play of such ship on Release 1.0 (and maybe Brutal). Beating the game would imply finishing the EF quest (one of them).
The small ship would have power requirements that an energium generator plus some solar would hardly cover.

The smallest ship I finish the game (on Brutal) was a 1x1 ship with 12 crew. It had the bare minimum (for my play style): 01 shuttle, 01 builder, 01 miner, 02 fighters, 03 small shields, 01 PD, 02 adv. med. beds, 01 toilet, 06 beds, kitchen, 04 seats and table, x2 core, 02 x1 hyperdrives, X3 generator, recycler, energy refinery, chemical refinery, advanced assembler, surgery, 01 hull stabilizer, 02 large storages, 01 body storage, 01 cargo port, item fabricator, water purifier, robot dissasembly, and enough X2 cryo for all crew.

Done that, and I am playing only Brutal through the last two years, so the experience has its impact. You must take into account that the small ship aint got where to deplete energy, aside from thermoregulators and lights, nothing is consuming so you have very little consumption. EF missions for small crew are a huge slowdown, but nothing else, Enemies become mamageable with turrets and laser guns, its mostly the building part that takes like forever. Or ignore the fleet and go for eden - fast end.

If you extend your ship, thus increase power requirements, thus increase fuel requirements, thus increase maintenance risk, thus increase work areas then you are going outsids the idea of small ship, but thats to everyones personal preference to what they consider as "small ship'.
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