VoidSoul wrote: ↑Tue, 28. Apr 26, 03:35
Betelgeuse97 wrote: ↑Mon, 27. Apr 26, 20:52
If it still feels like constant micromanagement even after that point, that's something I'd want to look into.
I just recall my runs on large galaxy with total war and the amount of military and economy micro and monitoring enemy movements, capturing and guiding every single freighter on top of it is madness to me. I understand, it is intended to stockpile freighters and use them as need arise, but after mid-game, when you go bold on offensive, juggling freighters is the last thing you want to spend your attention on. Also, do freighter eat into your military power and logistics? Also game logic breaks, you can research Tobasaku and reap asses left and right but simple vulture "any pirates dream" is beyond your mighty powers. Locking player to racial shipset is logical or locking player out off any ship production.
Also, what is most disappointing, is that insane difficulty introduces very tempting things, like shipyard limitation, but locked behind a gimmick limitation. Personally (and is suggestion), I would like to see these mechanic futures, like shipyard limitations, to be available on any difficulty or gimmicks, such as "no ship type", activated or turned off separately as challenge setting.
1. That might explain why there was FPS drops. I tested on a small galaxy with everything else untouched and didn't experience any FPS drops at all outside the initial galaxy generation.
2. On insane, it's intended that every ship in your empire is doing something. Idle ships take up valuable supply, so there's incentive to take only what you need and get rid of ships that you don't need right now. Freighters are an instant keep due to their scarcity and immediate value no matter how many agents/traders you have.
For example, suppose I have 3 idle M6s idle in my Outpost, and I have 2 Outposts. I see my 2 Outposts having trouble moving cargo between each other since agents/traders are inefficient at ferrying wares between Outposts. I recognize that I need a courier to ferry cargo back and forth between Outposts.
To solve this problem, I assign 1 M6 with the best cargo efficiency to do that job. Since I have a reliable source of these M6s via boarding and I don't have any other problems in my empire in the short term, I can now salvage the remaining 2 idle M6s to free up supply as they're not used for anything else.
3. Yes, freighters consume supply. This is by design - all permanent assets that you can directly control in your empire consume supply.
4. Researching a capship is one thing, building it is another. Without the capital shipyard, military capship blueprints are bricks. The opportunity cost of researching a capship is that other projects - especially ones that provide immediate value like the Private Corp M6s - are put on hold. That shipyard limitation indirectly teaches the player that ships which provide solutions to both immediate problems and long-term problems are more valuable than ships which don't solve either case.
In addition to the increased front-loaded difficulty, the lack of immediate access to freighters also encourages the player to exercise extra caution with them. As for an in-universe explanation, let's just say that the freighters are a "trade secret" that the factions don't trust the player with.
5. I can add the shipyard limitation to a t-file option! That'll be put into 1.14 so that lower difficulties can try it.
Locking ship production is too extreme, and locking player to building only from racial shipset is made redundant via the increased maintenance (+35% maintenance for foreign ships). Also, I believe that restricting ships to origin race doesn't change the overall structure; every faction has the same underlying building blocks: workers, basic units (fighters), intermediate units (M6, M7, M8, TM), and advanced units (M1, M2).