Pretty sure it behaves exactly as intended. The intention was to have every ship be produced by the economy. No engine parts, no engines. But the intention was also to have every game different, with dynamic stations semi-randomized at the start. This means a different economy with different surpluses and shortages each time.
The problem comes in the interaction between the two intended behaviors and player entitlement. Shipyards need to be chronically short on supplies in order for the AI to know what it needs to build more of, but it takes time to make that measurement, to build the station, to build the trade ships, to finally start getting enough of whatever was the bottleneck and identify the new one. So there's a long period of 20 hours or so at the start of every new game where factions need every ship they can get and the player is just out of luck, sorry buddy. The only intention it's breaking is the player's assumption that the limits of the economic simulation shouldn't apply to them personally.
The ALI wharf in Trinity Sanctum can make traders and light fighters, and no other factions use it. The ALI shipyard in the Pious Mist cluster is there solely so the player can always build a Heracles.photomankc wrote: ↑Wed, 1. May 19, 17:41I just wish they would make a few simple ships available to purchase without the JIT production issues. At least one could finish the PHQ quest or do meaningful exploring or trading with a few scouts or S courier/mining ships to choose from that didn't need to be built and were there for the player to buy not the AI.
The Boso Ta anomaly mission should be changed to warp you right to the wharf and drop a satellite, just so everyone will know it's there.