I agree to a certain degree... but the player in this case have taken steps to intentionally sideline medium freighters. When they discover that there seem to be something wrong with freighters not working it should be the first step to check if enable the medium freighters again would fix it.thegreybetween wrote: Tue Sep 23, 2025 7:06 pm If I have Lv2 blasters, I never NEED Lv3 blasters for the game to function. Yes, my blasters will eventually be very weak weapons, but my empire will still run if I choose to hamstring my fleet with crappy weapons.
If you do not research medium freighters, you cannot build medium freighters. That's easy to understand. But if you don't realize you NEED medium freighters and assume you can do everything with the less efficient smaller version while you prioritize other techs, there is nothing to compel you to research it, and you arrive at the conclusion that the game must be bugged when your empire automation breaks.
That's what I am saying - the game needs to explain any hidden or implicit mechanisms that could cause an ignorant player to assume the game is broken. I'm not saying the game needs to hand-hold you through efficient or effective empire building, and it certainly doesn't need to laundry-list the potential consequences of your actions. But if an automation system DEPENDS on you making certain research choices or it fails to properly function, then those sorts of dependencies need to be clear to the player.
This is not the first thread where a player makes a gameplay error that they conclude must be a broken/bugged part of the game. That means that the game isn't effectively communicating to the player what it needs from them. It isn't a design failure at all, and the game is brilliant. But if a player can hit a wall that feels like a bug because of an action they failed to take, communication can be improved. That's all I'm saying. "Learn 2 play" works for some games, but something this massive and opaque will just lose players and positive reviews if it expects people to trial-and-error their way through a vast tech tree to unbork a basic system that is never explained to them. And the fix is as easy as a Galactopedia page explaining freighter logic. Nice.
My argument was that if you actively work against the default functions of the game you need to at least figure that this action can lead to somewhat unforeseen consequences.
It should not be rocket science to suspect that omitting the medium freighters could be the problem rather than jump to the conclusion the game is bugged.
By default the game will automatically build/design all types of freighters...
I'm sure the developers could add some code so freighter logic works fine with a player not using medium freighters if the large ones are available. It can be considered a bug.
