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Construction time/space ports and build speed reductions

Posted: Tue Mar 15, 2022 11:42 am
by kocur4d@gmail.com
Hello!

I have a question about the things from the title.

Maybe I misunderstand the system but every single game I play went to the stage where I am not yet able to build additional spaceports, I think you can only build those around colonies if I am not mistaken, but the backlog of military and private ships is huge the build queue on the space port goes to 5000+seconds. This is happening fairly early in to the game.

Is there any way to smooth this out? I have researched related space port tech to increase the number of construction yards couple of times but it still creates a huge bottleneck. I believe there should be more ways to overcome this. I hope I I missing something.

Other question is related to Haakonish Heavy Escort build speed reduction https://i.imgur.com/wutxKfW.jpg
It is basically saying yee your race will not be building this. It takes somewhere between 1.5/2 years to build Heavy Escort?!? That is a bit ridicules.

Last question is Construction Yard parameter Construction Speed as simple as divide ships Maximum Size by Construction Speed to see how long will it take in seconds on normal speed? So If Ive got a ship with 450 used size it will take one Construction Yard with build speed 4.00/sec 112.5 seconds to build on normal speed?

Thank you.

Re: Construction time/space ports and build speed reductions

Posted: Tue Mar 15, 2022 11:46 am
by BTAxis
Yes, the heavy escort build time is probably badly configured. That shouldn't be anywhere near as bad.

Do you use automated ship design? Maybe your designs are being updated too often. My spaceports are not usually clogged up, but I manually design my ships.

Re: Construction time/space ports and build speed reductions

Posted: Tue Mar 15, 2022 12:56 pm
by kocur4d@gmail.com
Maybe someone wanted to have 10% penalty but misunderstood the field and slap 90% on it.

I use manual for combat ship but left private ships on auto. Maybe that is what it is and simply all of the private fleet are trying to refit all at once.

Re: Construction time/space ports and build speed reductions

Posted: Tue Mar 15, 2022 10:30 pm
by Emperor0Akim
Construction Yards are also used docking ports but worse than the original component
so maybe you should equip your space port with one, that transports can dock there,
also try to fill all Space Yard Slots.

Re: Construction time/space ports and build speed reductions

Posted: Tue Mar 15, 2022 10:50 pm
by SirHoraceHarkness
This was an issue even in DWU where early game before you can expand to other planets your single space port would get overwhelmed with both production and refits. DW2 lessens it a bit by allowing the planet to also function as a full ship yard so you at least get two separate lines. However unlike in DWU you can't just build a medium or large space port early game now that its stuck behind a research tree. The small space port upgrades help as you research them though along with stuff like improved docking bays etc. This time around it seems that research is a lot more restrictive on what you can do and thats fine as I always thought DWU advanced in tech far to quickly even with slow research.

Re: Construction time/space ports and build speed reductions

Posted: Tue Mar 15, 2022 11:14 pm
by Emperor0Akim
Also Space Stations near colonies were not restricted in size,

so no matter which Type of Space Port you used you could cram it with 10 Space Yard Components,
per 1 of each component production facility.
I exploit the hell out of this concept, constructing 50 ships at the same time, no problemo ..
yeah deliver those tasty resources to my 50 docking bays ,...


I must admit in this instance the hard component restrictions of DW2 are not so bad :)