Good-Natured Auto-Design Gripes

...or, My Engineers are Fired!

The fate of the galaxy hangs in the balance as the Arecean Empire tries to ascend rather than join the Korx Hegemony. A fleet of Korx fighters are dispatched to destroy their starbases and clear the way for invasion when the diabolical Arcean plan is revealed, sabotage! Korx engineers have been bribed to build ships without life support! Since the leader of the empire's a moron and didn't notice, the invasion can't get out of its home system. Doh! Quick, all reasearch to diplomacy for the quick win!

Apart from that little setback, there are a couple other issues that get my ship designers closer to getting a good look at their work from outside the airlock. First is the obsession with weapons and defense. Why can't I focus on hit points, speed, sensors, range?

Second is their inability to work with core ships, which might be a mixed blessing. I found myself wishing a few times they'd keep scout/constructor lines open too. That would take a lot of micromanagement out of continually strapping new engines on them.

 

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Reply #1 Top
I've never bothered with installing life support on my ships previously. Is this now critically important? I've never had a need to reach anything that couldn't be reached normally via the range given by colonies and bases. Anything so far out that it can't be reached is normally too far out for me to care about.
Reply #2 Top
It's slightly more important with ascension enabled, because some crystals will likely be outside your range. Should you end up in shooting war over them it's probably better to redesign your ships for range rather than attempting to build both warships and constructors while defending a daisy chain of bases to reach them.

The annoying surprise in my case was just finding that my auto ships had smaller ranges than the core ships, so some trade routes and mines may be outside your military reach. It's not a big deal if you plan for it, only if you just assume all your ships have equal range.