Quick asteroid mining question: multiple mining modules on a ship = faster building/upgrades?

I'm fairly far into a game and need to build up some asteroid mining bases near recently-captured planets fairly quickly.  If I design a custom mining ship with more than one mining module on it, will it increase the rate at which asteroid mines are built/upgraded?

10,956 views 12 replies
Reply #1 Top

Very good question. Some modules (colony) stack, but others (constructor) don't. You could try testing via a branch save of your game.

Reply #2 Top

Well, you won't be able to test because the game won't let you add multiple functionality modules on a hull. So the answer must be no.

Reply #3 Top

  Your minning ship should be set up be as of the following: 4 Stellar Fold engines for balanced speed (33 speed), 5 Ultra Life Support to go any where on the map (10.3 Parsecs from a Base or Planet Cap), 6 Sensor Arrays for keeping an eye out for other ships while mining (15 range Cap), 1 Mining Mod. That is for Cargo Ship (129 size).

 

Reply #4 Top

Well, you won't be able to test because the game won't let you add multiple functionality modules on a hull. So the answer must be no.
End of quote

Man, am I imagining things, or is that a fix compared to how the early DL Ship Designer worked? I could swear I once learned the hard way that one constructor module was all a hull could use even if I could add 2 or 3.

Reply #5 Top

Actually I've tested that yesterday in TA ASAP. One mine module and all other modules will disappear. In DA/DL don't know. If yes, this could probably open an exploit.

Wow GmOOnii, others would kill to get such ships as warcrafts. :dur:

Reply #6 Top

Actually I've tested that yesterday in TA ASAP.
End of quote

I tested today, which is how I finally noticed what seemed like a dramatic change compared to my sketchy memory of when I 'learned the hard way' not to stack constructor modules in a design. The current TA UI is good--it doesn't let you make a useless design choice.

Re GmOOnii and speed 33 miners, are you doing that in a post-speed-'nerf' version of the game? Long ago, I built late-game combat ships with speeds in the 30s. But the devs came down on that pretty hard somewhere along the update/expansion path, so now anything with a speed over 10 seems amazing to me. Are you rush-building incredibly expensive hulls to get that speed in current TA or are you patient enough to let a starport work that long on one ship?

Reply #7 Top

@ GW I am not sure what you mean?

What do you mean late in the game. By the second or third year I have talk everybody out (trade) of there techs and there is (almost) no more techs to be researched. This last game which I did some different things, I had most of the Techs before the planet rush was over. Once my style is down to an art, my scores will reflect. I am aiming at 500k to 800k every 2 to 3 weeks.  My Home is pq 24 everygame now. I have posted a pic in my empire thread

My survery ships have speed of 60.  8 Stellar Folders, 1 survery mod, cargo size 129.

I have planet bonuses from a few buildings that add to that speed.

Reply #8 Top

Quoting GmOOnii, reply 7

I am aiming at 500k to 800k every 2 to 3 weeks.  My Home is pq 24 everygame now.
End of GmOOnii's quote

Sorry in advance if I now misunderstood something, but does the above quote mean that you're actually playing MV + starting out with a PQ24?

btw.... your 800k games will turn out to become Million pointers with the right alignment....  }:)

Reply #9 Top

    Yes, I play MV and no, I do not have that PQ 24 at the start but that is what it looks like when I am done creating it. O:) I will post one of my PQ 44 I have for a Money Maker Planet and it might cap out at 22.00b with a 60 to 80 morale when it is up and making money. I guess should post a list of planet PQ in my Empire later on, maybe tonight. I have alot of PQ 20's and few 30's PQ, two 40's PQ, nice purple sun.

Reply #10 Top

Your minning ship should be set up be as of the following: 4 Stellar Fold engines for balanced speed (33 speed), 5 Ultra Life Support to go any where on the map (10.3 Parsecs from a Base or Planet Cap), 6 Sensor Arrays for keeping an eye out for other ships while mining (15 range Cap), 1 Mining Mod. That is for Cargo Ship (129 size).
End of quote

And now you have a picture

AMS-Vo-Digger-H

Reply #11 Top

My survery ships have speed of 60. 8 Stellar Folders
End of quote

How are you getting a +11 on top of the 48 from those engines? Are there that many speed-boosting tradeable techs?

Mind you, I'm not a maximizer and after the Great Speed Nerf broke my addiction, I've often not even bothered with anything afer HyperWarp, and that just for the all-ships speed boost. I do sorta remember a couple of games where I tech traded my way up to a base speed of 7 on a hull with no engines, but nothing close to 12 with no engines.

Reply #12 Top

@ GW

Yes, there are a few speed-boosting tradeable techs and some projects buildings for the planet too.  

:jafo:  This spy as has been caught and dealt with. These are Empire Secrets so move along.   :-"   These are not the droids you are looking for. :grin:

"MMmmm, looking for my Empire Thread you are MMmmm :frogboy: