Maximize utilization of shipyards
⚪ Last updated 2024Preview
🔍 Analysis
- 👍 0.0% endorsement rate
- 🏆 #97 of 142 Balance mods in this game by downloads
📋 About This Mod
Maximized Shipyard Utilization In-game English supported, this intro is translated by chatGLM-4, you got what I'm trying to say. —————————————————————————————— Feature Introduction: The duration of "missing" time is reduced to 1/10 of the original. Shipyards will distribute production almost evenly across all shipyards, including the dominant shipyard accompanying the fleet. This mod originated from another mod I created to reduce "missing" time. Although reinforcements are now much faster, fleets still tend to assign most of their ships to the shipyard closest to them. This includes the dominant shipyard, which, being at a distance of 0 from the fleet, is given a significant production weight, leading to other shipyards finishing construction while the dominant shipyard still holds a large amount of our alloys. Now, all shipyards will try to use the same total number of production batches. For example, as demonstrated in the introduction, if 60 ships are assigned to the mega shipyard, each ordinary base shipyard will get 18, and the dominant shipyard will get 6. Overall, they will all finish production in 3 rounds, although the dominant shipyard, lacking a shipbuilding speed bonus, will be slower. —————————————————————————————— Known Bugs: None at the moment. —————————————————————————————— Future Plans: None at the moment. —————————————————————————————— Changelog: 1. 0. 0 - Reduced "missing" time and balanced shipyard production. —————————————————————————————— Compatibility Note: This mod modifies the following files, and any mod that intersects with them may conflict: Stellaris |----common |--------defines
📊 Mod Details
- Game
- Stellaris Mods
- Author
- 76561199083131179
- Version
- N/A
- Downloads
- 655
- Endorsements
- 0
- Category
- Balance
- Created
- 4/8/2024
- Updated
- 4/8/2024
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