Phase Gates not taken into account for building queue

Just uses the closet systems even though I have gates to other factorys

I built phase gates connecting my major factory systems, in order to let those further back help the front lines. However, when queuing from my fleets, it still only uses the closest systems, ignoring the phase gates that should let the factories all the way in the back immediately send ships forward. This drastically reduces my reinforcement rate as instead of 12 factory systems helping, only the 3 closest are. It seems phase gates only get used for manual ship movement and is ignored by queuing, which makes them far less useful than they should be.

4,452 views 3 replies
Reply #1 Top

I second that and noticed that you would need to wait for the present queue to finish or end it manually before it uses the phase gates further from the next closest factory to the fleet... Are we doing something wrong?

Reply #2 Top

Here are the things that tend to be ignored when asking for fleet reinforcements (recruiting from fleet screen), even assuming all travel routes are safe:

  1. Splitting delivery across different system factories in a clever way
    • Close factories under construction tend to get all the production (would be more efficient to start queuing from existing factories to start delivering)
    • Further factories that could help deliver faster if used too instead of concentrating on the close ones
    • Using phase gates properly as you mentioned
  2. Gravity well size and time to cross them (gas giants take forever to travel through)

Overall, the game should take into account the full time to deliver to the current fleet position at the moment each ship starts to be built (not when the order is given) and assign the appropriate factory at that time.

Reply #3 Top

After some more review, the build queue system in total has issues with overemphasizing closeness (even if it means slower building/waiting for facilities to build when there are free facilities slightly farther), and inability to adapt to changes after queuing (sending reinforcements through recently captured systems), and inability o register when a system is not safe to go through (active fighting and just moves a ship right through the enemy fleet), in addition to the Phase Gate issue.