Sorry about this, but I think I'll just do a general overview since I'm not sure where your sticking point is. Plus, it might help some others as well. ^_^
Event LogThe event log can be seen in-game through three methods that I'm aware of off the top of my head:
1. From the main menu, under SpaceMaster, select "Event Updates"
2. Press Ctrl+F3
3. From the system screen, select the button second from the right from the menu in the top of screen (blue background, with a golden sphinx overlaid over a key and two lightning bolts; located between the Refresh icon and the gold rosetta)
The third is the one I use most often, personally.
On Shipping Lines/Civilian ShipsShipping lines use their own designs; you do not need to worry about designing ships for them at all anymore. On the flip side, even if you want to change their designs, you can't do so as easily. They will automatically begin development once you establish your first extraterrestrial colony; Mars and now Luna are typically the most likely targets for this. Civilian designs will be restricted by your available technology - as you observed, colony ships won't appear until you have cryogenic transport. Civilian designs will also always be commercial ships; they will not design their own private military force. That said, not all commercial ships are civilian: you will almost certainly find it necessary to operate your own commercial ships, both to create the seed for any colonies (either by planting infrastructure or colonists) and to also give yourself some operational flexibility, such as if you need such and such a PDC on such and such a world immediately.
The best use for shipping lines is the steady supply of free fuel harvesters, freighters, and colony ships. I mention this mostly as prelude to the civilian supply/demand issues you seemed to encounter: while fuel harvesters and colony ships cannot be controlled (though you can refuel from the former), you can ask their freighters to ship planetary facilities for you by using the "Civilians / Ind Status" tab on the Population and Production page (from which you can also access Planet Summary, Industry, Mining, Shipyards, Research, and so forth). By creating a Supply contract for an available facility on one planet and a Demand contract on another, freighters will automatically move the facilities from source to destination, though this will cost you some minor amount of Wealth.
On Commercial ShipsCommercial designs have designs in the game that do not break down due to equipment failure and do not require overhauls. They may also be constructed from both commercial and military shipyards, though as the former can expand their tonnage at (if I recall properly) ten times the speed for a tenth of the cost of the latter, while military designs can only be built at military shipyards, it's rare that you'll be devoting military shipyards to commercial construction. Essentially, they bypass fiddly micromanagement and resource consumption on maintenance. There are key requirements for any commercial design:
1. Your ship must have a minimum Deployment Time (under Crew Accommodations) of 3 months. It can be higher, but no lower.
2. You must have at least one Engineering Spaces. No gaming the maintenance system by swapping in smaller ones or stripping it out entirely.
3. You cannot use any military components.
That last one is the real clincher, and one that requires further elaboration.
1.
Military engines and jump drives are explicitly displayed as military equipment; military jumpdrives are selected from a drop-down on the tech design screen and thus must be specifically created, while military engines are automatically designated based on the criteria stated earlier by Flying Dice.
2. All
weapon systems except CIWS turrets are military systems.
3. All
boat bays and hangers are military systems. No staging military ships out of commercial carriers.
4.
All active sensors are military systems. Any active sensors that are larger than 1 HS (50t) are military systems.
5.
Gravitational survey sensors are always military.
6. Any
passive sensors that are larger than 1 HS (50t) are military systems.
7. Most defensive systems (
ECM,
shields,
cloaking devices) are military. Armor thickness, however, is not subject to any restrictions.
These restrictions have some major consequences for commercial design. First, as Flying Dice noted with the design requirements, civilian engines must be big (at or above 25 HS) and power-inefficient as far as tonnage is concerned. This essentially means that, for equivalent thrust power, the thermal signature of civilian engines will be as subtle as a wet cat being dragged across a chalkboard, while without active sensors and with only tiny passives, they are as blind as Samuel of Bulgaria's army. As such, these are not ships that should typically be operating in dangerous situations (unless you use the bullet-sponge to break the AI), especially in isolation.
With those consequences out of the way, what commercial ships can do is run your economy. Ignoring freighters and colony ships, other important ship designs that rely on commercial components include:
1.
Asteroid miners and fuel harvesters: Collect and refine minerals and sorium without setting up colonies
2.
Terraformers: Terraforming ships, due to receiving bonuses from the captain as well as the planetary governor, work faster than planetary facilities
3.
Salvage ships: Alien wreckage, whether discovered or "created" by your military, can be a useful source of both research points and minerals.
4.
Jump gate constructors: With these to stabilize jump points, your civilians and non-jump-capable commercial designs will be able to leave your home system.
5.
Geological survey ships: While frequently built military-capable (either for self-defense or for cross-construction design compatibility with gravsurvey ships), there is quite a bit to recommend commercial designs that will never break down five jumps away from the nearest repair facility.
6.
Fuel tankers: Supply your military ships with fuel without worrying about your supply train falling apart. Maintenance Storage Bays may be military, but if you stack on enough engineering spaces, you can still resupply with maintenance supplies as well.
Many of these tend to lend themselves to massive designs that, if they were military, would require prohibitive amounts of Engineering Spaces to keep from breaking down the second they break orbit. As commercial designs, however, you never need to worry about them falling apart, short of enemy action. Fuel harvesters and terraformers in particular tend to be built large with many modules, while recreational modules and jump gate constructor modules are themselves large even in isolation. As such, bypassing the maintenance system is very, very nice for these sorts of designs.
Here's a few sample designs from my present game, if you're curious to see. I can't vouchsafe their efficiency, but it might give you some food for thought.
Long Hauler class Freighter 200,000 tons 529 Crew 1654.8 BP TCS 4000 TH 5040 EM 0
1260 km/s Armour 1-304 Shields 0-0 Sensors 5/6/0/0 Damage Control Rating 1 PPV 0
MSP 5 Max Repair 27 MSP
Intended Deployment Time: 3 months Spare Berths 1
Cargo 125000 Cargo Handling Multiplier 35
Uhlman-Challis Systems IDC-1000 (28) Power 180 Fuel Use 1.73% Signature 180 Exp 3%
Fuel Capacity 750,000 Litres Range 39.0 billion km (358 days at full power)
Tesla-Leicht Institute TDC 1/5 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
Tesla-Leicht Institute EDC 1/6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
This design is classed as a Commercial Vessel for maintenance purposes
Decoud class Salvager 72,000 tons 267 Crew 985.2 BP TCS 1440 TH 1400 EM 0
972 km/s JR 2-25(C) Armour 1-154 Shields 0-0 Sensors 5/8/0/0 Damage Control Rating 1 PPV 0
MSP 9 Max Repair 200 MSP
Intended Deployment Time: 24 months Spare Berths 1
Cargo 25000 Cargo Handling Multiplier 10
Salvager: 1 module(s) capable of salvaging 500 tons per day
Song Foundation JDC-L1000 Max Ship Size 72000 tons Distance 25k km Squadron Size 2
Uhlman-Challis Systems MDC-1000 (7) Power 200 Fuel Use 0.94% Signature 200 Exp 2%
Fuel Capacity 1,000,000 Litres Range 265.9 billion km (3166 days at full power)
Tesla-Leicht Institute TDC 1/5 (1) Sensitivity 5 Detect Sig Strength 1000: 5m km
Tesla-Leicht Institute EDC 1/8 (1) Sensitivity 8 Detect Sig Strength 1000: 8m km
This design is classed as a Commercial Vessel for maintenance purposes
Laurentia class Terraformer 254,550 tons 1010 Crew 5669.6 BP TCS 5091 TH 0 EM 0
1 km/s Armour 1-357 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 14 Max Repair 500 MSP
Intended Deployment Time: 3 months Spare Berths 2
Terraformer: 10 module(s) producing 0.012 atm per annum
This design is classed as a Commercial Vessel for maintenance purposes
Leeds class Fuel Harvester 147,950 tons 510 Crew 2717 BP TCS 2959 TH 0 EM 0
1 km/s Armour 1-249 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 11 Max Repair 30 MSP
Intended Deployment Time: 3 months Spare Berths 3
Fuel Harvester: 50 modules producing 1000000 litres per annum
Fuel Capacity 20,000,000 Litres Range N/A
This design is classed as a Commercial Vessel for maintenance purposes
EDIT:
Also, got the "
one new reply" notification, posted anyways because I didn't feel like scrapping the post.
Flying Dice says it much more succinctly and effectively above.