Progress Report: Ship yard

Building ships

Galactic Civilizations II: Dreadlords

Shipyards

Executive Summary

The Shipyard is created when a player builds a space-port on one of their planets. The Shipyard exists on the galactic map adjacent to the planet that built the space-port.

Shipyards are what are used to build ships that, when completed, orbit the planet. They also provide a link to the ship design screen.

Shipyards can be destroyed but are protected by an energy shield from the space port on the planet. So destroying them is much tougher than destroying a typical unit.  However, shipyards do not need to be destroyed to conquer a planet.

Concept

When a user clicks on the planet, if a shipyard is in orbit of the planet they can see what the shipyard is building.

If the user clicks on the shipyard, the context area of the map displays what’s being built and allows them to easily change what’s being built. It also lets them queue up ship to be built.

The screen also includes a checkbox that says “Continuous Construction” which tells the game to keep building what is selected.

18,209 views 9 replies
Reply #1 Top
ufacturing capacity. On eof the issues that bothered me on galciv was the fact you could colonise a planet and immediately buy a new colony ship to colonise the next planet. This sort of behaviour should now be removed.

Paul.
Reply #2 Top
Ditto!!
Reply #3 Top
It might be nice for shipyards to have "levels" representing the maximum technology/size/whatever of ship that can be built there.

Alex
Reply #4 Top
in your empire, you'll be faced with the dilemma of concentrating your forces around these key worlds to protect the shipyards or spreading your fleet out to protect planets in more immediate danger.
Reply #5 Top
like it to be expensive to upgrade a shipyard to be able to produce capital ships.

Morten
Reply #6 Top
rything else, and the colonization phase would last way too long. Think of them as cheap little embryo transports, if necessary, but keep the ability to buy them.
Reply #7 Top
ed for each planet, and thus should take longer to build. I also would like to see population caps on colony ships, associated with cost.

paul.
Reply #8 Top
/TR>

I like this idea a lot. The current colony ships never did make much sense.
Reply #9 Top
I think it would greatly enhance the colonizing phase of the game. Do you put your money into putting shipyards on outlaying planets OR do you try to crank out colony ships from your home planet faster early on? Or somewhere in between?