2AdmiralWillyWilber
I don't get it - are we buying or selling in agreement or in disagreement?
To be clear building the Manufacturing Capital would unlock the Manufacturing Governor and assigns that world as a manufacturing world.
Shouldn't we, actually, have all ministers unlocked from very beginning by default? It may not be best decision from learning curve point of view, as you said, overwhelming new players. Ministers either could be "universal omnipresent entities", that have no individuality, they simply remove certain degree of burden from us, and you can control their respective branch right from their page (so you could adjust global industry settings from industry minister's page, adjust research settings from science minster's page and so on), or they could be unique persons, with different parameters, acting as global bonus to their respective branch, so we would have several options for each post. We could have, say:
- Wartime simplifier; a minister who would allow us to manufacture more units cheaper and faster, at cost of certain quality control - they would have randomized characteristic (within reason), with reduced comfort (probaby reduced operational range), to reflect their hasted construction, and their maintenance cost will be accumulatively growing - the older vehicle is, the more expensive it'll be to maintain (that could be implemented for all units, IMHO, even if in different scale), because units produced this way designed to die fast, so no one is expecting them to serve for decades. Obviously, ideal for wartime, when enemy at the gate, when you're not quite ready for it. Optionally - for risky early expansion, if you want to scrap your victorios fleet afterward. To prevent rush (ke-ke-ke
), this minister could require actual war status, enemies in our space, and, maybe, developed industry. Or some other constraints. But I'm not really morning multiplayer person, so I don't really have experience in balancing that, sorry.
- Conveyor riveter; less extreme version of previous guy, who would allow us to produce more units, than usually, but less than in previos case. Of course, maintenance costs will be almost identical to normal ships. He could also be used for sped-up buildings construction. This guy could be useful during expansion stage, when we need more colony, freight, survey, and scout ships, but do not want to sacrifice their performance.
- Perfectionist; guy who could spent a bit more time, and/or money to construct something, but at the end, performance of constructed unit will be better, this would include buildings too. Ideal for research&development stage, when you don't need to expland, but need to create foundation for your empire prosperity.
- Logistics genius; guy who would improve logistics, hence logistics, maintenance, and overhead costs. Ideal choice for grown-up empire, when there is nothing to construct or upgrade, but a lot of maintain.
Those are four most obvious examples I could come up with. Optionally we could simply issue a decree, to reorient our industry into desirable direction - quantity, quality, something in between, or cutting maintenance costs.
Ministers in other branches could have similar qualities, or we should have options to issue different decrees, suitable for selected branch.