Topic SY100

There are some really great ideas in topic SY100, such as allowing starbases to have multiple planets pumping resources to them to expedite the ship construction process.

I am a little confused as to what the "dual planetary queue" is.  Could someone clarify what this is?

Better name for "mining base" ---> sub-space resource extractor.   Given that the resources are transported to their destination planet instantaneously.

Perhaps in order to build a shipyard anywhere in space there must be a condition that a wormhole must be constructed between two or more other shipyards/or planets before construction can begin.  The wormhole can act as a resource transit between the newly constructed shipyard and the pre-existing shipyard(s)/planet(s).

Allow for trade transports to speed up/increase the flow rate of resources to any shipyards to counter the long-distance % negative effect of a shipyard that is too far away from a resource feeding shipyard/planet.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

12,240 views 9 replies
Reply #1 Top



I am a little confused as to what the "dual planetary queue" is.  Could someone clarify what this is?

 

Did you play GalCiv II ?  This is a reference to the fact that each planet had two build Queues, one for buildings, one for ships.

 



Better name for "mining base" ---> sub-space resource extractor.   Given that the resources are transported to their destination planet instantaneously.



Not bad, I kinda like Mining Colony myself. Has a "Alien" movie vibe.  :p

Reply #2 Top

Still kinda wondering if this was a very subtle April Fool's joke. It seems like your civ will really be able to pump out ships. It will be interesting to see how much the distance penalty is, and if it will be worth using one shipyard for a bunch of different systems. I think instead of the distance penalty, planets should have to establish trade-routes to shipyards which can be pirated/disrupted/blockaded. Another interesting option might be to have cargo ships that actually have to go to shipyards. This would allow them to be attacked and to be protected. It could also let you stockpile the cargo ships, then send them all to your starbase at once and suddenly pump out a bunch of ships in a short time, taking an enemy by surprise.

Also, will constructors be able to be built at starbase shipyards or only by the orbital shipyard? Will shipyards get the same defensive options as starbases?

Reply #3 Top

The idea is that a shipyard could pump out multiple ships per turn.

So you build a shipyard on the other side of the galaxy and have your palnets point to it and then it cranks out tons of stuff rather than having to send endless ships across the void.

The reason for this is that unlike GalCiv II, where the largest galaxy size was 22x22, we expect to go up to 64x64 (massively larger). 

It also allows for vastly less micro management because you would, by definition, have fewer shipyards than you would have planets.  I'd rather have 5 shipyards producing ships 5 times faster than 25 planets producing ships.

Reply #4 Top

Can anyone actually play a 64x64? It seems like you would have ALOT of time on your hands or you guys have made a way to manage all that effectively, and I hope you did.

Can we have a button to turn off multiple production turns? Like if I don't need/can't afford several huge hulled ships a turn, I can make sure it only does one. Please :pout:  lol

we can have as many shipyards as planets still, right? And have no penalties if they are in system. And maybe one connection per planet to avoid clutter or spamming AIs?

that's my two cents¢

 

DARCA. ;)

Reply #5 Top

Quoting DARCA1213, reply 4

Can we have a button to turn off multiple production turns? Like if I don't need/can't afford several huge hulled ships a turn, I can make sure it only does one. Please

 

No need for a button. Just put one ship in the queue I guess. I do not think it will be like GalCiv 2 where ships are on auto-build. I expect the shipyard will have a queue. 

 

The game Moo2 did have a check box to Build something indefinitely so you did not have to continuously add more items to the queue. Maybe that could be of some use in GalCiv III shipyard design.

+1 Loading…
Reply #6 Top

Quoting EvilMaxWar, reply 5

Quoting DARCA1213, reply 4
Can we have a button to turn off multiple production turns? Like if I don't need/can't afford several huge hulled ships a turn, I can make sure it only does one. Please

 

No need for a button. Just put one ship in the queue I guess. I do not think it will be like GalCiv 2 where ships are on auto-build. I expect the shipyard will have a queue.
 

Aah I forgot that one. In that case if I put something in the queue I would want multiple ships a turn, even  if I have it on auto build.

 

DARCA. ;)

Reply #7 Top

Quoting Frogboy, reply 3

The idea is that a shipyard could pump out multiple ships per turn.

Yes! :D

Reply #8 Top

So, I guess shipyards are going to be the first target when you are at war, eh? Are there any plans to add auto defense, repair bots and upgrades to the shipyard? If not, poor, poor shipyards, I'll pity them.

Reply #9 Top

I think you should be able to add defensive and offensive modules to ship yards like other space stations and indeed use fleet to help defend them.