possible solution to constructor spam on star bases

For those who don't like having to build endless numbers of  constructors why not get Stardock to do the following...

treat starbases as you treat trade routes.

Initially a person would build one constructor to build the star base.  

 

Then they would have to build a subsequent constructor (the supply constructor) to supply the starbase.  It would basically be a controllable sifon on production... the production would take time to make it to the base you can have a screen that shows how much production that you want to send each time. It would be a percentage  of production.

 

Each starbase upgrade would take a certain amount of production to build.

 

The length of time it would take to get there would be distance / movement points of 2nd constructor built.

 

Like the trade routes there would be a minature ship going back and forth.  These can be destroyed.  If destroyed you would have to build a new one.

 

Multiple planets can supprt the same star base.

 

On each starbase you can map out which upgrades that you want built in whtich order. upgrades can be built simultaneously.

 

Per planet you can have an auto upgrade toggle on your supply constructors so that when you have technology that increases your movement then you would instead of going on route stay at the homeplanet until you have accrued enough production your constructor is upgraded and is now faster.

 

A planet would be able to support multiple starbases.

 

Either from the planet or the starbases you would be able to stop the supply of each constructor.

 

This should answer to those who hate micromanagement of star bases and allow those who like them to keep them.

 

Of course with the 2x pragmatism bonus you get double the supply from each constructor.

 

You could also use a non supply constructor as well do build the upgrades faster.

 

 

Thoughts?

44,980 views 14 replies
Reply #1 Top

Not bad. Easy enough to implement and would be better than what we have now

Reply #2 Top

My only question would be where is the production come from? Do you queue up an improvement in your social queue? Does it queue up in your shipyard? Do we add another slider or wheel? Honestly can't find an option that I really like. To me, the best would be that you build the upgrade on planet in your social queue and once complete it gets shipped to the starbase, but even that I don't love.

Reply #3 Top

Well, my solution is to make starbases kinda like shipyards. Shipyards get their manufacturing from planets. Since shipyards are used to produce constructors which upgrade starbases, why not eliminate the middle man? Have a starbase get it's supply strait from a planet like a shipyard does. Most of my starbases are economic starbases, 3 per inhabited star system, and most of my constructors are built locally (less micro management trouble that way).

Like shipyards, I suggest that this trick would lose its effectiveness if you try to upgrade starbases that far away. If you are working too far away, then it is probably best to send constructors then. But for local development, which I think most people do, this would reduce the work load.

A concern that I have with this idea is that planets can only supply one shipyard. I like have 3 starbases per star system, but few star systems have more than 1 planet. There would need to be some sort of management system to be able to allow a planet to supply more than one space based structure.

Reply #4 Top

Quoting DivineWrath, reply 3

Well, my solution is to make starbases kinda like shipyards.

 

Yes to this!

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Reply #5 Top

Peregrin.. the production would be a sifon from your total production on whichever planets are supporting it.  when you establish a supply constructor route you would set how much production it takes per trip. That number divided by trips per turn would be taken from total production.

 

So if your constructor takes 2 turns to get there and you want 8 mfg points delivered... each turn 2 mfg points will be deducted.  Because it would take 2 turns to get there and 2 turns back.  

 

All starbase support modules will now cost a constructors worth of manufacturing.

 

There would need to be a management screen added So that you can control all of that planets routes.  

 

There will need to be an autosuspend route if total production output by colony is below a certain level.

 

It would have both default settings and options for greater control.

 

it would operate akin to a shipyard in the fact that each planet supports a star base.

 

The ideal is to

 

keep the effect of star bases being upgraded over time

 

Allow those who hate micromanagement a way of getting away from constructor spam yet still choose how a star base is built

 

 

 

Reply #6 Top

Quoting DivineWrath, reply 3

Well, my solution is to make starbases kinda like shipyards.

 

Agree so so much. This would make Starbases so much easier to handle. And then you can say decide how much "military" spending you would contribute and that would help build modules for the starbase

Reply #7 Top

Build Huge Constructors not Cargo ships huge vessels.

I think 45 Cost is one Module so u can put up to 10 in one Huge ship. With the Pracmatic tree we are at 20 Construction Points.

I mean u can complete everything with that ^^.

Imo that solves everything quite easy.

Reply #8 Top

I just have to take a moment to say that I, along with others, think you are trying to fix a problem that is not a problem.  I like constructors.  I love the idea of huge constructors.  I wish I had thought of that.

 

That aside, so far, your replacement doesn't seem intuitive.  I follow the logic of your equations but I am not certain it would work out as well in practice.  I fear it would feel like "click on a hex and a starbase will appear there magically some day" or something like that.  I hate to say it when discussing pixels on a screen, but I need something more substantial than that.

 

Presently I have a few well supported shipyards making capital ships and lots of smaller shipyards making lots of minimum constructors, which then spread out to various resources, mines, and planets.  No one planet/shipyard is dedicated to any one destination or starbase.  I don't see how that would work out in your system, which seems to have a one planet supports one starbase basis.

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Reply #9 Top

Starbase building bugs the crap out of me, I waste lots of resources to build them with constructors, even large ones, have to divert military production to civil projects and each upgrade means a constructor must be deployed to each applicable starbase.  That's a horrible management system, how is this not a problem?  Several others have made suggestions as well, precisely because the current system is wasteful, clumsy and micromanagement intensive.  

 

I want to be able to build a fleet and starbases at the same time, using civil production to build civilian infrastructure and military production to build my fleet and I want minimal mircromanagement.  I think it makes much more sense to treat starbase modules as buildings that upgrade over time than individual modules that are continuously added to a starbase.  The shipyard model works well for economic starbases, decent for midrange bases like mining and relic bases and poorly for long range bases, it would also add micromanagement.  Adding an option to just buy the upgrades would mitigate some of those issues.  

 

 

Reply #10 Top

Quoting erischild, reply 8

I just have to take a moment to say that I, along with others, think you are trying to fix a problem that is not a problem. I like constructors. I love the idea of huge constructors. I wish I had thought of that.

 

I like constructors too.  I am trying to propose a solution that allows those who are tired of creating a bunch of constructors to only have to create one to create the base and another to support it.

 

Quoting erischild, reply 8

That aside, so far, your replacement doesn't seem intuitive. I follow the logic of your equations but I am not certain it would work out as well in practice. I fear it would feel like "click on a hex and a starbase will appear there magically some day" or something like that. I hate to say it when discussing pixels on a screen, but I need something more substantial than that.

I don't think you read my proposal or you are responding to someone else.   You would have an initial constructor that works like constructors work today and builds the initial base.  You then could queue upgrades up.  A second constructor the support constructor would supply it with mfg points. 

 

Quoting erischild, reply 8

Presently I have a few well supported shipyards making capital ships and lots of smaller shipyards making lots of minimum constructors, which then spread out to various resources, mines, and planets. No one planet/shipyard is dedicated to any one destination or starbase. I don't see how that would work out in your system, which seems to have a one planet supports one starbase basis.

 

I definitely don't think you read my proposal and that you are responding to someone else if so I apologize... but in my initial post I put...

 


Multiple planets can supprt the same star base.

 


A planet would be able to support multiple starbases.

 

 

Reply #11 Top

I think people overstate how much micro is involved in building a ship and sending it to a place.

Reply #12 Top

If it was one ship per starbase that would be one thing but even early game its still 2 per starbase, then it goes up to 5 per starbase, then 9 then 15 it gets out of hand quickly.  Even if you only build 1 economic starbase per system you need dozens of constructors and again I want to use social production to build them rather than military.

Reply #13 Top

That little micromanagement :O ?

Ever played Real time strategy ? I think GC3 is not that micro intensive. Yeah its a little bit to do. But its not that problematic ...

And if a constructor gives you like 20 modules in a Starbase ... you dont need to worry !

Reply #14 Top

Well with my potential solution at most its a constructor to build the base and a support constructor to act as supply.  You can build non support to continue to build the modules or have multiple planets Supply it so it should work well for both sides...