[Suggestion] Building more then 1 structure/ship in 1 turn.

Hi All 

I don't know if this is new suggestion I searched to the best of my skill and didn't find anything appropriate.

 

My problem is that planet with 1500 production can only build 1 colony improvement a turn.

I'm not saying that it should take basic factory to Industrial Sector in 1 turn , but if it have 10 empty slots , it should be able to build 10 basic factory in a turn (30 manufacturing each). next turn upgrade them all .. etc.

same goes to ship yard .. you can build huge ship in 2 turns or just 2 tiny fighters .. doesn't make sense to me.

 

maybe user need to research some sort of government/upgrade shipyard to get the continues build , maybe an improvement on it;s own.

maybe it should be 50% extra cost for the 2nd building , 100% more for the 3rd 150% for the 4th and so on .. to reflect the additional "management" needed here.

and get a structure / tech that allows you to better manage continuous build. 

 

please give it a thought.

Haim

 

 

 

 

4,941 views 3 replies
Reply #1 Top

There is no point in taking 40 turns to build 40 small/medium or even large ships. As it is, with carriers, it is always better to build a carrier than a tiny/small ship, but that still leaves medium/large hulls out in the cold.

A simple solution is to have a planet be able to sponsor multiple shipyards. So a planet with 1000+ production can easily support four or five shipyards, with sliders to adjust what percentage of manufacturing is diverted to each shipyard. Thus you might have 1 shipyard taking in 600+ and churning out dreadnoughts, and a host of tiny shipyards taking 100 prod per turn and churning out escorts etc.

Could also introduce exclusion zones, like for starbases, i.e., you can't build a shipyard within 5 hexes of another shipyard to limit shipyard spam.

This still doesn't address the ship design issues though. For e.g., larger ships can cram in more engines/life support at no penalty, so a smaller ship would just slow your fleet down.

 

Reply #2 Top

They did just say that they didn't want to have planets sponsoring multiple shipyards because of the potential issues they could have from it on the last dev stream, unfortunately for that idea.  In addition to multiple ship construction (building squadrons/wings/flights), fixing your second issue (smaller ships suck due to lack of secondary equipment) should be based on better fleet support abilities.  Namely, non-promethion-costing upgrades that boost speed and range, at a set value (and stack, but cost a lot to add).  A fleet might be able to mount 3-5 of these before they stop working, or simply have 3-5 different versions so that they can stack if that isn't easy to do.

That way, fleets could much more easily implement designs that include purpose-built guardian, interceptor, and assault craft while your main ships do what they always do anyways.

Regarding the OP, it might need to cost more but if your production is high enough you should be able to build the larger structures, albeit with an increased cost in production (25%-100% increase for each tier you skip).  So building an industrial complex would mean you also build a basic factory + 125%-cost xeno factory, 150%-cost mega factory, and 175%-cost manufacturing center at the same time while the industrial complex costs 200%.  If that takes too long, do up to the mega factory then do the next two in one turn for instance.

Reply #3 Top

Quoting Suomi, reply 2

They did just say that they didn't want to have planets sponsoring multiple shipyards because of the potential issues they could have from it on the last dev stream, unfortunately for that idea.  

It seemed that Paul said they wouldn't know how to divide the manufacturing between the shipyards. I accept that they vetoed the idea, although I don't personally see how it can't be solved by having a list of sponsored shipyards on the planet screen with a set of sliders to adjust the manufacturing between them. There might of course be other issues such as maintenance levels, map crowding, and so forth to overcome, or stuff I am not aware of, or even how to account for multiple planets sponsoring the same shipyards.

A very slight variation would be to upgrade a shipyard with a second or third slipway, then to have sliders allocating resources to different slipways.

I am also surprised that shipyards are not starbases. To me, a shipyard is just a another type of starbase, i.e., a starbase that is not an economic or military or mining base, and it could have it's own improvement/upgrade path.