Stardocks

Shipyards and Starbases

Once again I'm going to start a bit off topic; as I'm not sure if Administrators are freed up when a Starbase Constructor is used to build a shipyard instead of a starbase.  Thus, is it wiser to have the planet construct the shipyard?  Just curious there.

Anyway, I've also always wondered, (and this is leading in to the topic), why shipyards are separate from Starbases?  That is, why don't Starbases produce ships too?

It seems to me that the progression for a (Military and/or an Economic) starbase would be that of starting as a shipyard.  Start as a Shipyard.  Then Upgrade to a Stardock and finally into a full Starbase. 

Under this concept: a Shipyard would be capable of producing one ship at a time (of any type); a Stardock could produce up to three at a time (but of a specific type: either social; or military); and then a Starbase would be capable of producing up to six at a time (also of a single type).

In the case of a Starbase, if six is too many, perhaps also only three; but at a much faster pace.

 

Just curious; but feel free to take it as a suggestion for the future.

 

SK

9,330 views 3 replies
Reply #1 Top

Good ideas.

I'd like to pick where a planet built shipyard is located, since most times it appears in a horribly inconvenient or poor strategic location... at move 1 per turn. using a constructor to build a shipyard where you want (even losing an admin) can be a much better choice.

Reply #2 Top

Hm, why not make it the other way round? Everything is a starbase, but make "shipyard" simply a starbase module! Make a module for every hull size and let every module produce a single ship that can be assigned independently from other shipyard modules.

Again that brings me also back to the idea of local resources. If a player chooses to create a mega stardock with a lot of shipyard modules then he/she would also have to organize the logistics to bring all the needed resources to the stardock. But local resources are not necessary for the shipyard module idea to work, it would just add another layer of strategy.

Reply #3 Top

Quoting DemitriousDucas, reply 1

Good ideas.

I'd like to pick where a planet built shipyard is located, since most times it appears in a horribly inconvenient or poor strategic location... at move 1 per turn. using a constructor to build a shipyard where you want (even losing an admin) can be a much better choice.

I was using Constructors to build Shipyards; but I'm not liking the idea of using (and losing) an admin to do such.  I had been building the constructor to within one turn of completion and then switching to building the Colonizer (this would give the supplying planet(s) time to rebuild the population; as I tend to run with infertility as an option (it tends to help with morale).

The planet get's built on the one turn and either a turn later or (often) that same turn the Shipyard gets built...

JS, SK