[Optional Merge Starbases and Shipyards], update Starbases with sponsors (Mining Starbases + Planets) eliminate constructor spam.

Enable trade between Starbases of different civilizations, not just between planets.

 

For me it does not make sense to consider shipyards and star bases differently.   I would consider a shipyard a star base with a shipyard module.  It should be possible for a star base to have two or more main function for example  Culture and mining,  Military and mining, military and culture.

Needs of a civilization in a sector of space change as the game goes on.   It doesn't make sense to build a nearby star base just to have a different use.  In real life, a module would be added to the existing star base.

The way a shipyard is sponsored by a planet should be enhanced so that a Mining star base could also sponsor a Star base/Shipyard.   By selecting the priority of the type of enhancement, the star base/shipyard could update itself without the constant need of spamming constructors at it.

 

Civilization based upgrading:

This mode would enable a civilization to upgrade its star bases according to the total resources produced.  (Mines + Planets) In order to specify the priority a specific star base has for your civilization, it could be given a default priority number ei: 1.  The higher the priority number, the more resources it gets for upgrading.

Now the percentage of the total resources a star base/shipyard gets would be:   Shipyard Priority No / Sum(Every Shipyard Priority No)

The sum of every shipyard priority number representing 100% regardless of what the total number amounts to.  A star base with no available module would be considered to have a priority number of 0 for the duration of the turn.  If all star bases have no available modules, the resources accumulate for use in a later turn.

Specifying upgrade priority:    We can have a list where we can move up or down a upgrade type:

Military / Defense

Mining

Manufacturing

Research

Culture

Finance

When a module of a specific type isn't available the resources go to a module of the next available type partially completing it.  The assignment can go back to a higher priority module as techs make these modules available.  It is assumed that a Star base / Shipyard has the necessary tech to build any new module that is needed given enough resources.  (For example 3D printing micro-chip production etc).


Another possibility is to allocate a priority number to the upgrade types just as we do with the ressourses allocated to a star base in relation to the others.  So we could have:    

Miitary  10
Manufacturing 8
Research 6
Culture 3
Finance 2

So the % military modules would get of the star base resources / turn would be:  100 * 10 / (10 + 8 + 6 + 3 + 2) = 34%

 

This would prevent constructor spam all over the map.  There are so many modules that can be added to a star base and so many star bases that it can built.  It becomes dreary to have to direct constructors all over the place and manually upgrade each star base.  It breaks the flow of the game to have to click on "Upgrade Star base" every time.  There is a of that as a player's civilization becomes stronger.

Freighters & Star bases:  A star base from another civilization may have a need of certain goods and have an excess of certain goods which could be useful to our own star base.  By enabling trading between the star bases of different civilization, a star base can increase the speed in which it build things / makes profit.  The goods could be those that increase:  Manufacturing, Research, Finance, Moral, Culture.   A star base that exports cultural items increases its influence.  Profit can also be made by being the middle guy between two civilizations that can't reach each other.   For example I purchase ore from a Drengin Star base via one trade route to one star base and I sell Ore  to the Krynn for a profit at another star base.   A trade governor could make it possible to establish trade routes if you have the necessary freighters and the prices of a star base/planet would be known once first contact had been made with a civilization.

2,163 views 3 replies
Reply #1 Top

I vote no on proposition Merger

Reply #2 Top

I disagree with OP for two main reasons:

a ) it is important that shipyards not be starbases so they can remain mobile and can be built closer than 5 tiles away from starbases.

b ) as to multiple function starbases, I think it is important from a strategic standpoint that the player have to make choices that have a downside. It more fun and more interesting that the player have to choose between the starbase types. That said, I think the ability to build starbases with two purposes would be an excellent idea for a racial superability.

Reply #3 Top

Quoting peregrine23, reply 2

I disagree with OP for two main reasons:

a ) it is important that shipyards not be star bases so they can remain mobile and can be built closer than 5 tiles away from starbases.
End of peregrine23's quote

There is no reason for star bases to remain in a fixed point.  They are in space and are just a big ship.  Resources used to build up modules / ships could be used to move the bases.  

If you think of the international space station, it does have a fuel reserve so that its orbit can be adjusted.    The space simulation of this game is a flat 2 dimensional space that doesn't move however in space, the space station would move about pushed by solar winds, gravity from far away planets etc.  It would use more fuel to keep it in a fixed space than it would to let it wander around.

Limiting the number of stations within a spot on the map feels strange for me because space is 3 dimensional.   You can have a station at:  x,y,0 one at x,y,1 and so on.   On the same x and y coordinates you can have a station several miles away up or down.  There is plenty of room in space.

Might be interesting to represent the 3rd dimension and to scan both the next plane level up or down or move along a different axis showing the plane Y,Z or X and Z.

Even if the star bases and ship yards were not merged.  The solution I have proposed would address the problem of constructor spam on the map.  Neither of comments on this thread have proposed something to ease this.