Fleet Academies

Buildings to boost production to churn out high tech starships in great number are widely available in Galactic Civilizations 2. Alas, it would appear that the huge brain drain of the research centres has hitherho precluded the acquiring of military experience or post-grad training in anything but combat, none of the boffins of 10 distinct star nations being bright enough to come up with the idea of training excercises, after-action reports, or any number of other interesting ideas intended to improve the officer corps and drill the men after commissioning.


That could be remedied by the introduction of fleet academies, planetary structures increasing the XP of ships either in orbit around the planet hosting an academy or, more practically, increasing the XP of ships in the same sector as the academy, this requiring less micromanagement as well as increasing an academy-world's importance as sort of a sector military HQ, allowing one to bump the price tag considerably (this should be one of the most expensive buildings to build and to maintain)


Example - assume a "Command and Control" tech line of three steps (giving, for flavour, +10 weapons/defense as well as allowing buildings), or tag unto existing techs:


[C&C 1] Academy (improvement), +1xp/turn to friendly ships in sector up to a maximum level 5

[C&C 2] Naval Academy (improvement, upgrade of Academy), +2xp/turn to friendly ships in sector up to a maximum level 8

[C&C 3] Fleet Academy (improvement, upgrade of Fleet Academy), +3xp/turn to friendly ships in sector up to a maximum level 12

[C&C 3] Omega Academy (super project), +6xp/turn to friendly ships in sector up to a maximum level 12

[C&C 3] Galactic Academy (galactic achievement), counts as a Fleet Academy in each sector

Effects not cumulative - only the best within a sector applies at any one time.


Now, that would be neat.

8,435 views 6 replies
Reply #1 Top
Decent idea, training yr crews on yr starships. Make them earn there pay during peacetime.

U could have a planetary improvement line like u outlined and a wonder perhaps that had a galaxy wide effect, ie...+10xp/turn upto lvl 20. Or would that be too powerful?
Reply #2 Top
Agree.

It also might be nice to bring in more realism regarding the effectiveness/efficiency of captain and crew of each of your ships.

By this I mean set up an offense/defense modifier for each ship that reflects the crew's ability to fight the ship effectively. Then the "crew training" can improve these modifiers.
Reply #3 Top
And while we're dreaming, I'd like a "boarding module" to take over enemy ships with my troop ratings, which are always a lot higher than my weapons ratings.

I'd also like fancier troop improvements, while I'm at it.

Edit: For example, a few trade goods in different lines of research, each of which gives +10 or +5 soldiering (Zero Point Soldier Armor, etc.). Or, an improvement that lets escape pods be launched from destroyed troop ships for pickup (or destruction by enemies) at a later date, possibly saving on population. And of course we should be able to capture and iterrogate people from enemy modules.
Reply #4 Top
You know what I would like? A cooler invasion screen/animation. I mean, I can't believe warfare in the 23rd century would be the American Revolution with lasers. Maybe some city combat. I can see it now. Sweet.

-Nero
Reply #5 Top
Perhaps a percentage of XP could be lost each game year due to retirements, captains shacking up with Aliens, picking up new red uniforms, etc...

Reply #6 Top
I'd like to fight with robots, and save my population for making babies and paying taxes.