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Discussion about constructor micromanagement

Discussion about constructor micromanagement

Hello

This has been many times discussed but I feel its necessary to bring up while there is good time to do something about it. The simple question here being, do you feel that current constructor system with star bases works fine?

In my mind this aspect of the game creates too much micromanagement and I spend almost half of my turns herding my constructors. Simplest fix for this in my mind would be to change constructors work like miner do with asteroid fields.

Building a star base would consume one consturctor, but to improve the star base with modules you would need only one constructor. Research a tech and constuctor could be set on automatic and the modules would be builded without micromanagement. Add more constructors the more fastly building of components would go. Ofcourse by this system constructor costs would need some balancing. How about others, any ideas to improve this aspect of the game?
19,020 views 27 replies
Reply #26 Top
I'll add another vote for a governor that can say "all ships of type A go to rally point X," or "all newly built ships of type B go to rally point Y."

My problems with starbases and constructors could be solved by adding a starbase module governor that works exactly like the planetary improvement governor in GalCiv1. This would let me set up a queue for starbase modules that's automatically on when a new starbase is founded. So when a constructor reaches a starbase, the next module in the queue is added without any input from me. And when the queue is done, show an icon on the starbase on the main map so that I can tell. It would have to let you set up at least a few different queues for each type of starbase, and set one queue for each type as the default.
Reply #27 Top
Easiest way to adjust it in the current code is to allow multiple construction modules per constructor.

Best way (IMO) is send initial constructor to build base, then just click on the base and choose to buy modules. If it changes play balance, you can throttle the construction to one module per turn. Can do a check and adjust costs based on Logistics technology and distance from nearest friendly base (to reduce the likelihood of cheesy AI or Player "influence base" constructions around your homeworld...), or just set an arbitrary logistics range for upgrades from nearest base (maybe 8 squares or so?).

To make the UI functional, bases need a UI similar to Planets.

For that matter, why not treat them like planets for all purposes with "modules" taking the place of planetary tiles (including construction queues). Also makes it easier to tell WHAT is on a base before you send a constructor, and avoids the inevitable [cannot add modules because there is no space] logistical nightmare on long-range base constructions.

You can even build a nice round template with inner and outer rings to force players to build connectors and modules symmetrically or something.

Also include the [Previous | Next] buttons so you can cycle through them.

Maybe this could make it into the Third expansion (way too many code changes for Beta stage)?

The tediousness of the starbase implementation is the only thing I despise about GC.