let me start off by saying I think the upgrades so far to try and eliminate the constructor spam are pretty good so far.
that being said they start to fall apart mid game.
there are 3 major problems with the system right now
1) the governor doesn't know what to do with 'heavy' constructors (more than one module) they tend to just sit around because every starbase has a constructor que'd
why send this idle constructor with 7 points to that SB 5 tiles away when that SB has a constructor scheduled to arrive in 1000 turns.
2) ordering 'light' constructors (one module) takes way to long
each ship costs one turn you have 50 SB each wanting 1 constructor thats 50 turns by the time thats done i will have 3 more techs each needing 1 more constructor
3) the governor doesn't recognize accrued production.
you have a shipyard with nothing in que recieving 1 production per turn but 10k accrued production thats ok we will order from the one that has 10 X 100 pt ships in que receiving 100 pts production per turn.
problem two is a solution for problem one and problem one is a solution for problem two but both leave a bad taste in your mouth.
what its taking to long to build all the constructors you need well order heavy constructors: what you have all these idle constructors lying around with spare modules you should have ordered light constructors.
so I came up with a solution (I think) for number 2 which would eliminate the problem with number 1
have constructors ignore the 1 ship per turn rule.
If a shipyard is building a single module constructor have it build as many of the constructors that are in its que as it has the manufacturing capacity ( including accrued capacity) to build in a single turn.
if you have 50k production and you have 100 SB's each needing 5 modules and it costs 100 production to make a constructor bam here's 500 constructors.