Quick question: What does a "Starship Production Center" do? It seems you can keep building them over and over.
For now, nothing really. Eventually, it is where your starships will be built. So you'll want to build these at high-production planets, since starships are material-heavy. I probably need to add some kind of 'perk' until this game system is implemented, eh?
Perks for the starship production center could be something like cheaper/faster colonization, survey, etc?
I think faster would be more relevant, since you'd have more ships available to do the task with.
I'd say cheaper as well for three reasons:
1) A larger starship production center could create larger vessels cheaper, due to more working area.
2) A larger starship production center is geared to making more ships, so economies-of-scale come into play. Uniformity and interchangeability of components, production lines, a larger workforce that is trained to build the ships, more costs shared among several production lines, etc.
3) Starships are being produced in-sector, rather than having to be imported. Although presumably, import/export of starships between sectors will be a thing in the future, with some sectors just able to build cheaper starships than others, in some cases negating this third point. But for now, we can assume that just the fuel/maintenance/crew costs would be enough to make in-sector starships cheaper.
I should think that starship production centers should increase space mission range as well. It essentially reflects a greater proportion of newer ships being used, which are both more advanced (better engines) and more reliable (less maintenance materials/emergency supplies needed, thus more fuel and crew supplies can be carried) than older models, thus increasing mission range. Also more starship production centers means that more ships are available for refuel/resupply missions to currently-deployed fleets. I'll admit: Starship production centers boosting space mission range just makes sense to me, but I'm still not sure why. Maybe others can add to my reasons?
Might be an error when restarting after losing: I had a bunch of systems, both inhabited and not, assigned to the "Overflow" sector. And it appeared there was two systems overlapping.
i think the green arrow to scroll down available edicts in the planet screen might not work? res 1280x768
(after building a starbase2 more edict options appeared and i think one of the resource find edicts scrolled down too far so the green arrow to scroll appeared.)
also something might be "wrong" with the "imperial capital starbase IV" it should be version 4 or? so better than 2 that you need to terraform etc. but i.e. i didnt had any options for that on a uncolonized desert planet in the same system as the imperial capital with starbase IV.
i upgraded the starbase then and the IV actually disappeared no V version or so.
upgrading it again didnt seem to change much either... no VI and still no options for that desert planet.
didnt check if upgrading another planets starbase in the same system to I and II would give options for the desert planet though.
another game that had the imperial capital starbase IV and a III base on another planet did show the options to terraform etc.
it showed in another game with the IV and a II base too.
just when its the imperial capital IV and i.e. version I starbases in the system it doesnt show terraforming etc options as if the IV starbase doesnt exist.
not sure if IV is the max upgrade level for starbases but if yes shouldnt the edict to upgrade starbases disappear then? (as upgrading the imperial IV to V and VI made the number disappear i guess something bugged out there? didnt test it on a new build starbase I somewhere alone and then upgrading it to II III IV and then check if its possible to upgrade to V and VI and if the "letters" show to check if its just the imperial one or all after upgrading to V.)
i kind of want little 6 month and 12 month end turn buttons... just advancing 24 months for starbase upgrade tests is a bit clicky haha.
As for the starbases... yes, you can only build up to level V, but I forgot to program a cap for that! That will be fixed for the next update. Everything else as working as designed. Let me explain.
There are two types of planetary Edicts - terrestrial Edicts, which can be supported by your planet's ground ADM and materials, and space Edicts, which require space engineering support of some kind to perform. It takes at least a level II starbase IN YOUR SECTOR and within range of your empire's engine technology (shown in green on the Quadrant View when you hit 'M' for mission mode) to perform a space Edict. Space Edicts are terraforming, colonizing, building an outpost, and surveying non-inhabited planets. Your empire capital falls outside these parameters, since it's not a sector capital, it doesn't provide support to a certain sector, even though it may be located within a sector (think Washington, DC). This is why it is critical to build a smart starbase network as soon as it is practical. For now, maintenance is not tracked, but when you have more advanced financial tools and reports, it will be. You will also be able to research longer-ranged engines, and faster warp drives (this will cut down on the length of Edicts, as they are distance-based if support comes farther away than the same system).
why doesnt the imperial capital starbase4 give space edicts?
what makes it different from other level 2+ starbases?
why does it matter what political hierarchy type the planet its orbiting has to do with the function of supporting terraformers/colonizers/outpost builders in its range?
shouldnt it be the other way around?
the imperial capital is the first on the hierarchy tree (above the sector capitals), shouldnt it work no matter what and always give space edicts to everything in its range?
what is the reason that one doesnt work/stops enabling space edicts? and if it doesnt "work" why does it still show the green range circle if the circle means nothing then?
somehow this doesnt make much sense to me.
i.e. if your imperial capital is the planet the empire basically started from... so they had just one planet, did build a starbase1, later a starbase 2 and at somepoint they upgraded it up to 4.
once it was 2 they started to colonize other planets and systems in range, lets say 2 planets in sector X and another in the system the starbase is in, so the starbase did work for colonizing etc!
then they decided for political paperwork and named it "imperial capital" and suddenly you dont have access to the starbase at all anymore? and cant even colonize the next planet one orbit further away? and have to build a starbase 1 and then 2 on the 2nd planet in that system ( or somewhere in range of your "imperial capital with useless level 4 starbase") to be able to colonize another planet.
i.e. imperial capital on earth with starbase 4, mars is colonized too, venus is not.... and cant be colonized because the starbase 4 is suddenly kind of useless/unavaiable and i have to build another starbase on mars to be able to colonize venus.
its a giant starbase mostly the biggest and highest level one the empire has... 2 level higher then what you need to enable terraforming and colonizers in its range. the hell are they doing on "the biggest/highest tech" starbase 4 then that makes it more or less "useless" as it is not used to enable colonizing/terraforming anymore?
who knows maybe i am the only one who thinks this is strange.
You make a compelling case. That actually makes sense. Ok, I'll change it for the next version that the Imperial Capital can support a mission to any system in range. :-)
I actually had one game where the Imperial Capital
could support a mission to a planet in-system. I suspect there was no sector capital, and I know there was no system capital. FYI, your Imperial Capital can't be your Sector Capital, as only the highest capital counts.
I believe what Texashawk was trying to create was the situation where:
1) ALL space missions are run by the Sector Government.
2) Imperial Capital does not report to Sector Government.
Therefore:
...The Imperial Capital's Starbase
does not count as a required level 2+ starbase for space missions, because the Imperial Starbase doesn't answer to the Sector Government.
Sort of how like the Norfolk Naval Base doesn't answer to the Governor of Virginia.
I assume the solution is somehow to isolate the Imperial Capital's system. Obviously, you'll piss off the Sector Viceroy that claims ownership of the Imperial Capital's system, but they should never have had power over the Imperial System in the first place. The fact that anyone but the Emperor has control in the Emperor's home system is a sure sign of the weakness of past rulers.
...But even if it's possible, I doubt it's wise to piss off a Sector Viceroy when building a level 2 starbase somewhere else will do.