No questions, only suggestions
OK. now it's time to explain mechanics.
Assembly lines :
I will not simulate price of materials, because it's boring, time consuming and not really necessary. The only needed resource is assembly lines.
As you noted assembly lines have production effectiveness. It is multiplier, so 1 line with production effectiveness 3 is as good as 3 lines with production effectiveness 1. There are different ways to improve effectiveness, but mainly it's an experience, the longer you produce some part, the higher effectiveness you'll get. When you change production expect a drop in effectiveness.
Docks: You can produce as many ship per month as you have docks,nd you can't produce ships larger then available dock. For now you can produce only 1 hull ships
Hulls:
Hull = hull + generator + crew cabins + everything else that I don't want to simulate
Turns: One turn = one month
R&D:
To develop any module or ship you need to launch R&D project and assign engineers, scientists or spies to it. You may assign one person to several projects. You can't simply combine Module A and nodule B and get a new ship
Production: Every turn you will automatically produce modules as long as you have active assemble lines, but for ship you need to give an order
+ some info about the setting:
1) There are no aliens
2) there are no energy shields, no anti gravitation, no teleportation, no holodecks, no sentient computers
3) The only way to travel between star systems is via stationary jump gates
Now I need :
1) Ship production order, no real options here, yet
2) At least one project for your engineer
3) What will our mighty hero Not Voting do. You may look for new staff, you may look for new designs, you may look for options to expand production or anything else that you like
then I'll post turn 1