Constructors & the lack of speedy turns
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Stardock Forums
Let's face it...Managing constructors take up a ton of gameplay time. 80% of my turn is taken up by sending them to various starbases for upgrades.
To give everyone an idea of what I'm doing, here's a sample of a typical turn...
1. I see that some of my planets built constructors. I go through each planet that built a constructor by clicking on its production message. At the planet view screen, I double-click on the constructor to launch them into space.
2. Once all newly built constructors are launched, I need to figure out where to send them. Since I don't know by looking at a starbase what still needs to be built, I have to guess. I can look at the starbase infoscreen and compare the bonuses to what I think the maximums are. Or, I can click the bonuses to show a list of what's already been built. Either way, I have to know what I can build.
3. Now that I know which starbases need upgrading, I send the constructors out. Again, I have to remember who needs to go where. If I forget, I have to check again.
This takes 3-4 minutes on a medium galaxy.
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Here are a few ways to improve things.
Suggestion 1: Let each star system set a rally point for their constructors.
Suggestion 2: Have an option to auto-launch all constructors.
Suggestion 3: Add a visual representation to starbases if they have upgrade options available. Each bonus (attack, defense, repair, mining, trade, influence, and production) should have its own indicator. This way, if you have a starbase that needs 3 production upgrades, 2 mining upgrades, and some defense upgrades, you can see them without having Indicators should *not* be based on which class the improvement comes from - there are production improvements under mining and economy.
Suggestion 4: Let us define a build order for starbases. Every time a constructor upgrades a starbase, it builds the next upgrade in the queue. ALL UNBUILT UPGRADES, available or not, should be queueable...even at the beginning of the game.
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Here's how my turn would go if things were different...
1. Some of my planets have built constructors. They automatically launch into space and head towards a predefined rally point - the starbase I'm constructing in their system.
2. Some of these constructors make it to a starbase in one move, and since the module build order was already assigned, they automatically perform an upgrade.
3. I wasn't watching, so I missed the fact that I was sending constructors to a maxed out starbase. I look at my other starbases, and thanks to the added indicators that appear on the starbase graphics, I readjust my rally points.
As you can see, my turns would be MUCH shorter!
- Nobody
~SDC~
To give everyone an idea of what I'm doing, here's a sample of a typical turn...
1. I see that some of my planets built constructors. I go through each planet that built a constructor by clicking on its production message. At the planet view screen, I double-click on the constructor to launch them into space.
2. Once all newly built constructors are launched, I need to figure out where to send them. Since I don't know by looking at a starbase what still needs to be built, I have to guess. I can look at the starbase infoscreen and compare the bonuses to what I think the maximums are. Or, I can click the bonuses to show a list of what's already been built. Either way, I have to know what I can build.
3. Now that I know which starbases need upgrading, I send the constructors out. Again, I have to remember who needs to go where. If I forget, I have to check again.
This takes 3-4 minutes on a medium galaxy.
---
Here are a few ways to improve things.
Suggestion 1: Let each star system set a rally point for their constructors.
Suggestion 2: Have an option to auto-launch all constructors.
Suggestion 3: Add a visual representation to starbases if they have upgrade options available. Each bonus (attack, defense, repair, mining, trade, influence, and production) should have its own indicator. This way, if you have a starbase that needs 3 production upgrades, 2 mining upgrades, and some defense upgrades, you can see them without having Indicators should *not* be based on which class the improvement comes from - there are production improvements under mining and economy.
Suggestion 4: Let us define a build order for starbases. Every time a constructor upgrades a starbase, it builds the next upgrade in the queue. ALL UNBUILT UPGRADES, available or not, should be queueable...even at the beginning of the game.
---
Here's how my turn would go if things were different...
1. Some of my planets have built constructors. They automatically launch into space and head towards a predefined rally point - the starbase I'm constructing in their system.
2. Some of these constructors make it to a starbase in one move, and since the module build order was already assigned, they automatically perform an upgrade.
3. I wasn't watching, so I missed the fact that I was sending constructors to a maxed out starbase. I look at my other starbases, and thanks to the added indicators that appear on the starbase graphics, I readjust my rally points.
As you can see, my turns would be MUCH shorter!
- Nobody
~SDC~