If not I can't see how it can be useful in anyways. Does PDX expect me to rebuild the whole fleet in a single spaceport?
Systems like the fleet academy are a major personal bugbear of mine in 4X games. To be discouraged to build units early on because they'll never be as good as the same units built later on is asinine. Either it should be possible to apply these buffs to units after they're built or they should just be global to begin with. It's more acceptable if the buffs are simply experience levels since those can be gained in battle, although even in that case I'd prefer if they could be applied retroactively.
Systems like the fleet academy are a major personal bugbear of mine in 4X games. To be discouraged to build units early on because they'll never be as good as the same units built later on is asinine. Either it should be possible to apply these buffs to units after they're built or they should just be global to begin with. It's more acceptable if the buffs are simply experience levels since those can be gained in battle, although even in that case I'd prefer if they could be applied retroactively.
Fleet Academy is:Systems like the fleet academy are a major personal bugbear of mine in 4X games. To be discouraged to build units early on because they'll never be as good as the same units built later on is asinine. Either it should be possible to apply these buffs to units after they're built or they should just be global to begin with. It's more acceptable if the buffs are simply experience levels since those can be gained in battle, although even in that case I'd prefer if they could be applied retroactively.
I don't understand this paragraph. What I'm talking about is basically taking a ship without Fleet Academy / Engineering Bay bonuses, taking it to a Spaceport with a Fleet Academy / Engineering Bay, and upgrading the ship to have those bonuses.Not sure I follow. You cannot get a L3 Tech before the L2 & L1 versions, thus why would you expect to have it from the get go? Or do you wish Fleet to be made a L1 Tech (keep the bonuses obviously) and be available as a Module immediately upon building that first Station?
To use an example: In Civ5, if you build a military unit in a city with a Barracks, the unit will get enough experience to get a promotion. Now, if you had another unit with less experience than what the Barracks gives, wouldn't it be nice to be able to take that unit to the city and maybe a spend a turn to give that unit that experience?And how does a ship get "experience" retroactively? assuming you just built it and it has yet to see any combat?
Obviously you're not discouraged enough to not build any units in Stellaris in any longer term, compared to some other games. But since Stellaris is already nice enough to allow upgrading obsolete ships into upgraded versions, it would be nice to also get those Spaceport module -related bonuses upon upgrade while you're at it.Why would you be discouraged to build units early? You need to defend yourself with something until you can pump out stronger ships/better trained crew.
Well, you may think that, but when you're already allowed to upgrade ships into updated versions, it seems like the game disagrees with you here. Not to mention that the Fleet Academy doesn't even thematically relate to the ship or its technology but rather its crew.Besides, I don't think that ships constructed pre fleet academy should always survive until you can get the academies working.
Yes, it's not a viable thing to do in Stellaris. Really, I was talking on a more general level than just Stellaris, although what I said still applies here.Fleet Academy is: ...
Those are not exactly "game changing" effects: ...
They are better, no doubt. But not to the point where "scrapping all existing ships to rebuild them" would make sense. If anything the sudden drop in Combat Power will result in you becomming a victim for a enemy empire, costing you much more then the Modules are worth longterm.
Some things you might be missing:I don't really get the point of the Engineering bay when you can just build a platform that has a regeneration aura. Once large fleets come into play it seems faster using auras than the standard repair. Otherwise you'd have to micro-mange the damaged ships by putting them into a separate fleet.
Some things you might be missing:
Engineering bay is not required to repair. Every port can do that for resources. Eng Bay makes it slightly cheaper and faster.
Engineering bay also aplies a Production time Upkeep buff. -5% Cost for the rest of that ships existence. That alone should be worth it (and is the main reason I build it).
I'm not entirely sure that's the best use of a spaceport slot.
If the engineering bay was a 50% buff to repair cost/speed I wouldn't question it. 25%, and I'm thinking there might be a better slot that might get more use.
The Crew Quarters has a -10% upkeep cost. My point is between auras and the existing repair, the only real reason I'm building the engineering bay is for a -5% upkeep. I'm not entirely sure that's the best use of a spaceport slot. The issue is, the way repair is set up, I'm tying down a mostly intact fleet for the same amount of time to repair 10% of the ships.
If the engineering bay was a 50% buff to repair cost/speed I wouldn't question it. 25%, and I'm thinking there might be a better slot that might get more use.
Crew Quarters is -10% upkeep cost to fleets docked at that spaceport. Engineering Bay is -5% upkeep cost forever for ships built there. You can run a fleet 5% larger for the same economy if you build it all at engineering bay equipped stations.