Does fleet academy module work for upgrades as well?

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Seomis

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Reapplying spaceport modifiers on upgrade would be an interesting feature, but any game on a decent sized map will last long enough to get a fleet full of academy'd ships, anyway.
 
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Ferrumius

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I build fleet academy and engineering bay at every space port under my direct control. When I give one of those spaceport to a sector I hotkey it so I can track where they are.
 
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GloatingSwine

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No, it doesn't.

I tend to keep about 10 starports to build from, eventually you'll be rebuilding ships as you lose them to fighting the Fallen Empires, so then you rebuild them with the bonus.

The Fleet Academy/Engineering Bay bonuses are kinda relics of a previous era anyway, I suspect they'll get changed at some point.

(Personally I think there should be a veterancy system for ships, and the fleet academy just builds them at higher veterancy, ships built without it will catch up after surviving some action).
 
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The Founder

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Nope, production bonuses are not applied on Upgrade at the port. You can not make a ship oversized retroactively either.

However, they do not need to be. Right now there are only 3 Production bonus sources:
Oversized Ship*
Engineering bay Maintenance Modifier
Fleet acadamy

The two module based can be build on many space ports. Asuming you are not hemorraging Influence for other things (at wich point that was your decision to get those things), affording 100 Influence on a few ports should not be hard.
Attrition will deal with getting the bulk of the fleet upgraded, asuming you only produce new ships with the bonus.

*Note that targetting priorities include HP, Armor and Dodge of a target. As such a Oversized ship will be the last one of that shipclass to fall.
 
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Topias

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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.
 
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Almond_Brown

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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.

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?

And how does a ship get "experience" retroactively? assuming you just built it and it has yet to see any combat?
 

bluelotus

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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.

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. Besides, I don't think that ships constructed pre fleet academy should always survive until you can get the academies working.
 

The Founder

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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:
+5% Fire Rate, +3 Accuracy, +3 Tracking
Engineering Bay is:
-5% Ship Upkeep cost

Strategic Resources have been passive buffs since 1.3.

Those are not exactly "game changing" effects:
The fire Rate is never bad, but repeatable technologies alone give +10% each.
The tracking only means that the Accuracy might not be lost agaisnt high Dodge Targets. And the +3% Accuracy is not that much eitehr.
The Upkeep cost means that you can afford the Upkeep for 1 Extra ship every 20 Ships. You still have to build the thing and the Bays themself eat Upkeep too...

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.
 
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Topias

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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?
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.

And how does a ship get "experience" retroactively? assuming you just built it and it has yet to see any combat?
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?

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.
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.

Besides, I don't think that ships constructed pre fleet academy should always survive until you can get the academies working.
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.

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.
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.
 
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Raithnor

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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.
 

The Founder

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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).
Ships being repaired in port also have less maintenance cost.
The Aura adds to already existing Self-repair ability (Cristalline plating) and the repair from the port. So actually adding the Aura to the Port repair might be the best overall result. However the Station also costs extra resources to maintain and locks out other defensive structures around it (you may want to make a FTL trap instead; death Flowers with port support are quite deadly).
The Micro for seperating out ships is equal with Repair Aura and Port Repair. In both cases you need to bring those ships to a specific point. With the Aura there is a danger to forget those ships too.
 

Raithnor

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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).

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.
 

Ur-Quan Lord 13

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Note, there's a probably unintentional way to avoid most of the influence cost for a fleet academy, so you can build more of them. especially in a multi planet system.

Give the system to a sector. You can still queue up starport upgrades, but you don't pay the influence cost.

Since you probably want those on your sidebar, you still have to pay the 25 influence to unsector the system, but that could have bought you multiple fleet academies.
 
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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.

By late-game, that -5% upkeep can easily equal 100 in energy savings. And if like me you always run welfare programs, that extra 5% becomes mandatory.
  1. Fleet Academy
  2. Engineering Bay
  3. x4 Assembly Yards
Set up my fleet-building planets as above = profit

Then I use a +2-planet system for repairs and upgrades so I can get my fleet back in action in no time
 
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GloatingSwine

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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.
 
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Raithnor

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May 19, 2016
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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.

*Checks the bonus again* Interesting. I missed that on my first read, that changes things up a bit.