So yes, this idea comes to me from the GalCiv series, but it seems like a cool component for Paradox to include in a future expansion, or even story pack. It could go like this:
The same Ship Designer screen could be used, with the same components list, but for Science ships, there are special parts that allow for faster surveying, increased Anomaly discovery, increased sensor range, quicker identification of unknown spacefaring races, etc. Of course you have limited space for these things so you'd have to make choices based on your empire's strengths and focus, and also your roleplaying desires. Perhaps if you were a Fanatic Purifier or other belligerent species, you may even sacrifice a science equipment slot to add a weapon or two... In this case, science vessels wouldn't automatically run from mining drones, etc. unless you set them to.
For Construction ships, same thing- equipment for increased construction speed, less alloy/influence cost for starbases, or results-focused things (ex.: building a Mining Station with a Construction ship that has x module on it grants 10% more mineral output). Again, limited slots = limited choices, and you could also make the choice to add weapons if you're a hostile species.
Colony and transport ships may be less critical to add to said theoretical expansion, but they could still work- modules that grant faster colonization, increased habitability for the planet, more troop capacity, etc. And/or weapons
Lol.
The right-side design would be the same as for combat ships- hyperdrive, impulse drive, sensors, power core, etc. would all auto-upgrade along with combat ships. The civilian ships maybe just wouldn't made use of AI combat computers.
What do you think?
The same Ship Designer screen could be used, with the same components list, but for Science ships, there are special parts that allow for faster surveying, increased Anomaly discovery, increased sensor range, quicker identification of unknown spacefaring races, etc. Of course you have limited space for these things so you'd have to make choices based on your empire's strengths and focus, and also your roleplaying desires. Perhaps if you were a Fanatic Purifier or other belligerent species, you may even sacrifice a science equipment slot to add a weapon or two... In this case, science vessels wouldn't automatically run from mining drones, etc. unless you set them to.
For Construction ships, same thing- equipment for increased construction speed, less alloy/influence cost for starbases, or results-focused things (ex.: building a Mining Station with a Construction ship that has x module on it grants 10% more mineral output). Again, limited slots = limited choices, and you could also make the choice to add weapons if you're a hostile species.
Colony and transport ships may be less critical to add to said theoretical expansion, but they could still work- modules that grant faster colonization, increased habitability for the planet, more troop capacity, etc. And/or weapons
The right-side design would be the same as for combat ships- hyperdrive, impulse drive, sensors, power core, etc. would all auto-upgrade along with combat ships. The civilian ships maybe just wouldn't made use of AI combat computers.
What do you think?
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