Moved your post here, Alex.
AlexMcpherson79 wrote: ↑Tue Feb 18, 2020 12:08 pm
Suggestion for the Orbital Batteries as a possible stop-gap until that bug is plugged: Make it like the shields: One Building Per x units of Pop,
The AI already does this. It'll only build 1 OB per 50 pop, max.
I can look into enforcing this for the human players too.
Maybe have a downside to them being active (same to the shields?) - basically weapons and shields shouldn't be on all the time. maybe have them consume Deuterium for their internal power sources.
They do have the energy cost, but I know what you mean.
In previous releases I had all OBs (active or inactive) cost 1 credit each per turn, as a downside of building boatloads of them. I think I removed that some time ago, can't recall.
BOTH with Deuterium consumption when powered (like... ASDB? one of the research bonus buildings)
Hmmm, might be an interesting idea.
I'd like to hear the opinions of other people. Would anyone else like to chime in?
Oh... and Maybe a smaller but native-system version of the starfleet academy/other races variations. so Sol would have the Academy, but other systems would have a "Starfleet Academy Campus" or "-Annex", with a lower crew training bonus. (but built cheaper, and lower power consumption)
This I'm not so sure about. Some minor races have an academy type building, which makes them very appealing - this importance might be diluted if you could build academies (even less effective ones) in all your colonies.