Post by adseria on Nov 5, 2019 6:35:23 GMT -5
I was just playing Aurora 4x (a sci-fi grand strategy), and I was thinking that the way it handles shipyards might also work for RTW.
In Aurora, a planet can have multiple shipyards. Each of those shipyards has 2 main stats: The number of slipways, and the size of the slipways. For instance, a yard might have a capacity of 30,000 tons, and 2 slipways, meaning that it can build (up to) two ships at a time, with a maximum size of 30,000t. All slipways at a yard have the same size; however, slipways can build ships smaller than the maximum size (eg our 30,000t yard can build 5,000t ships if desired). On the other hand, this obviously means that the slipway is unavailable for construction of larger ships.
Shipyards can only build one type of ship at a time, even with multiple slipways available. When choosing a class to build, it takes time and resources (or funds, in the case of RTW) to retool for the new class. It is possible to retool to a new class while a slipway is already building an old class, and, when retooling is complete, it's possible to start construction of the new class in any available slipways. My thinking is that the retooling could replace or supplement the existing system of class development in RTW2; retooling a shipyard for a new class costs extra, while retooling for a class that has already been started at another yard is cheaper.
Shipyards are also used for refits, and for major repairs, although these are (naturally) faster and cheaper than building a new ship from scratch. However, a slipway that is repairing or refitting obviously can't be used for construction of new ships, and vice versa; a slip in the process of building a ship can't be used to repair or refit existing ships. However, upgrading a shipyard (adding slipways or growing existing ones) can be done while slipways are in use, without affecting ongoing ship construction, repairs or refits.
Shipyards in Aurora appear as targets for hostile forces; they can be shot at and boarded, just like any other ship, and they appear separately to the planet they are orbiting. Capturing a planet also results in the capture of any shipyards orbiting it. Obviously, RTW does things a little differently at the moment (all ships are considered to be built in the home area), but I imagine (read: hope) that it would be possible to change the system. Obviously, in most cases, having most, if not all, of your shipyards in your home area would be logical, but at the same time, it would make sense to have small shipyards in far-flung colonial territories for repairs and refits, particularly for colonially focused countries such as Britain, or countries that cover multiple zones, such as France and Russia.
I don't know if people will agree (based on my track record, probably not ), but I think this system, or a simplified version of it, would be well suited to RTW's gameplay, and would add an interesting layer of management to the game.
Below, for anyone who wants to read further, is a link to the Aurora 4x wiki's page about shipyards.
Obviously, we can ignore the part about naval vs commercial yards, for the purposes of RTW, at least until the trade system gets less abstracted. Other than that, I think most of the things mentioned on that page would fit quite nicely alongside the existing RTW gameplay.