In most space 4x games, you shipyard works on one ship at a time, and a shipyard with more construction builds ships faster. So you build the your new dreadnought design at a backwater and it will take 100 turns. Build it at Construction Prime and it takes 5 turns.
Of course, in the real world, having more industrial resources available doesn't necessarily mean that you can complete a complex project faster. Just as nine women can't make a baby in one month, it makes sense that building a giant space ship just takes a certain amount of time, no matter how many hands you have available. Instead of building ships faster in serial fashion, larger shipyards tend to build more ships in parallel.
This has interesting strategic implications. If it takes, say, 5 years of game time to build a capital ship, you really have to plan ahead. If you are caught flat-footed in a war, and you have nothing in the construction pipeline, you will be fighting with the fleet you have for a long time before you can respond, regardless of your construction capabilities. If you launch a crash construction program, and your main shipyard is destroyed partway through, you've lost not just the value of the shipyard, but all of the hulls under construction there.
I think I would prefer this approach myself, as I like a game that requires planning and where the "ship of state" can't be turned on a dime. On the other hand, it is reasonable to worry that in a free-form game like Stellaris, it could cripple the AI to adopt mechanics that require a lot of planning and imagining of possible futures.
Of course, in the real world, having more industrial resources available doesn't necessarily mean that you can complete a complex project faster. Just as nine women can't make a baby in one month, it makes sense that building a giant space ship just takes a certain amount of time, no matter how many hands you have available. Instead of building ships faster in serial fashion, larger shipyards tend to build more ships in parallel.
This has interesting strategic implications. If it takes, say, 5 years of game time to build a capital ship, you really have to plan ahead. If you are caught flat-footed in a war, and you have nothing in the construction pipeline, you will be fighting with the fleet you have for a long time before you can respond, regardless of your construction capabilities. If you launch a crash construction program, and your main shipyard is destroyed partway through, you've lost not just the value of the shipyard, but all of the hulls under construction there.
I think I would prefer this approach myself, as I like a game that requires planning and where the "ship of state" can't be turned on a dime. On the other hand, it is reasonable to worry that in a free-form game like Stellaris, it could cripple the AI to adopt mechanics that require a lot of planning and imagining of possible futures.
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