Shipyard Traditions/Historic Shipyards

Rule the Waves3 like build events would be cool - unexpected delays, minor worker strikes, supply problems, engineering mistakes etc.

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I don’t know. The idea itself is not bad, but you already have planet and sector governors giving bonuses, I don’t feel like we need more.

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Why don’t we simplify it then.
All shipyards now gain worker experience. Similar to crew
Experience, gains unlock different bonuses. Ship build time, Material use, Retooling, repairing. Etc

Worker experience takes a long time to build.
Adding slipways or increasing tonnage reduces experience (as new workers dilute it)

Moving shipyard drops experience to zero or 10% to make it look like some people moved with it

And finally replace the planet governor ship building bonus with a worker training bonus.
Or remove it entirely?

What you think?

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I think thats a really good idea.

Abit like the hoi4 factory efficiency

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It is possible that neither the Governor nor the Sector have shipbuilding bonus, so a small help from a shipyard itself is welcome.
As Ush213 suggested, we can speak of a reduction of 10% (at maximum) in the time for building one class, after at least 4 or 5 ships were built.
Instead, I think retooling shouldn’t be faster, as they are learning to build a different class; and after that, bonus on building should reduce down to 1 or 2% and regained to 10% after 3 or 4 new ships.
No bonuses like less materials needed for a class, to avoid subclasses.

Agree.

1% or 2% of remaining experience, if the game can move the same percentage of trained workers with the SY.
Otherwise, 0%.

Don’t agree.
It’s possible that Governor and/or Sector haven’t shipbuilding ability. But, if they have, I wish to exploit it.
Training isn’t an ability of a Civilian Administrator, so you should foreseen an entire new feature in the game, with the related headaches in testing and balancing. :upside_down_face:

10% of total available bonus.It was probably a bit high but would you not think 5% to simulate the shipyard owner offering contracts to managers and important staff to move colony to help the transition and train new workers. It happens in real life companies all the time. Don’t know what the % are but you know balancing and all that.

Not sure like how many politicians or officer workers do you know who have also worked on the tools in heavy industry it would be extremely rare, The worker training bonus however would simulate a Governors dedication to funding training courses, maybe i don’t know. In my mind it make more sense.

Well the bonuses are not the work force getting good at building a single ship. it is in part but its more an 18 year old welder/shipwright as opposed to a 45 year old one. When it come to doing the work the older worker would be better and more skilled therefore make less mistakes and do the job more efficiently.

This would mean retooling is faster because they have done several of them in their career and material reduction would happen because they make less mistakes with cutting and welding as so on. While a fresh workforce in a new yard would have none of it.

I also think this is cool but would it not be a lot harder to implement instead of a flat shipyard wide bonus.

Thank you of the answers, Ush213.

I’m now thinking some other aspects: additive manufacturing, i.e. 3D printing (https://en.wikipedia.org/wiki/3D_printing) and AI.
They are being applied in several industries, and we can imagine even more will be in the future (an example about shipbuilding: https://www.marinelink.com/articles/maritime/3d-printing-in-shipbuilding-revolutionizing-maritime-101644).
So, efficiency in using materials will be devoted to these techniques.
Once you have designed and fully simulated a structure, cutting and welding will be (very probably) done automatically, with few or zero human workforce (if these works will still be done, or simply substituted by printing). That’s why I can’t bet on the materials reduction of the proposal here. But we can discuss of a faster retooling: you could only load new drawings in the 3D printers, and in case install new ones or reprogram them.

IMO, we should reason in the terms of the game: for how I can see it, OK for faster shipyards, no OK for multiple subclasses (to be managed in the fleets for navigation, MSP, commanders, and combat).

But the shipyards in game use population now so in the game automation isn’t a thing or at least a noticeably thing.

Ya i have gone off the multiple subclass although it wasnt my intention it would be an outcome of the change if you gave ship specific bonuses. The materials reduction wouldnt lead to a subclass it would simple be a -5% of the total bill of the ship on paper the ship would still cost the same but you wouldnt see it being taken out of your balances.

All of this would up for Steve to decide its final form anyway. I’m just hoping we can have more of an attachment to our shipyards and make them more of the story of the game.

I’m rereading the Red Rising series at the moment and they always go on about the famed shipyards of Ganymede. Same goes for the dockyards of Mars in 40k or Kuat Drive Yards in Star Wars and while you can just decide to do this in your own head cannon in your game it would be really cool if the game had features to make this happen organically.

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Drop half of the bonus after researching the relevant tech.