Tyreth, I understand and agree - this is why I say 2a in the end. I just wanted to stress (and if it was discussed before, sorry - still reading the older threads) that:
- slots should be filled by 'large' projects, not by a single factory or farm
- yes, many inventions that improve tech throught the empire should be implemented automatically on the empire scale
- some, however, would not logically appear on the very new colonies - for example, I could believe that soil enrichment with nanobots help would appear on each new colony, but holotheaters world network is not something that is easily build nor is it a priority for colonists fresh out of ships - so to avoid micromenaging, perhaps some 'planet wonders' should appear only after some max population planet % or slots number is filled?
And Aquitaine mentions 'The first issue is how infrastructure is calculated and improved'. My post was mostly a response to that question - I wanted to answer this by presenting a system based on 2a:
- population increase leads to automatically filling slots by 'large projects' (player can assign planet into one of predesigned build quies, so it will be automatically filled with project he wants when the given level of development is reached, BUT there will be no sharp jumps in development, it will be gradual)
- planet wonders are applied automatically when tech is discovered and/or planet has risen to suitable level of development to sustain them
- cumulative small projects (like separate defence queue of 2a, but some other non-military projects may be also be cumulative - for example, space yards...some other things, granted, this would require more brainstorming) are the third type of building
The key thing here is to allow player intervention into any step of the process if he feels it is necessary, but let him avoid this by clever automatic development - I see it like this.
After a colony is created (and anytime after that) player can assign (or change) a development project to it.
A development project is created somwehere in options, and looks like this:
- planets size x, slot number y, project name (ex. Border Agriculture World, size 4)
Build agrarian settlement, build agraraian city, build agrarian major city, build continent bio farm complex, upgrade agr settlement to agr major city, upgrade agr city to major agr city, buld second continent bio farm complex, priority* build planetary scanner, build agr major city, build continent miliary complex (ground-space missile specialization), autobuild (untill all slots are filled) bio farm comlexes, upgrade ALL urban slots to agrarian metropolis, build space shipyard, build&deploy orbital missile satelites x100, build&deploy medium mines x1000 (end of queue - msg to player main screen).
Note that most planet wonders like automated factories, holo theaters, commercial space ports or orbital elevators autmatically affect the planet when given level of slots or pop is filled, no need to put them into any queue. *priority build could be used to force building a planet wonder or cululative building before the requirements for its automatic creation are fullfilled.
It is possible that what I am describing here is what was said in the long discussion thingy - if yes, sorry bout wasting your time. :>
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About shipyards - I am also opposed to moo3 ships dropping out of nowhere. They have to be build in a given shipyard, and when it is lost, so is the given ship.
Mind you, I loved the idea of SE3 (lost in 4, unfortunaly

) that a partially build ship could sometimes be thrown in the combat - or moved to a safe zone. For example, if the hull has engines, it could fly away to avoid destruction is system it was build in was about to fall, if it had weapons it could be thrown into battle*
* dont you just love the situation like this...
- Sir, we are approaching the Death Star shipyard.
- Tell all ships to prepare to fire when we are in ran...
- Sir! We are registering an energy spike in the Death Star weapons sytems!
- What? Turn aro....
*BUM*