em3 wrote:Please don't hit me.
There is some difference between a threshold for being able to produce anything, or having a single cost dependence factor for all producible things, which is always in effect and always relevant to player decisions (the happiness option), and a system that uses a similar mechanic just to implement the specific feature of a time delay for being able to produce things after an invasion. If it was just desired to have such a delay, there could be a "recently invaded / production disrupted" special, without need for a meter to track "infrastructure" and numerical thresholds for the effects wearing off, particularly as there's not much a player can do to change or influence the infrastructure recovery. With happiness, various other gameplay decisions influence the happiness levels, and likely there would be a way to spend influence to change the local happiness.
yandonman wrote:* Move ships over planet, they take out weapons, shield and infrastructure
Right, forgot about that.
Now, current game content would allow players to build troop ships and all other ship (based on buildings at invaded planet) on the next turn.
The ships themselves do take some time to produce... Perhaps 2 turns minimum production isn't long enough for basic troop ships (or most other ships?)
The proposed modifications would add an infrastructure prerequisite (not a cost), one would not be able to build ships on the next turn. They'd have to wait a few turns for the planet's infrastructure to recover.
Right... I'm not just seeing why this would need to be done with an infrastructure meter instead of an explicit special indicating that the planet had been recently invaded so can't yet produce anything.