MatGB wrote:I have toyed with allowing expansion shipyards to be buildable if their base yard is queued, I've only tested it with Organics and I find it more satisfying,
Ah, that's a good idea. I think when this general idea had first come up we didn't have a good way to test for whether things had already been enqueued, and so the proposal had just been to allow things to be queued even if their prereqs weren't met (they would just sit on the queue until the prereqs did, if ever, get fulfilled), but that has obvious drawbacks and was rejected. Adding the enqueued condition like this though seems to me to be a really clean solution, and only requires scripting changes; I'd like to see it in more places.
defaultuser wrote:I'd be happy if you could add things on the build queue like you do on research. That is, if I want to build a Geointegration facility at my newly conquered Mu Ursh world, just add it and have Basic Shipyard and Orbital Drydock automatically added ahead of it. Unless that's already in a newer build than I'm using.
I agree that something like that would help reduce micromanagement and would be in keeping with our design principles (and more concretely, would save player time and reduce unintended build lapses). However, adding support for auto-enqueue build prereqs would require a bit of UI changes, and also either somewhat tricky analysis of prereqs or else a new specification field listing the prereqs that could be auto-built locally, and I suspect that either of those approaches would at times have trouble. I'd recommend we start by using Mat's enqueued prereq approach more broadly, and auto-enqueue of prereqs could be considered as a further refinement of that later on.
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