Ok, first off that bat, just want to say that this isn't 'my proposal' or anything of that sort. A lot of people had some really interesting ideas that I probably never would have thought up. I'll try at best to present my interpretation of their ideas.
Hope it helps somewhat. The proposal most reflects idea 2A and build idea 3.
= There are 'small' buildings that are slowly added on over time as the planet grows. These 'small' buildings depend on the planet's focus. They are not found on the imperial build que. Planets build them on their own based on their focus.
= There are 'Large' buildings that the player can place on a planet that have specific effects.
= The 'size' of the planet's 'small building construction speed' would depend on the population and on the terraform preference.
= Industry from all planets is pumped into an empire build que.
= The buildings you see below are of the 'large building' variety.
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This is the empire "parts" list. These are completed items that have been created through an empire build que, waiting to be placed.
column (infrastr.) are 'large building' like items. In order is a +1 to total planet industry building (factory), a +1 to total industry farming building (farm), a +1 to total research (lab), and a moon colony. More creative people could probably think up of some better ideas.
column (military) includes planet defences, ships, starbases and shipyards. Oh, and that funny green thing that looks like a crown is an empire wonder waiting to be placed on a planet.
On the right are the planets as seen when selecting a star (modeled after the current UI)
Here I've selected the homeworld, which happens to be a very large planet. It has 2 moons, one of which has a colony, the other not. It has 6 slots for infrastructure, 4 slots for defence, and 1 orbital slot.
(I arbitrarily chose 6.. I figured a maximum of 4 for the biggest & best planet type (optimum size + terraform range), plus an extra 2 if it was your capital / homeworld)
Here with my 'mouse cursor' I'm dragging over a mine to place it on the planet's moon. The planet also has a factory, a farm, and a laser battery.
Now I've dragged over a shipyard (one per system only), another laser cannon, and a mine. The planet's focus AND it's population size will determine how long it takes to 'assemble' these items. I imagine worlds who have industry as their primary focus would complete buildings
a little faster, while completing ships
a lot faster. The time to assemble should not take long (3 turns at most). In fact, a large industrial world with a ton of people should probably get the job done the next turn or immediately.
Oh, and I'm also dragging a completed moon colony to 'open' up the empty moon space.
The buildings are complete, now I'm in the process of dragging and dropping 3 research labs. Note, however, that I don't have enough 'lab parts' hence why the labs show -2. This is so that if I am in a rush, I can drag / drop items in slots that aren't complete yet and they are placed next on the empire build que (to reduce micromanagement of having to visit each planet when something is complete to place it). Hence why they are colored 'dark red'.
Here's the empire build que. The 2 buildings are being built. Based on the empire's total industrial output, it should take 7 turns to complete the parts for a lab. (If there was excess industry lying around, it could go into the first item, thus making it take, say, only 1 or 2 turns depending on how much was stockpilled). It follows the 'tetris' proposal in the discussion forum.
The two labs are complete. I've now ordered a battleship and 3 farms. Note the battleship will take 38 turns of empire industry to complete. (Note to self. I should have made the farms 20 instead of 2 to give them that 'special' edge over ships).
Ever stand in a line at a cashier, only to have an irate customer demand that they be paid all in pennies, taking 15 minutes when all you and everyone else just wanted to pay your 10$ gas and go? You could if you had a second cashier.
I've opened a second build cue, allocating the first one at 75% capacity, and the second at 25%. The farms, taking less time, get automatically shifted to the 25% mark so they get completed and are put into use before the battleship is completed.
I've returned to the large homeworld (note the completed labs) and decide to make a fleet. I drag and drop the ship icons from the military slot onto the shipyard icon.
(I could also do this on the galaxy view, since only 1 shipyard would be available per system, I could just drag and drop them on the appropriate star and they would be completed there). Again, based on
1. The industrial capacity of the planet
2. The population size
3. The planet's focus
4. The type of shipyard
the ships could take from (immediate) to (X) turns to complete at the planet, depending on the amount of ships I told it to build. (2 frigates? done next turn. 18 Battlecuisers? Try 4 turns, 2 if it's an advanced shipyard).
Planets without shipyards could be given the ability to construct only mark 1 (frigates) ships. To do that, drag the frigate parts and drop it on the planet. it would take a lot longer to complete it on the planet (like 3 times longer) than on the shipyard.
Here I've selected a small planet. Only 1 lab, 1 missile defence, 1 empty defence slot and an empty orbital slot. No moon. Oh, speaking of orbital slots, I figured starbases and shipyards would go in them, but they could also be used for such things as detection grids, system minefields, EMP disruptors and other goodies I can't exactly think up of at this time.
I don't want that research facility anymore, so I'm scrapping it by dragging and dropping it. Scrapped items get dissasembled into their component parts. (So now I would have extra lab parts).
Another large sized planet (but not homeworld). This would be the largest, non-homeworld maximum, with 4 slots. Unfortunately, it has no moons. It has lots of people, but no special buildings. I'm going to put the wonder on it.
Now I'm placing the wonder. It has grown in size to take up all 4 slots on the planet.
Finally, I've returned to my homeworld. A few turns have passed, and I've done quite a bit of research. I've researched advanced factories (+2 to industry), advanced farms (+2 farm) and Advanced research labs (+2 research). Research was also complete in advanced missile defence systems, and shipyards.
As you can see, all items are upgraded automatically when they are researched (so I don't have to revisit each planet like in moo2 to build 'robotic factories' atop my 'automated factories') to reduce micromanagement.
* Finally, planet colonies (inside the system) are built like moon colonies, except they are dragged and dropped onto the un-occupied planet.
= = = = =
(slightly out-of-discussion scope)
Q: Why have slots for planetary defence?
A: I figure, it would give the player a paper/stone/scissors approach to defence, to customize their defence strategy, and to give attacking an entire system a new perspective.
Missiles pack a greater punch than batteries, but can easily be negated with a fleet of point-defence ships.
Batteries would be better against bigger, larger ships, less effective against frigates and fighers.
Figther bays would be less effective against large point-defence ships. However, each fighter bay could assist another planet under attack by sending it's fighters to that planet. 1 fighter base won't do much damage. 2 fighter bases on each planet, in a system of 5 planets, means you'll be facing 10 squadrons.
Therefore, if I was an attacking force wanting to take over a heavily defended homeworld armed to the teeth with batteries, missiles and an orbital, I would first attack the smaller planets with fighter bays so I can concentrate on eliminating the fighter garrisons, while not getting pounded each turn by massive batteries, missile turrets and orbital ray guns.
A small substitute to 'system ships'
So by picking slots, it forces the player to choose a strategy. Heavily defend each planet, or lightly defend all planets, but have them all assist each other.
= = = = =
Oh, and if need be, the empire build que could eventually be divided into a 'sector build que' if the dev's ever decide to go with sectors.
I also think it could look pretty neat if the icons were animated, especially when they are installed on the planet and being built.
Well, that's it. Hope I made some sense