NOTE: The specific numbers and formulas I present here are only for example, to give an idea how the mechanics could work.
I have been thinking some, and I feel that in this game the ship caps seem to be an arbitrary limit to expansion. While the AI has limitless room to grow with the number of ships it can send against you, the player cannot. I feel that while there should be a limit, I don't think that limit should be a static thing.
I propose something like the following:
Instead of each unit counting against your total energy. Instead energy becomes a ship cap, and is calculated independently for each ship. Each ship you build costs a base energy times 2^(x/12) where x is the number of that type of ship you already operate. For example, if a ship has a base energy cost of 100, the first requires 100 energy, the second requires 2^(1/12) energy, ~106 energy (a total of 206 energy against your total produced energy) the third requires about 112.25 or a total of 318.25, etc. If the next ship of that type built would take that ship group's energy limit over your total production, then it cannot be built. The number 12 can be changed to change the scale at which the energy costs rise or fall, in the case of 12, the first costs 100, the 13th costs 200, the 25th costs 400, the 37th costs 800 etc, in other words every 12 units, the costs doubles.
With the factor at 12, and a unit with a base energy cost of 100:
Your initial homeworld energy production of 184,000 would cap at 81 ships with a base energy of 100.
The current fighter ship cap is 96, this would require over 428,837 energy.
At 1,500,000 energy production, the cap would be 117.
At 5,000,000 energy production, the cap would be 138.
When you consider that this increases the cap of all ships (or at least fleet ships) you have available as you gain energy, this can become significant.
I do propose something slightly different for turrents.
With turrets, the energy cost increase is not global, but rather planet specific, but the cap remains global.
Lets say base turret energy costs were set to 2000. With the formula of Base * 2 ^ (x/12) where x is the number that have been built so far on This Planet, and the 12 means the costs double every 12 turrets of that type built on this planet.
In this case, 29 is an important number, because 29 of those turrets on one planet requires 145,951 energy, and since the energy collector on a controlled planet produces 150,000 energy, it means that you could build 29 of each turret on each planet you control.
39 turrets on a single planet would cost 286,350 energy, meaning it would take the energy of two energy collectors to set up, meaning your other systems have to lose more than those 10 turrets to provide that energy.
I think this would create more opprotunity for defense in depth, where every one of the five systems between the AI and your homeworld has some capability of slowing and harassing the enemy, while supporting your fleetships. Allowing for longer strings of systems that the ships have to fight through to get to you, instead of one or two, and when it breaks you have to get everything to your homeworld and hope you can stop them. It would also substantially reduce the impact of putting defenses up on strategic worlds captured on the other side of AI system (when you build the energy collector on the system, you get enough energy surplus to build a set of turrets there) and importantly it could give more value to things like Zenith Power Generators, and Matter Converters.
One thing to consider however is how things like golems, and perhaps spirecraft, would be handled, and one possibility is to have them consume energy as they do now, reducing global ship caps (although the exponential scaling works in your favor for the debit). Another thing to consider is how to handle cases where the energy production goes down, and the ship caps go with it, although handling it as reclaiming works now, where ships continue functioning over their cap, but can't be produced. It's more complicated for turrets, as how should remains rebuilders handle turret wrecks when they are over the cap.
Does anyone else have ideas related to this? Good idea, terrible, etc?