I can see an easy way of giving you more work: making transports uncloakable. it makes sense considering how big they are
I skip transports and cloaking starships and just use flagships to demolish footholds for my knowlege (and then building a turret ball round the wormhole) which is working aok. I guess it depends if you want to waste 3k knowlege on making knowlege farming less micro or not- I like my method because it ensures a constant attrition of AI forces from starship ownage
Ok, so I'll do what I do about 50% of the time anyways, fly everything in using a transport, drop it off, bring the transport back for other use. Later I'll pick it up and move it using the ever indestructible transport.
You give another way to easily gather knowledge using fleet starships and turrets. Once your in the middle to late game there are plenty of ways to make knowledge gathering really easy, and easy is boring. That why I proposed this removal of mid to late game knowledge gathering. Yet, as I said, it doesn't ruin the meta game of maximizing supply and knowledge while minimizing AIP from kill AI command stations. I have no problem with the early game knowledge gathering because with few resources (ships, techs, knowledge, etc) available you have to adapt a bit to knowledge raid; contrasted with the late game where it's the same boring strategy over and over again.
A stationary research station that gathers knowledge at range from neighboring systems based on weather it is in supply or not? I think such a structure could be interesting, however it will need to have a proportional trade-off. Without trade-off's you have no excuse not getting it and AI Wars is all about making deliberate decisions with trade-off's.
What kind of drawbacks or penalties do you think it should have? I would probably suggest something along the lines of an AIP cost and maybe a universal wave modifier, though I'd be interested in hearing your ideas.
Also, was the range limited to immediate neighbors? Or did you intend for it to spread as far as your supply was unbroken?
Making it a new command station would be an interesting way of implementing it, would that fit with your suggestion?
Yes, a command station will work, but I don't prefer it. Next, I intended for the station to be able to gather knowledge from ANY planet with supply, no distance restrictions, etc. My reason: My main consideration is removing the tedious and uninteresting management needed to gather knowledge from dozens of planets. If you limit the mark III research station by distance or other I'll build one, scrap it, and build another for negligible cost. If you use it to stations I'll swap out the stations using dirt cheap colony ships. Why not just skip all of this by making it a "build it and forget it" type of building, it wouldn't change the game any, but free up time and thought for more interesting decisions.
I don't think it should have any draw backs besides knowledge and resource cost, just like every other technology. If you unlock them in the early game they can be very useful, since knowledge raiding is tricky in the early game. If you unlock them in the late game, then they aren't specially useful, because knowledge raiding is trivial anyways, but they do free up your time and thoughts for more interesting decisions.