As a long-time fan of AI War, I first want to say I love seeing the improvements that go into each version, and I think the game keeps getting better and better. It's one of the few games I've actually repeatedly come back to over many years, and because of this, is already going down as one of my favorite games of all time. Absolutely fantastic job on this game, and I'm really happy to see another expansion out for it!
I have a suggestion - I wish I could macro-manage fleet production in the game. Personally in *most* AI War sessions, I build up one "uber" space dock - I queue up max number of each scout, and one of every other unit (or slightly more than one for cheap/high cap ships), and set the whole queue on permanent repeat. If I need faster production, I add more engineers.
This works pretty well up to a point, but breaks down as I get more and more ARS's and marks of units unlocked - after some time, I hit a limit on the number of unit types allowed in the queue, and I have to build a second space dock (usually I try to split production by mark level, rebalancing in some orderly fashion if I unlock more ships and start needing 3 or more docks). I often set a similar rally point for each dock (blob of death, at least on defense), and in rare cases if one of them is idle and not the other, I will manually rebalance engineers between all of these production buildings A bigger issue besides managing buildings, engineers and queues is that I often wish I could maintain a balanced fleet for combat (roughly equal cap proportion of each ship), and if there is one unit type that typically ends up with zero cap after a raid, or if I just unlocked a new ship type, I'd prefer production to focus on restoring what I consider a good fleet ratio *before* building ships I already have a lot of, without having to babysit my various space docks.
I wish there was a way to tell space docks and starship constructors to automatically produce units (perhaps by a checkmark in CTRL that would make idle docks do this, or alternatively have a "special" item you put in the queue called "auto build a unit", and whenever it comes up it builds one automatically chosen unit). By default, it would always build the unit with the lowest proportion of its cap built. So if I have only Mk1 ships unlocked and 40% cap Mk1 fighters, 60% Mk1 bombers and 20% Mk1 Cruisers and 100% Mk1 scouts built right now, it would build only cruisers (until they got to 50% cap), then start building fighters and cruisers (roughly alternating) until both were at or above 60% cap, then start building all 3 in similar numbers until they all hit full ship cap. If I go on a raid where I lose *all* my fighters and only 20% cap of my other ships, production would focus on rebuilding a bunch of fighters, until their numbers caught up (again, proportional to cap for each ship type).
In my wildest dreams for such a feature
, there would be a separate UI tab to choose weights of relative priority for different unit types and mark levels. For example, to tell it to try to maintain double the cap proportion of fighters compared to other ships, or (max) the cap of spire rail clusters (basically always build these first if under cap), or only .0001 the cap of (insert some ship you hate), or work on Mk2 ships twice as often as Mk1 ships for any ship type. Of course, unless the weight was *actually* set to 0 on any category, auto build would eventually produce full ship caps of every unlocked ship type and Mk level. I'd love to watch combat happen in the game, and go in there and tweak my ideal fleet ratio as the campaign progresses.
If we had this feature, the only reason you would *need* more than one space dock / starship constructor, is if you want to split your troops into multiple rally points (i.e. multiple front lines, or a planet off on its own somewhere with its own small production capability and fleet), which makes a lot more logical sense to me than building a new space dock when you unlock a new ship type (because your queue was too long to support it).
Does anyone else wish there were macro-level fleet production controls in this game?