Boy, I feel like the odd on out here. I have all kinds of problems with this.
6. Being able to turn up and down the amount of power being used for turrets in general versus for the other things would be pretty cool. Aka, it's like under-funding your fire department. You can build a certain number of turrets, period, on a planet in general. And you can have those fully powered if you want. Or you can turn those to 50% power for a while to then have extra power to ship creation or whatever you want.
In more recent games, under-funding the fire department both leads to more fires, AND makes people unhappy at the inferior fire coverage. That was how they solved the issue in Cities: Skylines. You can't rank a zoned building up past a certain point if it doesn't have adequate coverage, and cutting funding leads to less adequate coverage. That discourages tedious micro to only turn it on when there's a fire (plus, early versions of Skylines had like a zillion fires).
That's the problem with this idea: micro. I'm encouraged to chop the hell out of local turret power until about 5 seconds before the AI attacks, because I get a ship production bonus from doing so. It's the same problem as with engineers, only moved to a different location (in my FS games, I'm constantly destroying and rebuilding engineers on whatever planet I need to build up, except the one that produces ships, because it doesn't make sense to leave engineers where they're not doing anything).
7. Hell, having engineers and remains rebuilders actually doesn't fit super well into the current design in general. In the past those were useful on AI planets, but that means they should cost fuel. But that really doesn't fit with the overall goals here, I don't feel like. Having "battlefield engineers" that are used in hostile space and are a fuel-related ship would be pretty cool, but on your own planets why even have those? Why not control everything from this sub-screen and save any worries about things like engineer travel times and whatnot. Cutting down on the amount of waiting time, and just letting you express yourself through the sorts of screens that have been really well-refined over the years (I'm thinking of SimCity 4, not having played the later ones).
I'm not sure why this needs to be controlled at all, honestly. It takes X time to build something. If I can make that faster and it costs no additional resources to do so, you know I want to do it. Why wouldn't I?
Battlefield engineers are a good idea, though. Always fun when you can beachhead inside an AI world.
Yes, BUT. We'd see those utility ships actually removed in general in terms of something you can control or whatever, potentially. Instead it would be something like "invisible nanobots" that come from the command station and repair things after a certain amount of time, and you put a certain amount of funding into that from the power budget on that planet. Same thing for acceleration the construction of ships.
It's easier for players to control in that fashion (as SimCity shows), and there's not then a bunch of micro with enemies killing your engineers and whatnot. This whole thing ought to make refleeting easier by doing things like letting you lower your defenses on a planet in exchange for faster ship output for a bit, etc.
The difference between AI War and SimCity is that in SimCity, I'm trying to keep a city running and keep people happy. Funding a school at 5% has consequences, and those are ongoing. In AI War, funding my turrets at 5% means absolutely nothing until the AI shows up.
If I can control this stuff, the very first thing I'm going to ask for is a way to automate it, because I want it to do the same thing every single time: dump as much into production as possible until the AI shows up, then shift all of it to defense. There's no case where I want to build more slowly than I possibly can (outside of "tank the economy" stuff like trader goodies), and there's no case where I want defenses powered up and slower production when those defenses aren't doing anything. The only question is if I have to micro it or not.
And on another planet lower the defenses in exchange for increased metal production or whatever. It would have to take time for those changes to take effect so that you can't spam it, but basically have it set to a target "funding level" from your energy stores, and it moves to that at a certain rate that leads to it taking longer to adjust the larger the change is you just made. One candy tech might be to make the change rate on that faster.
So this would change the micro problem by rewarding me for figuring out earlier when to do it, which just makes the whole thing more fiddly and complicated. The basic choice is still the same. It's not really an interesting choice, because at any one moment in time there is a clearly correct choice and a clearly wrong one. The only question is if I can switch between the two at an opportune time.
Overall my goals with games these days is to make the minimum amount of player effort between "deciding to do a thing" and "having the thing done or in progress of being done." Babysitting engineers and remains rebuilders is kind of the antithesis of that.
I agree with that, but I don't think this solves the problem. You've replaced one extra complexity with a different extra complexity.
IMO, the thing to do here is subtraction. Things take X time to build. Period. Construction speed boosts go away. Simple, easy to understand, no fiddly extra systems to build or micro to deal with.
X has to be significantly smaller to compensate for not having boosters anymore, but that's fine, because frankly some of the times in AIWC seem to have been created entirely expecting them to be boosted anyway. Did anybody
really wait an hour for a mk III Zenith Starship to build? And from a lore POV, if we're building defenses because we expect AI attack and we can scale up production speed without using additional resources... why are we not doing that already? What reason do the human survivors engaged in a war to the death have to build more slowly than they safely can?
Maybe the AI should have capturable nanobot factories that increase building speed in their entire solar system or something, to give faster building if you can capture those.