Noticed that survey ships require an administrator. Disbanded a survey ship to recover the administrator for use elsewhere (colony or starbase), and several turns later, the administrator is still listed as supporting the decommissioned survey ship. Tested with colonies and starbases, and upon disbanding a colony or starbase, the administrator count does not increase and the administrators are still listed as supporting a colony and/or starbase.
My main concern is that this makes survey ships too expensive to use since they are now equivalent to a colony. I understanding needing to use and admin for the survey ship since they can explore anamalies, but not having the option to disband the survey ship and recover the admin is too costly - I'd much rather have a colony or starbase long term. Plus, you can target enemy survey ships and destroy them to permanently deny your opponent an administrator.
Bug or feature?
They just need the tooltip updated so it doesn't still show them being used when they are gone. They are a consumable resource and should be displayed more like the other resources
If a starbase needs an administrator, and I can see how they would, they would certainly be on the base and they would die with the base. Case closed
You want a simple solution but not so simple solution?Administrators should create Projects or Commands once a Project point or Command Point, or Bureaucracy point is used up it is gone. Simply changing the name of the "admin point" to something else will simplify things.Update the tool tip to show what they were spent on. Create a building that is Empire Unique and call it the Continuing Education Center. This building grants say 2 "admin points" when built but allows for the project that always takes 5 turns no matter what, but will allow existing administrators to be retrained once for say 3 more admin points.Then a player that has lost starbases or ships due to mega events or wars can recoup the loss The player also has to pay in something (time) to do it but they can also control when and if they need it. Also they would lose a tile.
Already exists. See this mod.
My biggest concern is I create a colony ship or a constructor, and then start the looooong move to get where it needs to get only to find it I can no longer claim it be a planet or resource. So then I can either drop it on nothing (starbase/constructor) or just lose it (colony ship).
I would be fine if you lose a starbase in combat the admin is lost (died with the crew), but a ship that I haven't yet "transposed" either to a planet or starbase I should be able to recover the admin for possible other use.
If citizens are consumable, is there an unlimited number of them? I.e. Do you gain one every 10 turns forever?
Yes. Virtually unlimited. It limit by the how long the turn you will play on one game which last around 100-200 turns so use them wisely. Although there is a tech that allow you to train your own citizen by using social production. It is bloody expensive too.
Thanks. That makes me happy: they don't serve as a cap on size, then, but a cap on expansion (albeit 1 colony every 2 turns is pretty fast).
There is a limit to how many can have 'x' job in the government though. So for Admins for example, I believe there are only 10 slots. So once those slots are filled, you can't assign any more admins leading a semi-limit of 40 admin points from Citizens.
10 hard cap on all type of citizen that can be on global pool. You can't train new one if the pool is full so you need to assign them down on the planet. Admin can't be assign but can be promote to juice 4 admin point out of them permanently and drop that one out of pool so you can train new one. I never get to test that if Leader is limit by the number of free slot on global pool or 10 just like the other since Leader can be put into any pool.
Could you make it possible to repurpose a Star Base e.g. by getting rid of it's mining modules and turning it into an Influence or Military or Economic Star Base or vice versa?
On really large maps Administrators are going to be a major bottleneck. I am playing a new game (2.1.3)with a Gigantic Spiral Map with almost everything common (except Ascension and Anomalies) and after less than two years I am starting to run into being able to build Colonizers and Constructors, faster to a lot faster, than I can get Administrators even training all of my new Citizens as Administrators. I do seem to be ahead of all the Races I have meet in numbers of Colonies. There is still a lot to be colonized and resources to grab with Star Bases.
I am still seeing some spikes of 4,000 to 6,000 cash gains in the timeline for some AI Players, not a lot of spikes but some.
PS I am Dray Prescot in the Steam Discussions.
Another question what happens to Citizens at the Empire level if your Empire Capital Building, i.e. your Capital Planet is captured?
Also could you make a RAID on a planet to destroy it's Planet Capital or even the Empire Capital building without having the force to actually capture the planet? Or make Raids to destroy (or damage until repaired) other critical buildings, particularly Empire or Galactic Unique buildings?
My suggestion:
- Administrators on starbases or ships that are destroyed are lost.
- Administrators can be retrieved from colonizers/constructors/survey ships if those ships are disbanded in a shipyard. For that matter, I would strongly prefer the change (that was mentioned by several people in the past) that ships can only be upgraded and disbanded in shipyards and/or that there is a new constructor type that doesn't need an administrator but can upgrade and disband ships in space.
- When a starbase is disbanded the Administrator has to fly back to the nearest shipyard with a private vessel.
Saying that "The goal was to prevent the administrators from being gamed. " Isn't a very good reason. How is it gaming administrators to decomission a starbase and get the administrator back. Maybe have a building where you can train an administrator like a legion, but, only if you have the infrastructure to support that lost administrator.
I made a mod that removed all admin costs, so you can build an unlimited amount of colony, constructor, survey, or hypergate ships. After playing it a few times, I found the game didn't change much.
Mind you, before that mod, my play style involved getting 4 admin citizens at the start and researching a whole bunch of techs that gave me admin points. Near the end of the game on huge maps, I start running out of admins for my starbases. I don't use a whole lot of survey and no hypergate ships.
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