Capture Buildings Under Construction?
Posted: Fri Jun 16, 2006 3:12 pm
Presently, if empire A is producing a building on a planet, and empire B captures that planet, the building stays on empire A's production queue, listed as being built at the planet. Empire A can't actually finish producing the building, as an empire must own the location at which it wants to produce something, and if that (or other) requirements aren't met, then enqueued production items can't receive any PP towards completion.
So, the question is: How to deal with enqueued production items located on planets that are captured by another empire? That is: ownership of the planet changes from one empire to another.
A similar question is what to do with enqueued production items on planets that starve or are otherwise lost to an empire, but without being transferred to another empire. That is: ownership of the planet changes from one empire to no empires.
One simple possibility is to destroy / remove all in-production items on any empire's queue whenever ownership of the production location is lost to that empire.
Another possibility is to transfer production items on captured planets from the production queue of the former owner to the queue of the new owner.
Another possibility is to leave items on captured planets on the production queue of the original owner.
Other possibilities:
- Some production items might be capturable, others might be destroyed whenever their build location changes ownership, others might stay in their original producer's queue.
- Having some items be capturable and others not would allow some distinctions to be made between "intangible" and "tangible" production items. eg. a large shipyard is hard to miss, so would be easily captured or destroyed, but a secret hidden spy centre or laboratory might not be noticed (whether finished and functional, or just partly completed), perhaps depending on tech levels or detection ability of the capturers or capturee empires. Other production items might have an "official" but insiginficant production location... I can't think of a good example, but something might be built around the whole empire, and only have a particular build location for bookkeeping purposes... perhaps this represents the location of the office where the project coordinator works, but the item itself isn't really located just on the one planet, so can't really be captured. This latter option might be applied for buildings that are marked "relocatable"... ie. those which the producer can move to a new production location (with or without penaltites, perhaps).
- Whether or not production items can be captured or retained after their location is lost might be a function of technology... ie. a tech might unlock the ability to capture production items, or to keep production items on planets an empire doesn't control.
-Distinctions might be made according to whether or how much PP has been put towards a production item. eg. half completed or more production items are treated differently from those less than half completed.
IMO we should probably pick one system and not try to mix things too much. eg. tech level determines whether things can be captured, or each production item is marked as capturable-on-location-capture, destroyed-on-location-capture, or retained-on-original-producer-queue; but not a complicated combination of these, in which a particular building (but not other buildings) might switch from capturable to destroyed on capture depending on tech levels.
Thoughts?
So, the question is: How to deal with enqueued production items located on planets that are captured by another empire? That is: ownership of the planet changes from one empire to another.
A similar question is what to do with enqueued production items on planets that starve or are otherwise lost to an empire, but without being transferred to another empire. That is: ownership of the planet changes from one empire to no empires.
One simple possibility is to destroy / remove all in-production items on any empire's queue whenever ownership of the production location is lost to that empire.
Another possibility is to transfer production items on captured planets from the production queue of the former owner to the queue of the new owner.
Another possibility is to leave items on captured planets on the production queue of the original owner.
Other possibilities:
- Some production items might be capturable, others might be destroyed whenever their build location changes ownership, others might stay in their original producer's queue.
- Having some items be capturable and others not would allow some distinctions to be made between "intangible" and "tangible" production items. eg. a large shipyard is hard to miss, so would be easily captured or destroyed, but a secret hidden spy centre or laboratory might not be noticed (whether finished and functional, or just partly completed), perhaps depending on tech levels or detection ability of the capturers or capturee empires. Other production items might have an "official" but insiginficant production location... I can't think of a good example, but something might be built around the whole empire, and only have a particular build location for bookkeeping purposes... perhaps this represents the location of the office where the project coordinator works, but the item itself isn't really located just on the one planet, so can't really be captured. This latter option might be applied for buildings that are marked "relocatable"... ie. those which the producer can move to a new production location (with or without penaltites, perhaps).
- Whether or not production items can be captured or retained after their location is lost might be a function of technology... ie. a tech might unlock the ability to capture production items, or to keep production items on planets an empire doesn't control.
-Distinctions might be made according to whether or how much PP has been put towards a production item. eg. half completed or more production items are treated differently from those less than half completed.
IMO we should probably pick one system and not try to mix things too much. eg. tech level determines whether things can be captured, or each production item is marked as capturable-on-location-capture, destroyed-on-location-capture, or retained-on-original-producer-queue; but not a complicated combination of these, in which a particular building (but not other buildings) might switch from capturable to destroyed on capture depending on tech levels.
Thoughts?