I very much don't want to do that. I hated how they made capital ships only buildable at certain planets; it was one of the first things I changed. At any rate, the interface shouldn't be an issue after starbases are fixed.
Yeah I really don't like being forced to play out my game as per canon history. If I want to build a big shipyard in a non canonical location, why, I should be able to do it. Canon framework. But my choices.
However, one of the things I liked about SW: Rebellion was that you couldn't exactly build shipyards on every planet. Instead, you chose a few planets and maxed them out. As the opposing player, if you discovered those secret shipyards and managed to take them, you could cripple the enemy ship-construction for a while. With capships enabled for every single location, that leaves no real reason not to build level 5 shipyards everywhere you can, eventually (as soon as you can afford).
I've been thinking about this. What if you could build hydroponic stations that increased your pop cap instead? or some other reason for building something other than maxed out shipyards at every planet? Something that makes the player choose his best course of action. AND/OR if building shipyards cost population cap (forcing him to build a few hydroponics stations to allow for his major shipyards. Even better if building extra space production facilities could decrease his ship build time - but I don't know if that's possible with the engine - I suspect not.
Granted, splitting the shipyard levels up will go a long way to adding in reasons not to build a level 5 SY at every planet.
Edited by Dalmp, 28 January 2008 - 01:37 AM.