That same advice can be carried over to many other designs. For example, if you're only going to be colonizing a nearby planet, there is no need to build a colony ship that can go half-way across the map at super speed. Just design what you need to get the job done.
The same can even apply to combat ship designs. 'Planetary Monitors' are common in many SciFi settings and definitely have their place here. If you're looking to 'garrison' a planet or SB, there is no need to put engines, enviro, sensors or anything of the like into your ship. Guns and armor...that's it. ![]()
For me, while this is a neat concept, it does lead to a lot of micromanagement if you want to play optimally. Personally I'd prefer a system where there was a 'fee' for creating and building designs willy-nilly. My old Starfire pen and paper board game had a 'proto-typing' fee and that encouraged people to design efficient ships in general but not to just change and upgrade at the drop of a hat (real navies don't get that luxury...).
You want fully loaded star bases? You use a Huge Hull with Support Module Mass Reduction. You can pile on 17+ modules and still get around 50 moves to get anywhere fast. This set up costs around 1.5K. On a specialized manufacturing planet, you can crank these out every turn. Yes, this can be achieve mid-game..., but I suppose that depends on what you call mid-game.
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