Hi Peter1x9,
When it comes to the Dreadnoughts there are a number of complex issues as SINs was not designed to handle them.
So there is method to this madness.
Things to note:
1. The AI does not build that many Caps
2. There is no way to differentiate a Dreadnought from any other Cap
3. A Dreadnought has to be either a Battle, Support, Carrier, Colony or Siege Cap i.e there will be 2 caps defined as the same type.
Conclusion: the chances of you seeing a Dreadnought, built by an AI, is small. This was confirmed through testing.
Question: do you want Dreadnoughts in the game, other than your own?
Question: do you want more than one Dreadnought, per AI player, in a game?
My answer to the above questions is yes!
To implement the above every player gets an equal number. This can only be implemented via an ability that a structure has. So to keep balance you want a unique structure with this ability and you don't what that structure buildable. This is a summary of why the Dreadnought factory is in its current form.
By the way an early version of Maelstrom Expansion has Dreadnoughts that were true Caps, were buildable and the abilities required research (I think R1 for Original Sins the Expansion version, not sure about R2).
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"As for the binary planet, couldn't you just make it buildable (without using autoplace) and do something like this in planetbinary?"
Yes, I am aware of this. But why?
I wanted the Binary Planet to be hard to defend.