Quoting Skote, reply 6The capital ships cost the same as the labs themselves. It actually costs more in the end to use ship labs because of the research required for them. There really isn't any good way to nerf shipboard labs with out making them completely nonviable.
Bull. you're going to be buying capitalships regardless- they aren't a cost added by the ability that you pay instead of building labs. Not to mention vasari Loyalists also get income from capitalships, so this isn't even the only tech adding benefits to the cost of buying another capitalship.
Also you fail to account for the fact that capitalships take no logistics- which is a larger restricting factor on the number of labs a player can have then resources.
This Tech is utterly broken- frankly no race should be able to get to 8 labs of each type early-mid game as this tech makes trivial.
The fact that you are going to be buying capital ships regardless doens't make them a non-cost. That's not how it works.
But yes the netcost is higher for a player going Ship Board Labs compared to one who doesn't.
I'm going to speak totally in credits. We can go over the resources later to help sooth your butthurt if you'd like.
Okay, so each research station cost 750C. It might cost less depending on upgrades, or some planet specials, or whatever, but for the sake of the argument it Seven-hundred and Fifty Credits. Through out the course of play you'll want that sweet sweet TEC DeathSpaceCannon. Or to spread culture if you're some sort of Advent hippy. But in the end it costs a whopping 12000 Credits for all the research labs.
The Vasari Loyalists are crazy though. They wanna go one some sorta crazy space road trip and wanna take all their hydroponics and "medicinal" Research with them. So first they gotta go straight to level 4 Civilian Research So that right there Puts them at 3000 Credits spent. But then they find out they have to pay space taxes, post their buddy some bail so he can join them in their trip, and before you know it, they've spent 1800 credits.
So then they go to the DMV to get a license so they can have their space age research equipment (Bongs), Testing materials (Err... Space weed), and subjects (Themselves) in the back of their sweet rides. But the dude in the DMV was kind of an ass so he double charged him. Even in space the DMV sucks.
But now its all over and they're ready to go cruising in their sweet new Capital ships they bought with student loans. The first one was free, because he got from his dad. but all the other 3 vessels cost 3000 credits. So another 9000 Credits down the drain.
But hey! Now our Vasari crew can no fly around the sector *testing* and *experimenting* with illicit materials.
So at the end of this the Vasari are no 8/8 in Civ and 8/8 in mil labs. Lets see how far on top they come out in all this.
3000C to get to shipboard
1800C for prerequisites to Research shipboard labs
2400C to finally research the damn labs themselves.
9000C for the Capital ships themselves so you can be 8/8 in all research trees.
With a grand total of 16200 Credits! What a steal! So Vasari could actually not do ship board labs, and buy another Capital ship to fight with instead. Or a bunch of ships to supplement their fleet.
As for awesome logistical slots left open after this? I dunno. Could plant down a Refinery/Broadcast center/or Trade station I guess, but they won't return their value till late game I belive.
And the whopping 3.5 credits per capital ship? Thats there to make up for the fact that Vasari Loyalists have almost no population to tax, and I'm not sure if you can even plant a trade station on the Dead Asteroids after they've be devoured. But I'm pretty sure after taxes, it ain't nothin to write home about.
But I would like to know what absurdly game breaking things Vasari Loyalists can do with their now open Logistics slots. I fear I might be severally uninteresting their secret powers.