I tend to keep them as flat as possible. Single navy command, single survey command, single industry command, all under the top level.
The problem is that commanders keep dying and the bonuses stop getting applied and you only find out years later. You might also just not have a good commander who is exactly the rank you need for a given position. And move a ship that has a rank requirement one too high inside a command? No bonuses for you. Manually messing with who is still in range of what is also pain.
I can appreciate people doing it for the role-play aspect, but gameplay wise it's just too much micromanagement pain to deal with layered commands imho.
Hi Zap0,
I don't know but here I kinda disagree with you. I have a timer fleet as a reminder for me to check all assignment and as I know I also run elections every now and then.
The yearly check takes no more than 30 seconds, 1 minute if I have to make adjustments. At election time I run a reassign all naval and that operation takes probably 2 or 3 minutes of my time.
Bottom line: I am more bored of setting up the same structure (or similar), game after game after game. A way to import-export admin command only would really be the real time saver.
IMHO
Any tips on how to create a good multi-layered admin command? I have struggled with knowing how many and at what order should they be put in. i. e. who should be under what.
I go with the below which builds up depending on the status of the game:
The example starts from the main general command and goes down the ladder for a Logistic structure:
GEN - MAIN ADMIN COMMAND
subcommand LOG - ADMIN COMMAND ROLE - Colonization Operations Command
sector command LOG - SECTOR - SOL SECTOR Colonization Operations
system command or special missions LOG - SYSTEM LEVEL - SOL Colonization Operations Department
group command LOG - SHIP/PLANET/BASE - SOL Colony Ship Operation Office
You can check back my picture and note I haven't discovered/used sector commands yet, so that branch has not been integrated yet.