From a realism standpoint no. But from a gameplay standpoint having minor things be easily replaceable makes a lot of sense. There is a level of micromanagement that people will be comfortable dealing with (what is equipped to my ships, what are the main ships of my fleet, i have to go replace ships) and a level of micromanagement that people won't want to deal with (what materials do i need to build this ship, how do i set up a supply line to keep my fleet ready to go). These secondary considerations are things that people are unlikely to want to deal with and its not realistic to force people to do so. Middle management exists for a reason.
Such the "immediate purchase" just simulates having a ship in stock without the need to go and buy it ahead of time. If i am a space admiral in charge of a colony that has 100,000 people on it surely one of them could have figured out that i will need some replacements and would have some ready.
Yeah, that makes sense. The same logic as for "Supplies" covering every conceivable set of requirements, through the magic of delegating it to a logistics officer. But here it might feel a bit weird, especially if the "gathering point" is far away from your production centers. Still, some suitably small fraction of production being allowed to be "rushed" would probably feel ok. Not sure it'll be necessary, though - only going to "fix" this once it becomes a problem in playtesting, if that makes sense
On Doctrine: Will NPC factions have officer/ship/fleet-size doctrines that add up to numbers besides seven? Numbers below seven might make sense for scrub factions... but that opens the box for "why don't elite factions have more?" which in turns asks "why can't the player unlock more?"
Pirates will probably have less, yeah. And a few one-offs like the Lion's Guard may have more. (Why doesn't the player unlock more? The player's fleet is the Lion's Guard equivalent for their faction, I say.)
On Restoration vs Production: One thing that just occurred to me... is that if restoring D-hulls remain expensive there no longer exists much point to restoring any ship you can replace. Scuttle it, pocket the resources, and bang out a new one. Obviously... this doesn't apply to ships you lack blueprints for, but for anything else it just feels wasteful. Plus a bit of busy-work for the player as you recreate the old loadout on the new ship. My thought on this: Noticeable discount on restoring hulls you have the blueprints for. Makes a certain amount of sense with "let's see if we can figure out how to put this back together" versus "I know exactly how this goes together, I just need the parts".
Well, since restoration is explicitly there for ships you *can't* get in pristine condition otherwise, and is meant to be entirely uneconomic, this state of affairs sounds perfectly fine
(That said, producing pristine ships will take some doing. Producing them reliably will take some more doing.)
Granted, I have not been playing very long, but in my limited experience: emergency burn frequently cancels out--it can help catch or avoid a faster fleet if you catch them with it on cooldown, but in general I cannot reliably catch a fleet without a speed advantage or escape at a speed disadvantage. If you are hunting Luddic mining fleets, dropping a burn level is not a big deal; with a newish career trying to avoid fast destroyer fleets, dropping to 8 from picking up a destroyer with degraded engines definitely makes a difference.
Sustained burn (especially with the skill boost) does negate the travel-speed disadvantage, so if you never want to initiate combat and are strong enough to fight whomever catches you (plausible for mid/late game exploring) I agree it is not much of an issue.
Hmm, I do see what you mean. Another way of looking at it - which doesn't go against what you're saying, really, just another perspective - is that if you're relying on a +1 burn difference to run away or chase something down, that's often indicative of something else having gone wrong in the first place. I.E. if you're cruising on Sustained Burn at a near-tangent to likely hostiles, you're not dependent on +1 burn. Likewise if you're going dark and moving carefully. And for chasing enemies down, sneaking up, using an Interdiction Pulse, and then E-burning is a hard-to-avoid combo. Finally, enemies tend to come to you unless you're chasing small fry for some reason.
Of course, there's still a lot of utility in not having to rely on ability use like that and to be able to brute-force the chases and escapes. I guess I just don't personally see it as such a deal-breaker, possibly because I tend to rely more on abilities regardless of my fleet's burn level, since that's a playstyle that I enjoy.
It's not too important to have the strongest fleet overall - but being strongest at certain Burn level is quite nice. Having just 1 higher than enemy means that as long as you don't run into disruption they can almost never catch you. Though AI can use a smaller tackler fleet, so going below 10 (full frigate fleet without degraded engines) is an especially important breakpoint.
I very much do not like compositions like 1 cruiser and few frigates for example - that's not good enough to fight a fleet of cruisers, yet makes me exposed to such risk. Same for having a Capital - if I have one, it's gotta be capable of beating multiple enemy ones - so Onslaught/Paragon or similar from mods.
I do grudgingly make exception for a single DE + frigates composition though. Medusa is just good enough to be worth it, in vanilla. Plus there are no really efficient cargo frigates.
Though I guess a lot of that is more relevant for Nexelerin. In vanilla you start hostile only to Luddites (very small fleets) and Pirates (weakest faction and any large fleet will be slow due to d-mods). Bounties are not going to run anywhere either.
Yep, all of this makes sense. I think it's also a very good point that this may be more important in a modded game, with more fleets flying around, and more of them being hostile as well. It's harder to use abilities effectively if the density of enemy fleets is high, and it's a lot easier to mess up.