When (if) a player reaches that level, then Terraforming is (most probably) on the way so they can have "classes" of pilots making the Seminars obsolete, Marines too. It comes down to planning. One should not make a "cache" of Pilots/Marines "just in case" because everybody with a modicum of commen sense know that they'll not be needed, not at that point...Imperial Good wrote: ↑Sun, 19. Mar 23, 23:19........................
Late game you build miners in orders of 10-20 Ls, or 40+ Ms. Buying the seminars for such miners takes a huge amount of time, especially since the 1 star seminars do not even have 100% spawn chance at shops. So much time is taken that you can end up in a situation where for hours all you do is farm seminars and give them to pilots because by the time you are done with those 20 L ships, your next order of 20 L ships is already waiting for seminars.
Late game the player really should not be having to do this in such a tedious way. Ideally they should pay lots of money and crew training and assignment just happens automagically in the background, similar to assigning trade or mining ships as subordinates.
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The "counter case" to this is that the player should (and is) not "oblidged" to go into Terraforming, to which I agree but then the Piloting skills should not have that cap they do now, just make the Shipyards unable to put captains on their newly produced ships with 1/3 to 2/3 stars (as it should have been done instead of "nerfing" the pilot progress). Another good thing to happen would be for Miner Captains to be progressing not according to "profitable" runs to give them chances at RNG promotion, because there is no price for mining resources but after their Vessel is "payed off" (individually for every captain, regardless of how many times the ship itself has payed it's price off) they should progress with the RNG coming into play in number of full cargo runs.