Interesting idea. Something like this would be easy to automate on the spreadsheet and actually depending on how its implemented it could be given a deeper planning aspect similar to how we were looking possibly going with the commo rules before the reboot.
Properly balanced to ensure it doesn't favor either large or small factions too much, this mechanic could make things really interesting.
I'd favour a multiplier instead of an additive-the more RS you have, the bigger the multiplier-that would scale with the cost, at least-
For example:
1 RS= (MP*1.25)
2 RS=(MP*1.50)
3 RS=(MP*1.75)
4 RS=(MP*2)
5 RS=(MP*2.25)
And so on. A RS may give you 1 RP of income, but it costs 72 RP to build, and you can get the same income boost with another shipyard, where you can generate units that boost your faction's MP AND can engage in combat.
5 MP isn't that big a deal-seriously, it isn't, and RS don't help you cut down on the costs of specialized movements like Command Circuits by any appreciable amount.
Okay, so how do we balance it? (this is all just speculation at the moment, my ideas rarely get any traction...)
I have a couple of ideas on how to do the balancing act:
1. the MP multiplier bonus only applies to the cyclical pool-that is, it multiplies the cyclic pool, but not the Permanent pool. This makes RS hexes good targets for hamstringing a large, but navy-poor opponent (like many of the Great Houses).
2. Cap the bonus multiplier, and anything over, say, 5 RS just generates RP. This gives a small 'buffer' in case you lose one (esp. if you go with suggestion 1), while still making it make sense to keep building them (redundancy, see?), or, cap the multiplier at *2, and anything over that reduces the cost of a Command Circuit by a set amount per station.
It's tough to balance between small and large factions, since the additive nature of everything else (Resource generation, MP's, etc) favours bigger over smaller. One thing about adopting a multiplier is that it helps smaller factions proportionally to helping larger factions. In the deciding process between, say, building a Mjolnir and building an RS, under the current system it makes more sense to build the Mjolly, even if it's a budget-buster for two or three turns, because it provides MORE MP (by quite a lot), AND provides combat capacity (raw FP's). Making an RS economically viable (or potentially MORE viable) as an investment for a faction could be used to help limit the need for "warship races"-that is, situations where the only way a faction can achieve its strategic objectives is to build/buy more warships for the MP bonuses they generate.