Seems like too much effort for one module per ship constructors?
Too much effort? It's basically a one time setup for each star base. Compared with manually managing constructors, which is what I thought the OP was talking about, it's a huge reduction in micro management. I admit it's probably not as efficient as using the upgrade constructor strategy, but then I'm playing this game for what I find fun, and I assume that you are too, which might be different.
If I'm playing on a huge map with 40 or 50 planets, say 5 or 6 star bases per planet (or more), I don't want to manually send constructors to each star base, and then check each turn to see if I have star bases with unused constructors to build with.
As always, your mileage may vary, I've corresponded with people in the past who loved micro-management, and far be it from me to tell them how to play.
Actually i don't even use the upgrade constructor strategy either.
My current strategy when i am advanced goes like this; (once all my starbases generally have all the basic productivity i need and its mostly military left over)
Shut down all shipyards except one per general area of space.
Then i will park one constructor near each starbase and set that constructor on 'guard'
Then i will park several more constructors with it, so the rest automatically go on guard as well.
I do not do anything more until i have all the technology that can add modules to starbases.... i don't want to have to go back over them all, no freakin way!
When i have 3 constructors, (usually with about five modules each) parked next to each starbase, then i start putting them in the starbase and then frenzy click through all the modules without even looking until all the constructors are used. Often i may have some constructors left over and no further modules,,, i don't give a shit about whats left and move to the next starbase.
My trick before getting to the advanced stage is to park one constructor next to each starbase that has completed a certain degree of development, so i know which starbases have not..... (the parked constructor usually has one module left and i ejected it from the station even though there are more available modules, but having it as a flag is more important)
Thats it