You can kinda make it work by establishing a cheap one constructor module design ....
True, but constructors with multiple constructor modules are more cost-efficient. For example in my current game the base constructor (only hull with const-module) has a cost of 58.7 and a constructor with 3 const-modules plus one "hyperdrive plus" as a cost of 110.5. Meaning if I want 3 starbase modules with the base constructor it would cost me 176.1 "space dollars" instead of 110.5 and it would even take longer because of the slower speed - an important factor on an immense map.
I would not disagree with this at all! The thing is buggy now plain and simple. And that in itself is certainly causing a lot of the angst. It does not know what to do with 'Stationed Constructors' whether they are a left over point from a single constructor establishing a base with the pragmatic perk of two modules for a new starbase, or, an actual ship at the base with extra module points. And it seems that if there are any points 'stationed' at all it does not use them when an upgraded module becomes available nor does it order a new ship to do the upgrade. It's a mess.
As far as I can see, the only way it works effectively is if you use a single constructor module ship and do not have the pragmatic perk where you get two modules for each single constructor module.
This feature needs some serious rework for sure. A couple things to consider when fixing this.
- First, it has to use all points stationed to upgrade as things become available. There should never be unused points if an upgrade for an installed module is available.
- Second, they should add a starbase configuration option to define what to do with auto requested ships that dock, apply whatever upgrades it can, and then it should either auto eject or stay stationed based on your setting. I do see some constructors auto eject occasionally but have not figured out what causes that.
- Third, it has to be smart enough to know how many constructor points are inbound from auto request ships....not how many ships. This needs to consider perks to calculate the inbound points.
- Fourth, and this would be an enhancement.... it would be nice to be able to select what modules are auto upgradeable at the star base level. So I have base supporting a research planet and I want the labs to upgrade as high as possible, however, after throwing on an initial manufacturing and morale module I do not want those 2 modules to auto upgrade further.
Anyway, there is some enhancement opportunity but if it could just effectively use the stationed points, calculate the auto inbounds correctly to know if it still needs to request more ships, and auto eject ships that still have modules after the starbase screen closes we would be further ahead.