How about if we limit players on multiple levels.
1.) Production Limit: Besides looking bad when you get over 500 units being produced a month, the game begins snowballing with ships being cranked out at 1 per month and everything gets overwhelming. Place a 250 units per turn (or some #) so even if
2.) Limit # of starbases (per civ) allowed in a sector. This will force the player to start looking for techs that expand their sb's capacity, opposed to making 30 low level starbases with 1-2 bonus modules on it.
3.) Originally in the plans was to include a 'weight' with each module. Starbases would have enough space for 150 units worth of modules. Once you reach that limit, you either scrap old modules or research "miniturization" technologies to allow more space on each base. Don't know if we have time for this one for 1.0, but it could be added in eventually.
What it comes down to is the fact that populating a sector with starbases is cheesy. Each starbase should be special, and I think the sector limit would allow for this. Players would have to put some thought into their actions instead of slapping another SB down. I dont like the thought of non-cumulative modules cause there's really no good explanation, and it'd be non-intuitive for the user. We'd have to unhide a pop-up for every non-cumulative module type, and that 'd jsut get obnoxious.
Plutarck: I know Brad wants to put some time into AI being smarter about such things, but on the low intelligence levels youll always find the AI being slightly dumb about stuff
Hopefully my thoughts came out right

We'll chat about this around the office and see what Brad feels on the whole matter. One things for sure, we have to fix the production display past 500...thats just craziness