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Brad's Starbase Thread...

Brad's Starbase Thread...

Here are some notes on starbases and how they affect production:

When a planet reaches a certain level of production (10 times its planet quality) it starts to take significant penalties in gaining new production. I.e. the idea is that at a certain point the planet is like Corsucant and getting more production out of it becomes much harder. Not impossible, but increased production becomes the square root of what it would have been afterwards. I.e. A class 20 planet gets up to 200 production without penalties. But that next 10 production will take what would have been 100 more to provide. HOWEVER - bonus production is not affected by this.

Starbases that add production to star systems mostly provide it as BONUS productivity (increased efficiency) as opposed to production that costs money.

As expert players have found, you can greatly increase your production by building a LOT of starbases in a sector that enhance productivity.

Here are some suggestions:

1) Change the penalty phase to begin at 5X production rather than 10X.

2) Have penalty affect BONUS production as well.

3) Decrease the penalty so that instead of being the square root (.5 power) it is .75 power.

4) Have a starbase maint of 5 per turn per starbase.

5) Certain modules could have a maint. cost attached to them.



~SDC~
11,265 views 130 replies
Reply #126 Top
I've read many of the posts, but not all, so forgive me for any repeats.

- I prefer any thing that promotes "realism" (i.e. diminishing returns) over arbitraty hard limits.

- I feel that starbases that are further away from any of the player's planets should have a higher maintenence cost.

- Larger starbase = higher maint costs.
Reply #127 Top
Starbase maintence costs could be based on the type of modules that it contains. Trade and mining modules would be economically self-sustaining and reduce/eliminate maint costs. Military mods would have a maint cost associated, as with military ships. A starbase with a mix of mod types could be "balanced" by the player so that military module maintenence costs could be offset somewhat by economic modules.
Reply #128 Top
First off, very much like the idea of logistic costs and techs.

However this will obviously make the constructors or nothing issue a lot more of a problem (which I think someone mentioned previously).

I've heard people say that additonal money could be simply added to your taxes, the problem is you may end up with far too much money. Sure you can lower taxes to boost population but what happens when you want to start the military machine rolling again.

One sollution could be to give the player an option, say a slider that you can move between taxes and planet improvement (but make the slider empire wide). You could liken this to the balancing act that governments have to do in real life. Do you spend taxes on:

-large scale public works (star bases)
-city improvements (planet improvements)
-long term social stuff like education (planet quality)
-lowering taxes to keep people happy in the short term.

I think this would add a whole new level of strategy to the game, just an idea.
Reply #129 Top
oh yeah, I just realised you could put the money straight into tech, though a planet quality option would still be very cool :)
Reply #130 Top
How about the ability to take over Starbases from other Races. Not sure how to govern this but it would require putting forces on bases.

During invasion, I collect a lot of enemy starbases in my territory (or for that matter during a cultural invasion). Instead of shooting them, I'd like to be able to take them over. Maybe Morale and Science would also start taking into effect. Maybe minimum amount of troops necessary to be able to create a deathstar outside of the cost. The pop growth on starbase extremely limited to none. Therefor the strategic value of a starbase is enhanced as population is important on planets also.

Just a few thoughts...

~SDC~