Like I said the AI is too dumb to take out the SB giving you that big bonus but when you fight the AI what is the first thing you destroy? The bonus giving SB of course, especially since you know it won't cost you any damage (or very little).
Then station a fleet at the starbase. I cannot kill the starbase without going through at least that one fleet, and that one fleet is ~twice as strong as the ships in it are supposed to be. "Solving" the vulnerability issue by making the starbases essentially invulnerable (because you require a more advanced fleet to kill the starbase; stack a fleet on a starbase which can already handle a fleet of ships more advanced than the station is and the stations become nearly unkillable) is a bad solution to something that isn't much of an issue and doesn't do anything at all for the issues that the station actually has - namely, that the stations are difficult to use (due to the small area of effect relative and due to the backloaded bonuses), that the stations are currently unnecessary, and that the time in which a military starbase is useful is very limited because the war won't stick around in its area of effect all that long. Making the starbase harder to kill helps these issues how?
I have no objection to making a starbase able to survive lone raiders or other very low force commitments; that, to me, is reasonable. But to demand that the destruction of a starbase requires a more advanced fleet to attack the starbase is simply ridiculous, especially since the player (and the computer) is actually, you know, allowed to allocate fleet assets to defend the starbase by fighting in the same action as the station, and since the fleet assigned to the station is benefiting from the station's bonuses, the attacker probably needs to commit more than just 1 equivalent ship per defending ship stationed at the starbase.
1) The cost of 1 huge hulled ship is, presently, 1 turn. Forget the manu cost, as it's irrelevant; any half-decent player can make every planet pump out 3k+ a turn and so produce any ship in 1 go. The cost of the fully-upgraded military starbase is, if we use huge-hull constructors with 5 construction modules, 5 turns.
Only 5 construction modules per Huge-hulled construction ship? By the time you can build Huge hulls, you can easily have:
- A Hyperion Shrinker giving roughly +50% hull capacity (10% base, +5% per level; built adjacent to an Elerium Defense Shield for 3 levels, an Antimatter Power Plant for another 2 levels, and a Preparedness Center or the two basic planetary defense structures - military academy and planetary defense system - for another two levels, you'll have a total of +45% hull capacity from the Shrinker, and you can more or less guarantee you'll manage to set this up as long as Antimatter and Elerium exist on the map)
- A hull capacity bonus of up to 50% from specializations you have to go through to get to Huge hulls
- You may also have deposits of Helios Ore at +5% hull capacity per deposit or had the Design Revolution event at least once with the option of taking +10% hull capacity per event
You can fairly easily be looking at a Huge hull with 500+ capacity when it first becomes available; even if the only hull capacity bonus you have is from the Hyperion Shrinker, you're still looking at something like 375 capacity (362.5 if the Hyperion Shrinker has only 7 levels like the one in the bullet, 375 or more if you can get at least one more level onto the Shrinker). If you're going to be using Huge-hulled construction ships, you may as well start by putting 7 construction modules on the hull; that's only 315 capacity (without Transport Specialization), leaving you with ~50 or more capacity for quality-of-life improvements like Warp Drives (room for 3 even without size reduction, giving a respectable speed of 13 + bonuses to the construction ship) even at the low end of the possible hull capacities.
If you've gone all out for capacity increases, you're more likely looking at a 500-capacity Huge hull (and may be looking at something with more capacity, depending on how good of a spot you found for your Shrinker and how lucky you've been with getting Design Revolutions and Helios Ore), which'll fit 10 full-size construction modules and leave you 50 capacity for QoL components, or 14 reduced-size construction modules (Transport Specialization) with 59 capacity left over for QoL components. That's ~2 turns of construction to get every or almost every module specifically for the military starbase (and frankly, I wouldn't miss the four modules affecting the strategic and tactical speeds of ships too much, and if the Military Starbase modules work like the Economic Starbase modules, I won't miss the Sector Defense Grid that much either since it's only another 10% to each attack and defense score over what the preceding module gave), or only 1 turn of construction if you've gotten the doubled construction points bonus from the Pragmatic tree.
By the time you have huge hulls, the cost of the military starbase's exclusive modules can be as little as 1 shipyard-turn of construction time, and completely building out a 68-module station can be as little as three shipyard-turns of construction time, and the designs as given have sufficient capacity beyond the construction modules to allow the vessels to be reasonably fast (13+ moves per turn, possibly better with drive mass reduction tech or speed bonuses, which is not great for late-game ships but is still reasonable even on the larger map sizes unless you're literally sending the ship halfway across the map or something like that) and have more than the minimum range.