Two questions from a newbie, please answer

1. About the technological victory it is written on GalCiv.com:
"Of course, doing this is very challenging since it will require massive technology investment. The best way to achieve this is to make sure you control as many of the technology resources as you can. I have found that the best way to do that is to try to stay out of wars and keep constructors near starbases owned by players who are currently at war and hope that that starbase gets destroyed. Be wary though, the alien civilizations don't take kindly to this so make sure you are ready for the consequences of that."
End of quote

How can a Starbase help research? I don't see any module that would help? Can somebody explain me this?

2. Some modules have the description "A facility to assist workers on nearby planetary production." But how near must planet be to be supported by that module and can more than one planet be supported?
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Reply #1 Top
They are some resources that will help you do the research, every resource has a different use, one is economical, other is military, other is research, etc.
2 answer, the starbase needs to be close to one of your planets, I think in the same square.
Reply #2 Top
The purple anomolies are tech anomolies. You can mine them to increase your research ability.
Reply #4 Top
Starbase production modules affect all systems within a single sector. I try to build my production modules in sectors with 2 or more systems, that way you get more bang for the buck. The modules will increase all planets in that sector.
Reply #5 Top
I try to build my production modules in sectors with 2 or more systems
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Or in single sector systems that have more than one planet colonized in that system.
Reply #6 Top
Red = military
purple = research
green = economic
yellow = morale
blue = influence


On mini map these look like an x if not occupied by anyone.If occupied then to see them you need to be in sensor range of one your ships.You can add more constructors to them as your research new techs,
You can usually add the following:
military options,trade options,cultural options,defensive options,and mining options.
You can also build them in open space without a resource near by selecting a destination somewhere and then looking at little box on the bottom of screen that shows ships name,click on the button that looks like a box to open it up.This is above the little red x that means disband.
Hope this helps.
Also try using search feature and type in constructors.
Reply #7 Top
I remember from the manual that influence modules have a 1-sector "radius" of effect, with a greater effect in the sector where it's actually built. So, that would be 9 sectors affected by influence modules. Are all of the other modules limited to the same sector? I thought trade and military were the only ones so limited.
Reply #8 Top
Trade only works in current sector that the additions of trade post thru trade center are built in.

Military has something to do with what the stats for weapons and defense are for ships.

Influence has the center one multiplied by 5 x and the adjacent sectors modified by 1 x.As more starbases are built this effect is mutiplied rather than additive like the other 4.

Research has to do with the projects(research center etc..) built upon each planet.

Morale is the same as research except that the projects are entertainment network etc..

I believe these are pretty accurate but I could be wrong.There are a couple differing opinions on a couple of them.

Reply #9 Top
Influence has the center one multiplied by 5 x and the adjacent sectors modified by 1 x.As more starbases are built this effect is mutiplied rather than additive like the other 4.
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This applies to the Culture SB mods, not the influence resource bonuses.