TheoLeo TheoLeo

ver 1.19 Starbase Economics

ver 1.19 Starbase Economics

I do not like the new Starbase costs: first base 0cr, 2nd 200cr, 3rd 400cr and so forth. For the Tiny/rare gamer, no problem as the are not many bases. In the gigantic/abundant games, the cost is prohibitive: the 20th sector's starbase may never get built: 4,000cr or more if you count resources. Factor in building a 2nd starbase in each sector and the costs skyrockets.

My suggestion: fix the cost of each constructor upgrade at 200cr. This charge is for the initial starbase construction and every upgrade.
3,017 views 64 replies
Reply #51 Top
I've never bought a starbase from the AI before. In the few games I could spend that kind of money, I didn't needed the starbase.
I guess now it will be a good deal depending on the number of SB you already have.
Reply #52 Top
Starbases no longer have a Maint. cost btw. So before, let's say you had 20 starbases. They were costing you $200 per turn. Every turn. Play the game for say 100 turns like this and you're talking $20,000 in maint.So it's really not that much more now. And it's only per starbase. So it gives more incentive for people to buidl UP their starbases rather than simply cranking out tons of little starbases.
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Yeah, I actually make more money now than I did before. I just keep saving up my credits to build new starbases. Also, in the old versions I used to build 3 starbases in every sector to get my production really pumping. I can't afford to do that yet in my current game (I haven't even built one starbase in my planet sectors yet) and I am still doing very well. I have lots of money; my military is by far the strongest.

A couple of things I would like to see, if possible, are to be able to increase logistics ability (or to decrease logistics cost within some number of parsecs from a colonized planet), and I would also like to be able to earn some interest on money in the bank. Maybe that could be an ability.
Reply #53 Top
A couple of things I would like to see, if possible, are to be able to increase logistics ability (or to decrease logistics cost within some number of parsecs from a colonized planet), and I would also like to be able to earn some interest on money in the bank. Maybe that could be an ability.
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Frogboy said in version 2.0 there would be an achievment that reduces cost by 25%, and 2.0 just went up on Stardock Central.
~SDC~
[Message Edited]
Reply #54 Top
Also, its true that starbases are too weak to invest in heavily anyway. They are no match for even a single Battleship. I say that a built up starbase should take 4 or 5 dreadnaughts to take out. Otherwise they are just to vulnerable to attack to invest all those modules into.
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I created a Starbase Defense mod which I can upload to the library if anyone is interested.
Reply #55 Top
There was a typo in my earlier post I wasn't thinking and had just read the announcemnet about it which also had a typo. 1.2 has the achiement not 2.0, 1.2 is up on Stardock.

~SDC~
Reply #56 Top
I created a Starbase Defense mod which I can upload to the library if anyone is interested.
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I tried and failed to create an Excalibur defense mod, similar to the Overload Killer 1 and 2 upgrades. I would like to see your mod.
Reply #57 Top
I've never bought a starbase from the AI before. In the few games I could spend that kind of money, I didn't needed the starbase. I guess now it will be a good deal depending on the number of SB you already have.
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I had a game where I gave away a bunch of technology, trade goods and money to buy 3 fully loaded, military-resource mining starbases from the Arceans. The idiots went for it, reducing their cap ships from 300 attack to 70 and increasing mine up to 600 ;D
Reply #58 Top
They can be used in peace bargains,

"I'll stop hitting you if you give me starbases x, y & z"

sort of thing, I've grabbed a few like this.

I've given up worrying about grabbing resources at the start of the game as the AI can always churn out constructors long before I can, however it normally only takes a few years for a nice war to erupt or a handy space shark to free up a few resources, then I pounce. :D
Reply #59 Top
I gave away a bunch of technology, trade goods and money to buy 3 fully loaded, military-resource mining starbases from the Arceans
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you must have been far ahead of the Arceans as those bases are not cheap. I would guess those tech included Avatar, and Overlord and you were building Excaliburs.
Reply #60 Top
After playing a few more games with the change in starbase costs I'm liking it more. One factor that hadn't shown up in earlier games was that the cash crunch for AI starbase builds are is just a severe as it is for the human player.

I still think that in larger galaxies it will be a very limiting factor.
Reply #61 Top
I tried and failed to create an Excalibur defense mod, similar to the Overload Killer 1 and 2 upgrades. I would like to see your mod.
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I'll try u/l'ing it again. I tried last night, but got a server error.
Reply #62 Top
You should let Spellforce know if you continue to have problems. You could also upload it here http://files.galciv.org/
Reply #63 Top
You should let Spellforce know if you continue to have problems. You could also upload it here
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Not sure how to contact Spellforce, but I u/l to the .org site. Thanks.
Reply #64 Top
I usually only have 1 or 2 SB for production and the rest for resources mining. I don't culture bomb as i like to invade and take planets by force (fun fun!); but the logistics has hurt me also. As my games are short (moping up when i build my first dreadnught), the initial cost outways what the maintaince would have cost. I find my self parking my constructors on the resources and turnign my spending down and just saving hoping that a AI that i choose not to go to war with yet doiesn't send a constructor there.
Bottom line, my stategy is being punished for some other kind of abuse; which is ironic becasue i am using SB in the way Frogboy intended.
My solution is to apply the logistics to the culture modules, that way the solution is applied to the specific problem and not accross the board.