Why three types of starbases to begin with and shouldn't economic starbases generate more income?

I think three different types of starbases add a bit of flexibility/strategy in the game, however I also feel that it is a bit redundant as well. If you build an economic starbase why can't it also be an influence starbase as well. If freighters are passing through would they not also be able to spread your culture through manufactured goods? So wouldn't each economic and influence starbase be better if they were combined into one type of starbase or at least have the option to have a hybrid starbase with some trade (not production modules) and influence modules on it? I also feel that economic starbases, owned by a particular civ., should get revenue from all trade routes that pass through sector owned by that same civ. You could look at it as a kind of "trade tariff" or "tax" on trade routes that pass through your empire. If anything I think that if there are three types of starbases they should be: military, economic/culture and resource/industrial starbases. The resource/industrial starbases would obviously be for galactic resources or as produciton centers near planets. Also why can't a starbase create space ships? It is not like that is unprecendented in science fiction. Many large capital ships would not be able to be built on plantets because of their sheer size. In a large galaxy it would make more sense to build a base, fortify it with defenses (or have a fleet to protect it) and then churn out warships to mount an offensive.

Has this been covered before? Am I way off base?
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Reply #1 Top
On the why one type per base:
In my opinion, it not only adds to strategy (i.e. making choices and paying to enact those choices) but it is also realistic (not that I value that very much!). You don't tend to have a factory that's also an embassy and a shopping mall.

As for starbases building ships - that seems like a better idea. Maybe a new type of Starbase... there's nothing to say it wouldn't work except for balancing it right.
Reply #2 Top
I think you can imagine the starship production facility also having a large production facility in orbit around the planet for the large capital ships.

Also, economic starbases do get extra revenue from ALL trade routes that pass through thier influence if you add the trading modules onto them (there are 3, you get the ability to build one with every part of the trade tree). You can think of these stabases as a kind of, refueling/rest/service stations that all frieghters stop by.

I personally think they're fine as they are.
Reply #3 Top
I think you can imagine the starship production facility also having a large production facility in orbit around the planet for the large capital ships.

Also, economic starbases do get extra revenue from ALL trade routes that pass through thier influence if you add the trading modules onto them (there are 3, you get the ability to build one with every part of the trade tree). You can think of these stabases as a kind of, refueling/rest/service stations that all frieghters stop by.

I personally think they're fine as they are.
Reply #4 Top
There was only two types pf starbase in GC1, mining and other. I kind of liked that system and would have been happy to see it unchanged but the new system is okay. Certainly not anything to complain about.
Reply #5 Top
If I recall correctly.. The distinction is for the AI really. So it can make decisions about them. Like which to build and which to gun down first in war.

You bring up some interesting points.. but a spacestartion making ships would be rather drastic change.
Reply #6 Top
Well, all the ships are supposedly built in orbit anyway

If the AI can be programmed to handle it you could make a Econ (mfg) strabase a prerequisite for huge hull ships. Other than that it might be nice to have the constructors carry the module for a particular kind of starbase instead of just a choice. That might open up the possibility to retool an existing base rather than building a new one with the additional logistics cost.
Reply #7 Top
Also, economic starbases do get extra revenue from ALL trade routes that pass through thier influence if you add the trading modules onto them

no they dont. if you have a econ starbase and one of YOUR trade routes goes through its area YOUR trade route gets more money per turn, but if other civs routes pass through it, THEY get the money. look at it this way, the starbase itself doesnt actually get the money per turn it increases the money the trade routes get so the other civs end up with the extra money because obviously the trade routes belong to them, so you only get the bonus on yours.
Reply #8 Top
I wouldn't mind a more simplified way of constructing starbases and upgrading them since making constructor ships over and over and over again gets rather tedious
Reply #9 Top
I believe I'm right in saying that the 3 types of starbase were introduced to combat an exploit in Galciv 1 (presumably to do with starbases being overpowered). I think I read this in another post/Dev journal.