Starbase strategy.

First off let me say that I am playing the Galactic Civilizations II: Dread Lords (GotY edition).

Starbases sound interesting, but I can't get my head around Influence Starbases. I understand Resources, but it seems as if my opponents have an inordinant number of Influence Starbases, that are not based around resources. Is it possible to build a starbase without a specific resource to build upon?

I've also seen references to Trading Post/Advanced Trading Post, Interstellar Consortium, Insurrection Coordinator. But Have not found these as an option to add to a starbase.

Can anyone help a new player out? I'll have more questions, concerning starbases, a little later. Right now I have to take care of business in real life.

 

- G -

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Reply #1 Top

Besides the mining bases you seem to have figured out, there are three other options (four in TA, but terror stars are a joke and you don't have access anyway). All can be started by moving a constructor to where you want to place the base, then clicking the "construct" option in the bottom center window (where you see ship and/or planet information on what you have selected). This will bring up the window where you choose which type of base you want to build: military, economy, or influence. All of these can be upgraded by running another constructor into them, just like mining bases.

Military bases get modules to assist nearby ships with attack, defense, and speed. Keep in mind you need at least one point in attack and defense to get any benefit. A one point laser ship will get all weapon bonuses, but not defense bonuses. A one point armor ship will get all defense bonuses, but no attack. A ship with both defense and weapons will get all bonuses.

Economy bases can boost research and manufacturing on planets inside their area of effect. They can also boost the income from your freighters which pass through the area.

Influence bases do NOT boost the influence of planets in their ring - they generate their own influence, and the modules added to them boost the base influence they generate. Also, ignore the area of effect of these bases, the effect tapers off with distance, so for best effect place them touching the planets you want to influence.

All bases get weapons and defenses to help defend themselves, but even with all techs available they cannot defend themselves against a real attack. It's often not worth the time and money to defend bases with modules, use ships instead.

Reply #2 Top

I usually place a squadron with each of my "Resource" starbases, so it shouldn't be difficult to keep a few ships around the "constructed" starbases. I also tend to overbuild constructors in the game, as it is one of the types of ships, along with Freighters and Colony ships, that  I use to scout with. (Foolish perhaps, I know, but I can sometimes make a connection all this way.)

Thank you very much for the information, I must have missed that in the instructions/tutorial.