Military Starbases, please help a newbie

What are their purpose? They cannot attack enemy ships in their range , nor do they defend my ships or planets. All those weapons I addded are only for SELF-DEFENSE ?!? This  is rather a kind of MINE than a Starbase, triggered if somebody stops on it, but why should somebody ever do that!? What do I miss? Or is it a bug?

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Reply #1 Top

There are weapons that can be added to *any* kind of starbase and all they do is to protect the starbase itself. In actuality they don't really do a good job of that and it's far better to keep a top line fleet in the vicinity of (or on top of) a starbase for protection.

These aren't the modules you want. The benefit of military starbases is that you can place starship assist modules that increase the attack and defense of the ships within the influence area of the starbase.

I think I have a chart around here somewhere. You want the the first set of modules and once you have them all they add +54 attack and +9 defense to *any* ship as long as it has at least one point of attack and one point of defense.

 

Military SB Module Effect (to ships within range) Required Module Required Tech
Stellar Wake Speed +1   Warp Drive
Inverse Tractor Beam Speed +1   Warp Drive IV
Interdiction Beam  Enemy Speed -1   HyperWarp
Protective Fields All Defense +1   Starship Defenses
Beam Interceptor Shield +2 Battle Stations Starbase Defenses
Missile Defender Point +2 Battle Stations Starbase Defenses
Energy Grid Armor +2 Battle Stations Starbase Defenses
Beam Multiplier Beam +1 Beam Interceptor Starbase Mobilization
Missile Bloom Missile +1 Missile Defender Starbase Mobilization
Omega Cannon Gun +1 Energy Grid Starbase Mobilization
Beam Multiplier III Beam +2 Beam Multiplier Starbase Projection
Missile Bloom III Missile +2 Missile Bloom Starbase Projection
Omega Cannon III Gun +2 Omega Cannon Starbase Projection
Beam Multiplier IV Beam +3 Beam Multiplier III Superior SB Defenses
Missile Bloom IV Missile +3 Missile Bloom III Superior SB Defenses
Omega Cannon IV Gun +4 Omega Cannon III Superior SB Defenses
Beam Multiplier V Beam +4 Beam Multiplier IV SB Conquest Strategy
Missile Bloom V Missile +4 Missile Bloom IV SB Conquest Strategy
Omega Cannon V Gun +5 Omega Cannon IV SB Conquest Strategy
Fighter Drones Beam +1 Battle Stations Space Weapons
Laser Equalizer Beam +1   Laser
Missile Launchpads Missile +1   Missile Theory
Sniper Turrets Gun +1   Miniballs
Hyper-Phasors Beam +2 Laser Equalizer Phasors
Subspace Warheads Missile +2 Missile Launchpads Photonic Torpedo II
Graviton Snipers Gun +2 Sniper Turrets Graviton Driver IV
Focused Disruptors Beam +4 Hyper-Phasors Disruptors
Blackhole Torpedo Missile +4 Subspace Warheads Blackhole Eruptor
Neutrino Snipers Gun +4 Graviton Snipers Neutrino Bullets
       
Resource SB Module Effect (to entire civilization) Required Module Required Tech
Resource Starbase Resource +5%    
Mining Barracks Resource +2%    
Mining Center Resource +3% Mining Barracks Xeno Engineering
Mining Headquarters Resource +4% Mining Center Xeno Industrial Theory
Resource Excavation Resource +5% Mining Headquarters Xeno Factory Construction
Extraction Center Resource +6% Resource Excavation Manufacturing Centers
Extraction Complex Resource +7% Extraction Center Manufacturing Centers
Resource Sector Resource +12% Extraction Complex Industrial Sector
       
Economic SB Module Effect (to planets/trade within range) Required Module Required Tech
Starbase Factory SP, MP, RP +3%    
Advanced SB Factory SP, MP, RP +4% Starbase Factory Xeno Industrial Theory
Massive Scaling Center SP, MP, RP +5% Advanced SB Factory Xeno Factory Construction
Smart Drones SP, MP, RP +6% Massive Scaling Center Advanced Computing
Interstellar Collectors SP, MP, RP +7% Smart Drones Manufacturing Centers
Orbital Replicators SP, MP, RP +8% Interstellar Collectors Industrial Sector
Trading Post Trade +10%   Trade
Advanced Trading Post Trade +20% Trading Post Advanced Trade
Trade Center Trade +30% Advanced Trading Post Master Trade
       
Influence SB Module Effect (to planets within range) Required Module Required Tech
Diplomatic Outpost Influence +5%    
Foreign Relations Influence +7% Diplomatic Outpost Universal Translator
Interstellar Embassy Influence +10% Foreign Relations Diplomatic Relations
Galactic Forum Influence +15% Interstellar Embassy Advanced Diplomacy
Supreme Forum Influence +25% Galactic Forum Expert Diplomacy
Interstellar Consortium Influence +20% Interstellar Embassy Xeno Business
Franchise Center Influence +25% Interstellar Consortium Cultural Domination
Franchise Headquarters Influence +30% Franchise Center Historical Assimilation
Cultural Maximization Influence +40% Franchise Headquarters Xeno Cultural Trends
Insurrection Coordinator Influence +60% Cultural Maximization Cultural Insurrection
Cultural Conquest Center Influence +100% Insurrection Coordinator Cultural Conquest
       
Any SB Module Effect (to Starbase itself) Required Module Required Tech
Battle Stations All Attack +1   Space Weapons
Battle Stations II All Attack +2, All Defense +2 Battle Stations Medium Scale Building
Battle Stations III All Attack +4, All Defense +4 Battle Stations II Large Scale Building
Battle Stations IV All Attack +6, All Defense +6 Battle Stations III Massive Scale Building
Subspace Blaster Beam +5 Battle Stations Starbase Fortification
Star Javelin Missile +5 Battle Stations Starbase Fortification
Ship Pounder Gun +5 Battle Stations Starbase Fortification
Ray Shielding Shield +5 Battle Stations Starbase Fortification
Missile Defender Point +5 Battle Stations Starbase Fortification
Combat Armor Armor +5 Battle Stations Starbase Fortification
Subspace Blaster II Beam +10 Subspace Blaster Starbase Fortification II
Star Javelin II Missile +10 Star Javelin Starbase Fortification II
Ship Pounder II Gun +10 Ship Pounder Starbase Fortification II
Ray Shielding II Shield +10 Ray Shielding Starbase Fortification II
Missile Defender II Point +10 Missile Defender Starbase Fortification II
Combat Armor II Armor +10 Combat Armor Starbase Fortification II
Subspace Blaster III Beam +30 Subspace Blaster II Starbase Fortification III
Star Javelin III Missile +30 Star Javelin II Starbase Fortification III
Ship Pounder III Gun +30 Ship Pounder II Starbase Fortification III
Ray Shielding III Shield +20 Ray Shielding II Starbase Fortification III
Missile Defender III Point +20 Missile Defender II Starbase Fortification III
Combat Armor III Armor +20 Combat Armor II Starbase Fortification III
Devastation Beam Beam +7 Battle Stations  
Matter Detonators Missile +7 Battle Stations Blackhole Eruptor
Atlas Sling Gun +7 Battle Stations Singularity Driver
Invulnerability Bloom Shield +16 Battle Stations Advanced Force Fields
Electro-Magnetic Surge Point +16 Battle Stations Aereon Missile Defense
Overload Armor Armor +16 Battle Stations Zero Point Armor
Perimeter Scanners Sensor +1   Sensors
Sector Scanners Sensor +2 Perimeter Scanners Sensors II
Sector Surveillance Sensor +3 Sector Scanners Sensors III
Ultimate Surveillance Sensor +4 Sector Surveillance Sensors IV
Reply #2 Top

Rather than overwhelm you with tecnical data I'll tell you my simple approach to military starbases.

The military starbase can defend itself (when upgrade with contructors to lvl 2 or 3 battlestations+armor,etc) against quite powerful fleets and as well as assisting nearby fleets they can also draw fire away as I've seen the AI fleets go straight for my starbases and rather than hit a juicy fleet they suicided themselves onto my fully armed base. I tend to build a military base near my homeworld and my manufacturing capitals (assuming their on different worlds) and use the area effect as a staging area for my fleets.also they actually speed up your fleets passing through its area of influence and it slows the enemy fleets down as well.

hope this helps...

Reply #3 Top

Thanks for your help!

I built the military starbases early to raise my military level(trying to prevent a decleration of war) and to protect my planets, while I research the necessary technologies to build a useful war ship. As I understand now, the right approach is actually the opposite from what I thought. I first need all those technologies to make military starbases useful.

Now for the list, does a starship needs to have missiles itself, to get a missile bonus from missile bloom, or for example, does a warship with one beamer have also a level 1 missile attack if in range of a friendly starbases with missile bloom module?

Btw, in my last game all starbases were limited to 4 modules. I guess in this environment military starbases are useless anyway.

Off-topic, I tried to design my own ships, but in fact all those 'pre-factured' ships are better= have space for more modules, example: Pre-facture ship has 2 beam and ECM1, if I use the same hull in design mode and the smallest available engine  I can't even add an 2nd beam. By checking the forum I noticed several threats about a bug that let the computer use all designs at highest miniaturization level BUT they claim that was before v2.0. I'm using Arnor 2.04 . Is this the known bug, or what could I have done wrong?

 

Reply #4 Top

Your ships only need one weapon to benefit from all damage-increasing modules. The damage-type doesn't matter in this case. Same goes for defense.

There are two versions of the UP issue that restricts starbase modules. One is limited for three years, the other has no time limit. If you got the latter one, you may get lucky, and it gets brought up again. In that case, you could try to vote for no limit. If that gets passed, the limitation will be removed.
While starbases loose much of their value, due to the module limit, they still have their uses. Just focus them on what you really want from them: speed-increase, better production or trade, stronger weapons, etc.

Regarding the ship designs: are you absolutely sure that the auto-designed ships have more components than they should? This is pretty easy to verify. Just build one, look at it's details, and then try to make a design with the same components. Also, the auto-designer sometimes uses extras that look like regular components (weapons, engines, etc.), but aren't actually working. They are purely cosmetic. Maybe you are seeing those?

Reply #5 Top

Your ships only need one weapon to benefit from all damage-increasing modules. The damage-type doesn't matter in this case. Same goes for defense.

Cool, thx!

I checked again and found the mistake. I took for granted that a ship needs an engine to travel through space. It seems logical to me, but maybe it's just because I've played Master of Orion for so many years :D . As I wrote before, I added an engine to my designs while all those pre-factured ships don't have one. Deducting the engine I can build the same ships.

 

Reply #6 Top

Unfortunately, starbases didn't get much love throughout this game's development and patches. The only new stuff it ever got (if I remember correctly) were a number of sensor modules, the ability to use a constructor to repair a starbase, and a number of new modules for the Twilight expansion. Starbases never really kept up with the times.

From what I understand, the problems with starbases are:
-Starbases have too many modules. It takes too long to assemble them from the ground up.
-Starbases don't defend themselves well in the long run. With end game tech, it is possible to build a huge hull armed with enough guns and defenses to be better than any starbase in a fight, giving it more firepower in all fields, more defenses in all fields, more hit points, and the ability to travel about. On top of that, such ships can join a fleet...
-Starbases have only 1 gun, so they can only make 1 attack per turn. Other ships that have multiple guns (Dark Avatar and Twilight) can make multiple attacks per turn if they don't need to use all their guns to kill a ship. If a ship had 10 guns, each of which that could kill a ship on its own, then it could kill 10 ships. If the same ship needed 2 guns to kill a certain kind of ship, then it could kill 5 of those kinds of ships. Starbases, with their 1 gun, can only kill 1 ship per turn, so any battle with a lot of opposing ships is probably going to take a while to kill.

The only thing going for them is that they can provide a few special advantages not easily duplicated through other means. Its foolish to overlook the advantage of a few maxed out military resources when you have doom rays. I had more than a few maxed out military resources in a recent game, that multiplied the firepower and defenses of my ships by more than 4.

Reply #7 Top

There are also two more problems with stabases: 1. the AI can only use the first 100 modules in the XML-file. Every module after that point, might as well not exist. 2. the AI is unable to use certain types of modules.

The first problem is pretty big, because it affects most of the new modules from TotA. Certain races, like the Drengin and Yor, can't use their racial-specific mining and production-assist modules, among other things, because the AI doesn't recognise their existence.

The second problem isn't that bad, as it only affects the slow-enemy, sensor and Terror Star modules. While this does change the playing field a bit, because the player and AI play essentially by different rules, it isn't nearly as bad as the first problem. I'm still not certain, though, if the AI can use the Starbase Hull Repair Kit module.

In any case, I addressed most of those problems in my mod. The only things I couldn't change, are the parts that are hardcoded (SB only have one weapon, AI can't use certain module types). Even in those cases, however, I tried to reduce the symptoms a little.

Reply #8 Top

Gaunathor, I've read about your mod, sounds very promising. I will try that on one of my next games.

Cheers

Reply #9 Top

Thanks, I hope you like it.

Reply #10 Top

Military starbase is designed for one single purpose, to enhance your own existing starship within its area of influence or reducing the effectiveness of enemy ships, aside from that, it really does nothing. i almost never construct military starbase during my game unless i play as Yor Collection with Super Isolationist ability. Just put up a slow module and see all enemy ships near your military starbase grind to a halt. 1 parsec per turn is pretty sick, it will give you ton of time to mass up before their troops or starships can get to your planet. i usually just go for mining and econ starbase and never bother with military, it just seems to me that mining draws ton of aggro from the AI, while the econ is the second largest aggro generator, so if you get enough of those two, the entire game becomes like a tower defense, they will keep sending their unit to a suicide mission, (assuming you upgraded them, and have proper defenses setup) and you will be safe for quite a long time, but that would have to be built on the assumption that you will piss a lot of them off and you are not very diplomatic with AI.