Put starbases in the task que when a constructor is docked

And also when a constructor docks

It would be nice if starbases that have a constructor in the defending fleet came up as "Upgradable Starbase" in the task queue. It would also be nice if this happened when a constructor joins a fleet defending a starbase. It is unlikely that many players dock constructors at starbases not intending to upgrade them, and they can always decide not to do it.

The thing is, on big maps it is very hard to keep track of where constructors have gone; you have to visually search the map for starbases that are defended, or go through the list. Both of these are time-consuming and not fun. I always have to tell constructors to go NEXT to the starbase, then move them the one hex in, then move them the one hex in again when they kicked out after the starbase is built.

You cannot simply search for starbases with fleets defending them because some of them might have actual combat fleets docked; you have to click on each one. And no, a tooltip will not help, because even hovering over every starbase with a defended icon will take a lot of time on big maps. Also, if the starbase has drones defending it, it will always have the 'defended' icon.

8,707 views 7 replies
Reply #1 Top

dito

Reply #2 Top

Don't send them to a star base.   Send them to an adjacent hex so they show as idle.

Reply #3 Top

Yea, never send constructors to the starbase itself, always an adjacent square.

The best tip i can give you is this.... At any stage of the game, If it so happens any starbase is more advanced than expected, i will eject the constructor with 1 module left. I will park it on guard at the ejection point, thus it becomes a flag not to send further constructors to that starbase.

When things start getting more advanced and starbase upgrading is less critical, this is what i do....

I will send constructors and park (but never at the ejection point) them next to each starbase and put them on 'guard', thus it becomes a flag not to send more constructors to that starbase. i will keep them on guard until i have a constructor or fleet of constructors next to every starbase, then i will do a big upgrading session in one go.

 

Reply #4 Top

Mystikmind, your tip does not solve the problem at all. You still have to manually search the map for flaged starbases and decide what to do with them.

I think the best solution would be an option at the starbase that unusable constructors should be ejected and maybe even send to some other target. If they are ejected they will show up as idle anyway. If they could be send to some other target, you could collect them somewhere.

Of course the coolest thing would be if the game would be so smart to use the left over constructor modules for upgrading other starbases.

In the final stages of my current game I get 16 constructions points on one constructor. Now of course it is more efficient to build the 16 points constructors than 16 constructors with one point - so of course the 16 pointer is the default for the starbases. But what happens if an starbases only needs 1 point for upgrading some module? You guessed it! I have 15 constructions points sitting at hundreds of starbases ... and all I can do is manually move around the map to make use of this hidden treasure.

All in all, the starbase building is better now but it still has some quirks. Aside from the above it also lacks the feature of the building plans that GalCiv 2 had in the latest edition. It still requires a lot of tedious clicking, especially if you have a fleet of constructors with enoug modules ton build an entire fully stocked starbase in one go - you have to click for all modules and their upgrades. GalCiv2 had this solved way more efficient without giving up the control.

 

 

Reply #5 Top

Quoting Empress_Fujiko, reply 4

Mystikmind, your tip does not solve the problem at all. You still have to manually search the map for flaged starbases and decide what to do with them.

I think the best solution would be an option at the starbase that unusable constructors should be ejected and maybe even send to some other target. If they are ejected they will show up as idle anyway. If they could be send to some other target, you could collect them somewhere.

Of course the coolest thing would be if the game would be so smart to use the left over constructor modules for upgrading other starbases.

In the final stages of my current game I get 16 constructions points on one constructor. Now of course it is more efficient to build the 16 points constructors than 16 constructors with one point - so of course the 16 pointer is the default for the starbases. But what happens if an starbases only needs 1 point for upgrading some module? You guessed it! I have 15 constructions points sitting at hundreds of starbases ... and all I can do is manually move around the map to make use of this hidden treasure.

All in all, the starbase building is better now but it still has some quirks. Aside from the above it also lacks the feature of the building plans that GalCiv 2 had in the latest edition. It still requires a lot of tedious clicking, especially if you have a fleet of constructors with enoug modules ton build an entire fully stocked starbase in one go - you have to click for all modules and their upgrades. GalCiv2 had this solved way more efficient without giving up the control.
 

 

In Galciv2 it was very easy for two reasons;

1) you get indicator points that let you know a ship is en route to that starbase.

2) You get to end turn without having to attend each and every idle ship every, every, every turn.... In galciv2 i commonly ignore constructors for 5 or even 10 turns so i get time to go an enjoy the game away from all that tedium.

Reply #6 Top

3) You could tell the starbase that it should use arriving constructors first to build production modules, after that morale modules, after that defense modules etc. Meaning if you send 20 constructors to a starbase they all got used exactly in the order you wanted to and you didn't need to click for every module. That was a very elegant solution because it reduced tedium but it kept in the control, because you could pre plan the building of modules and still had the option to manually interfere if necessary.

Reply #7 Top

Thank you Stardock!!!!