Starbases - Specialization Good or Not Useful?

I wondering if anyone is finding the specialization of starbases to be very useful.

I've noticed that I build what I always built in GC1... economy maximizers in my world sectors, influence/culture bases beside my enemy worlds that I want to culture flip. Military bases? I've only built them to see what they do. They could be useful in the right conditions, but I haven't had occasion to be in those circumstances. (I'm primarily a peaceful builder turtle that go for culture or science wins.)

So, what's the player base opinion on starbases? What are you selecting for your range extending bases? What are you filling your home sectors with? Has your Star Base building strategy changed significantly?
9,491 views 10 replies
Reply #1 Top
at the moment i can't say my strategy has changed either - but it's early days
Reply #2 Top

The purpose of specalizing your starbases is mroe for the AI than for the player...this way, a race can tell what the purpose of a starbase, and it's possible threat is, but somply looking at it's type.

With old starbases, It may have been fun to build up a trade starbase then suddenly convert it to a Terror Star, but that sort of cheese will hopefully be stomped out with this new system

But yeah, my strategy hasn't changed much either...though I do occationally build military bases in my home sector to boost the defensive capabilities of orbiting ships.

Reply #3 Top
Ah! Light breaks over marble head!

That's what specialization is for. Letting the AI better classify what form of threat a player base is!

Humm... but I love my mobile party palaces that included their own resource! That was so nice to drag them to my home sector to aid my home world in building Avatars/Overlords in 1 turn!
Reply #4 Top
here is an interesting thought, how is the material that we are mining getting to say earth, possibilities of unmaned frieght ships that you can define which planet it goes to and gets the benefits(sorta like trade but without limit?), or possibly allowing ships to dock at the star base and have to be destroyed before they enemy starts on the starbase (think star trek deepspace 9 on this one)
Reply #5 Top
I once built a fully upgraded terror star with all modules. It had a +503% influence bonus, so I used it to build overlords and excaliburs in turns than I went and made all the Altarian planets defect. Then I invaded the Arceans and won a tech victory. Truly a spectacular game.
Reply #6 Top
I currently have a GalCiv I game, and i have that exact same strategy, i have just my "Party Star" circle the enemy system, and slowly get a culture win, while going for a tech victory in the background.

I can see the whole seperate starbse thing, but I love movable bases. Why can't we strap a rocket on Starbase 12 and send it flying towards the enemy capital?

Another thing, why aren't there reserch modules for our starbases?
Reply #7 Top
Starbases are great for 'culture bombing' opponents
Reply #8 Top
Or for increasing the amount of credits on trade routes!
Reply #9 Top
I have one question when you look at the details of a planet... theres a place that says affected by starbases. So far I've not been able to get 1 colony be affected by any. Am I doing something wrong or is this not in the game yet ?
Reply #10 Top
So far I've not been able to get 1 colony be affected by any


I've reported this already on the big beta4 bug thread.