These are one of the coolest-sounding things in the game, but I haven't really found a use for them yet. I've tried making them, but I can't say that I've noticed the effects. It may be that I just didn't have enough modules or didn't understand how they really work. So here are some questions in that regard:
Ship Assist Modules - What I'm assuming here, is that if I enter combat with another ship/fleet while my ship/fleet is inside the visual radius of a Military Starbase, I will get bonuses in combat. For the weapon modules, I assume that each ship now attacks with +whatever in the damage type of the module I upgraded. So with Sniper Turrets, each ship with a beam attack of 3 would now also attack with a mass driver of 1. For the defense modules, I assume that each ship now gains +whatever in the defense type of the module. Is this incorrect? If this is wrong, how does it really work?
- Do Military Starbases have any effect on invading or defending planets inside the radius? Are these modules further up that I just haven't researched yet?
- Are there any Military Starbase modules that will help my ships repair faster?
- Will Military Starbases give me any options to defend ships inside their radius that don't normally carry weapons ( such as freighters, construction ships, etc. )?
- Does a Military Starbase provide any benefit at all to ships inside its radius before you have any modules on it?
- Does the radius of a Military Starbase anger AI opponents if it falls in their Influence region, or do they only care if the base itself is inside their Influence region?
Thanks for all the help!
Ship assist modules - you are correct, but you must have at least one weapon to benefit from a weapon boost, and at least one defense to get a defense boost.
No effect on invasions, except to make it easier (or harder) to take out the ships in orbit.
No ship repair modules.
No effect on unarmed ships in the area - a ship must have a weapon and a defense before they get the bonuses.
No modules = no bonus. Well, unless you count the life support range bonus.
To my knowledge, only the base itself will offend anyone. Even that doesn't do much.
For the weapon modules, I assume that each ship now attacks with +whatever in the damage type of the module I upgraded.Yes. The only criteria is that to get a weapons bonus the ships must have at least a single point of attack. It doesn't matter what category the attack point(s) are in, a ship with beam attck will suddenly have mass driver attack if in the AOI (area of influence) of a military SB with a mass driver ship assist module installed. The same thing goes for defense as well. A ship with a single point of defense will get the benefit of any type of ship assist defense, but it has to have at least one point of defense to gain this benefit.
Also you're correct in that it's the "ship assist" modules with the little ship icon that provide the benefit. Don't be confused by modules that provide attack and defense capability to the starbase itself. These modules don't help the ships at all but will attack/defend when the starbase itself is attacked. The following two tables list all these modules. The "ship assist" modules can only be installed on a military starbase the starbase attack/defense modules can be installed on any starbase.
This function can be kind of cool however they're not really of much practical use since once the action moves to another area of the map they're useless. Where they do get used is to maximize your military score. Now if these things could *move* or be towed albeit slowly and at great expense then that would be really cool.
The speed assist can be very valuable if you want to attack someone on the other side of a gigantic galaxy. Stack several military starbases so their areas of influence overlap and build the speed assist modules. Set a transport or attack ship in the overlapping area. Let the ship sit for one turn. The result is a slingshot effect that can send the ship across the galaxy much faster than you normally could.
It's real effective with swarms of ships destined for a multi-pronged sneak attack. Maybe not in DL so much, but with the more expensive engines in DA, the speed assist is a nice tool to have at your disposal.
Get one stabase into enemy territory, and Ship assist is a great cheap asset against an approximately equivalent or mildly more powerful adversary, particularly at low levels where three points of assist is doubling or quadrupling your firepower - small constructors with 1 point lasers can quite suddenly hold their own quite well against heavy fighters.
I suppose I should find out at some point how those systems 'stack' - if you have two starbases with shipp assist within each other's range, do they assist one another? More horridly, if you have overlapping 'speed assist', do both of them help the ships involved?
"Okay, here's the plan - we're going to put you in this slingshot . . . you're going to start slowing down around proxima . . . "
"I *hate* this plan . . ."
Jonnan
There appear to be two distinct questions here.
1. No, Starbases don't assist each other. The ship assists do stack where the overlap occurs, but starbases aren't classified as ships. That being said, any ship inside the overlapping area of influence will receive the assist from all starbases involved.
2. Yes, the ship in the overlapping area will get speed assists from all starbases involved. That's what makes it such a nice reusable tool. It's pretty much a one way trip though. Once flung out into the dark, the ships will lose their extra abilities.
That's a great piece of advice, IMHO. It makes the prospect of a backwater Factory World much more appealing. Normally I always opt to turn those places into Research / Cash farms, but with infrastructure like this, they might actually be able to get ships into place.
So - If I'm reading Mumblefrat z's chart correctly, once you achieve warp drive, four milspec starbases will add +4 to ship speed in an area, even with no actual modules installed?!? +8 after Warp IV?!?!
I have *so* not been using military starbases properly - I'm not sure it's worth it inside a cluster where you have economic bases to trade off, but between clusters? {Austin Power Voice}"Oh YEAH Ba-by!"{/Austin Powers Voice}.
Once you've researched Warp Drive then the Stellar Wake module will be available to be installed and with 4 overlapping military starbases all with Stellar Wake installed then that adds +4 speed to any ship starting in the overlapping AOI of the 4 starbases. Once Warp Drive IV has been researched the the Inverse Tractor Beam module becomes available and if that module is installed on the same 4 military starbases then any ship that starts it's turn in the overlapping AOI of the 4 military starbases will have +8 to it's speed.
Note that the speed assist as well as the Interdiction Beam (Enemy Speed -1) only affects ships that start their turn in the AOI of the starbases. Any ships just passing through that don't end their turn within the AOI will be unaffected.
You can get a pair of "sweet spots" where the AOI of 24 starbases overlap which can give you +48 speed to any ship starting there. Of course a fully maxed out military starbase will add 54 points of attack and 9 points of defense (it says 10 but it's really 9) to every ship in it's AOI. The same 24 starbases if maxed out with ship assist modules will add 24*(54+9)=1512 points of attack/defense per ship. This is often used to maximize your military score by those interested in high scores.
Also note this chart is *really* old dating back to the first release of GalCiv2 (DL v1.0) and I'm pretty sure there is a discrepancy or two in the chart. For example I think that one of the Battle Stations prerequisites isn't correct and that allows you to get further towards maximizing the ship assist modules without Battle Stations than you otherwise would however to get to the *full* 54 attack 9 defense ship assist capability you will need to add Battle Stations, however that is the *only* non ship assist module that you have to have to max out a military starbase (other than speed if you wish). Note that this takes a total of 28 constructors for just the 54 attack/9 defense assist.
As far as the starbase attack/defense modules themselves I think most players agree that those are a total waste of time.
Jonnan, I have no idea what you're reading, but Mumble's chart clearly shows a +2 speed to your ships and -1 to enemy ships' speed, when the specified modules have been installed, unlocked from the specified techs. So, yes and no-you need the techs and you need the modules, but yes.
I do believe there was another +speed module, though.
For the record, and I believe this was in DL as well but I'm not positive; at a minimum it is DA onwards-while the speed assist lasts throughout the turn, the weapons/defense bonuses are lost if you move out of the AoI/AoE during a turn, so slingshotting a ship halfway across the galaxy is useful, but it won't have the weapons/defense boosts when it gets there.
Edit: This is what happens when I open a large amount of tabs and fail to refresh before replying.
One DA game I used a full array to launch transports at 72 moves. Invaded 163 planets in a turn that way . Fun Stuff.
Try doing that when you've been hit by the 5pc/wk speed limit mega event.
(Oh by the way, there is a way.)
I've never needed to use the speed assist for DL so I have no personal experience of this but from what you and Sole Soul mentions I think that Inverse Tractor Beam is probably +2 instead of just +1 for a toal of +3 with both modules installed.
I'm only seeing +1 speed from it (2 total obviously) so I must have been thinking of the warp field disruptor which gives -2 to enemy ships' speed (whereas interdiction beam gives -1). Incidentally, warp field disruptor still doesn't have a tech or module prerequisite set.
Thus the words "If I'm reading Mumblefratz's chart correctly" - {G}. But yeah, after he corrected me I knew I shoulda known better than try and read that that way - what I get for reading @ work - {G}.
Still means I've been using them entirely wrong - even without a 'sweet spot' I hadn't been using these to anything like their potential.
Although personally, I've evidently had more luck with starbase defenses than many other have had - barring my mistake this game of letting the dreadlords get a dreadnought up, typically my starbases can handle whatever is thrown at them.
It was only +2 per base. The things I could of done with an +1 per SB . They were speed 24 transports with a +48 from the SB array. Thing I remember about it was hitting a glitch for a few turns there where I could launch them out then retain the 72 moves for an extra turn after leaving the array. Unfortunately I could only get that to happen in that particular game and haven't been able to reproduce holding on to the boost an extra turn since.
How do you guys afford these enormous slingshot arrays of military starbases? I find that mining and a minimal set of economic starbases (just ones which can affect 4+ worlds) bring me to the point where new starbases cost 1000+ bc. Mid/late game economies could afford that, but that's money which could instead be spent upgrading veteran warships, buying improvements on newly acquired planets, etc. As a result, I've never been able to use large numbers of starbases (particular this speed boosting military starbase array strategy) to the extent that I would prefer. Am I missing something? Thanks!
I don't know - by late game, I find it hard to burn money fast enough. It's more fun than building terrorstars.
And *that* is the *big* question - can you use these to slingshot terror stars! Mua HAH HAH HAAAAAA!!!!!!!!!
Spaceballs - the irrelevant reference:
"Terror star slingshot initiates in 10 . . . 9 . . . 8 . . . . 4 . . . " "Hey!!!" "Just Kidding . . ."
No, you can't.
Sorry, Jonnan.
Now see - THAT is a crying shame - <G>.
I have always considered "burning money fast enough" to mean, you're able to keep under the 20k bar without resorting to rush buying. Actually, a general rule of thumb for all strategy games (especially real-time) is to maintain a 0 treasury. If you're accumulating money, then that means you're not converting it to units fast enough. And that is bad.
I've been reasonably successful at breaking even financially using economy starbases (I use abundant/abundant galaxy settings). That, and of course espionage. But even those things, you still have to apply what you've got toward some victory condition.
First off there are a couple of mitigating factors that make rush buying instead of production not quite as inefficient as it seems at first. On the face of it you can spend 1 bc to support 1MP of production or you can spend 10 bc's to rush buy that same 1MP of production. This implies a 10 to 1 advantage of build over rush buy. However one point this doesn't consider is that you can have significant global income bonus due to the mining of economic resources. There are no equivalent production mining resources.
Certainly you can build economic starbase arrays that increase production on the planets in their area of influence. I've been there and done that quite a bit myself and am very familar with the technique. However this isn't the same since you can't get nearly global coverage and the point is that the actual production bonus isn't what's important, the true benefit of bonus production as it relates to income is that it costs 1/2. Whether you have an extra 400% production bonus of a few planets in the galaxy really isn't that significant. However I can easily have a 400% economic bonus applied to every tile on every planet. So any tile that I put a stockmarket on instead of an Industrial Sector gets multiplied by 5. This takes the 10 to 1 advantage of build versus buy down from 10 to 1 down to 2 to 1. Now I know my math is awful fuzzy here but it's a reasonable order of magnitude approximation.
The other point about income is that it's one of the four components of score. So here's where "what it is you're trying to accomplish" comes into play. If you play to maximize score like I do then a high income is an ends unto itself. I don't get any direct credit to my score for having a tremendously huge production capacity. I do get indirect credit for production in my military score based on how many powerful ships I can produce. So the question is what is the net effect to score by having less income and (perhaps) more production able to produce more ships.
The reason I say perhaps is because in reality I can produce far more ships with my income than you can build with your production. With my 1.7M bc per week income over the course of my game I was effectively able to "produce" 17,000 huge hull ships with about 4000 attack/defense points each. Essentially I was able to produce one of these ships per turn from every single planet that I owned for extensive periods of time. How this is done is not totally obvious and would require a longer explanation than I care to go into at the moment but the result definitely outclasses anything I've seen from normal production.
The point of all of this is not that I'm right and you're wrong because what we're trying to accomplish is different. I'm playing for score and the way I play has been fine tuned to maximize score at each step. You're playing as one would play against a human RTS opponent and for that scenario your method is no doubt more efficient. Neither method is right or wrong. The only point to this game is to have fun and we all do that in differnet ways. Part of the beauty of this game is that there are so many different ways you can play it.
In terms of going for different objectives, there's no doubt about that. I just want to beat as difficult an AI, on as sorry a starting position as possible.However, how are you getting a 400% global economic bonus? Isn't that like 16 green starbases? Do Immense maps really go that hog-wild on mining starbases?
I just now noticed the Korx. In ToA, they have a kick-butt Military Starbase tech, and it's pretty easy to get. +2 to attack all categories!! Combine that with Protective Fields (+1 D/all categories), that yields some pretty serious assist bonus.
I think I will be giving these boys a whirl my next ToA 2.0 game. Since they also get an extra 10% mining bonus on every mining starbase, this should be interesting.
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