I checekd the Wiki site for the info but it was unfortunately too vague on this point. Besides the four starbases per sector limit, how many starbases can simultaneously affect a single object, either a freighter on a trade route or a planet? Even with the four-per-sector limit I could see more than four starbases affecting a single object in-game (by putting starbases in the corners of the sectors). Also, I need to know how to properly space trade starbases along a route to give the most advantage.
Thanks for the help!
I also want to know this.
What exactly do all of the star bases do? The manuel explains some of it, but I wanna make sure I did not miss anything.
Like for instance do economic starbases only increase the money a freighter brings? Do they do anything else to say a nearby planet?
Also how can I find out what I need to research to get more slots open to add more constructors to starbases. What I mean is that in the beggining of the game I can only make an economic starbase and upgrade it a few times till later on in the game it lets me upgrade it more, why is this?
I believe you can arrange things to have 16 bases overlap a planet, if it is in the right location.
Freighters are another matter, since they are moving along the trade route.
I usually have only one of my planets trading with one AI planet. And I try to make that route on the diagonal. That way I can cluster 8 econ bases where the sectors meet and string out the rest equally along the route.
Mumblefratz is the person you want to talk to when it comes to 16 starbases, maximizing trade, etc.. However, I will tell you, don't worry too much about Trade. It was a big deal in Galciv1, but not Galciv2. In Galciv2, Trade is useful more for diplomacy than it is to make money.
In regards to research unlocking Economic starbase upgrades, look at the technologies "Xeno Engineering", "Xeno Factory Construction", "Manufacturing Centers", and "Industrial Sectors". They are all in the same line of research.
I would have to disagree with you on that. I usually play as Korx or a Korx-like custom race with super trader and trade generally is what my econ is based off of. Trade gets me out of the early-game economic lurch, it lets me keep taxes at 0% with 300-600BC surplus a turn, and boosts diplomacy to boot. If trade is just another diplomacy tool then in my opinion, even if you're not Korx, you're doing something wrong...extra income can NEVER be a bad thing.
But back on topic, does ANYONE know the answer to my original question?
It's theoretically possble to have 24 starbases bosting a single planet, but the planet has to be in a very specific location to do it. For most planets, 16 is all you're going to get.
The bonus to trade simply isn't worth the investment in that many constructors - it will take several game-years to recover the money dumped into them, and the whole system can break down if someone is forced to declare war.
The planet prodution boost is another matter. Adding 24% to industry and research per base is pretty good. Adding 384% to a group of planets is enough industrial power to take over a galaxy.
For xerxesjc28:
Military bases boost the power and speed of ships in their area. Piling a bunch of minimally armed and defended ships under either 16 or 24 of these is what we call a military starbase array. It's used for building a military score, either to intimidate the AIs or to inflate scores being posted on the metaverse. Military bases can be used in general combat, but the hefty constructor cost and stationary nature of the base make for very few situations where they are cost effective.
Economic bases boost trade income, but only for routes that pass through the area, and only while the mini freighter is in that area. Rarely is this bonus worth the cost. Their other use is to boost the production of planets in their area, and that can add up very quickly. Just make sure you have enough of an economy to pay for it all.
Influence starbases do NOT increase the influence of planets nearby. They generate their own influence, and the modules added to them modify that generated influence. The official ring marking their area is misleading as well; unlike the other bases, the effects of an influence base taper off over distance. The most effective place to put an influence base is in contact with the target planet - either someone else's planet you want to flip, or your planet you want to prevent from flipping. These can also be used to open a "bubble" in Yor influence, to sidestep the effects of their Super Isolationist speed limit. As long as your ships start their turn in your territory, the speed limit doesn't affect them.
^^ WoW that much from feighters. I had given up on them, to time consumming to set up and then you cant make that many and it does not give that much gold.
"In regards to research unlocking Economic starbase upgrades, look at the technologies "Xeno Engineering", "Xeno Factory Construction", "Manufacturing Centers", and "Industrial Sectors". They are all in the same line of research." But I want to know how you figure this out. So that I do not have to keep looking around for info about it. Say I want to make influence starbases ( I know diplomacy ones usually give you more upgrades but it is only a guess). Where in the research info does it say that?
"In regards to research unlocking Economic starbase upgrades, look at the technologies "Xeno Engineering", "Xeno Factory Construction", "Manufacturing Centers", and "Industrial Sectors". They are all in the same line of research."
But I want to know how you figure this out. So that I do not have to keep looking around for info about it. Say I want to make influence starbases ( I know diplomacy ones usually give you more upgrades but it is only a guess). Where in the research info does it say that?
So it's starting to sound like there's no limit to the number of starbases that can affect a single in-game object (freighter/planet/etc.) but instead the limit is in the number of starbases per sector...
I have never seen any limit to the number of starbases that can affect a single object. But I've only gone up around 6.
What version of Galciv2 are you running? In ToA when you bring up the research screen, there should be a tech description on the right-hand-center side of the screen. There should be a paregraph which says, "Starbase Modules", if that tech indeed does unlock one. If you click on any of the Starbase Fortification techs, you should see it for sure. Also, this site offers a free, downloadable Windows program "Galactopedia". Install that, and it should have exactly what you're looking for (and then some).
Yes, 16 or 24 is limited by geometry, how to set up bases in such a way that they can all affect the same space without violating the 4 per sector rule.
Modules for military bases will be unlocked by weapon and defense techs, with the speed modules being under the engines techs. Influence modules will be unlocked by diplomacy and morale techs. Economy modules are unlocked by manufacturing and trade techs. Mining modules are also under manufacturing.
There are exceptions to these, though. Especially in Twilight, where every race has their own tech tree. For example, some of the starbase defensive modules are controlled by the hull size tech line.
^^ thank you very much ( I have ToA).
One more thing for influence, culture, military starbases do they only affect the area in the circle that appears when you click them? like will a culture starbase only make the people in the planet right next to them happy and not one 30 weeks away?
Put them at the edges and corners of sectors. While only 4 starbases can be in one sector at once, that doesn't mean that only 4 areas of influence can be in one sector at once.
Military and economy bases cover everything within the ring equally, with zero effect outside the ring. Influence bases fall off rapidly with distance - in fact, it falls off as a function of distance squared. Think of the ring as marking the maximum possible area of effect (it's not, but close). Having a planet barely inside the ring is not much different than having one barely outside the ring. Even with very high culture ability, it's hard to make an influence base show any effect more than 10 spaces away.
Everyone has given you good answers.
xerxes, scroll up and read virtually any of Willy's responses. They're almost all about influence bases.
In answer to your question:
8 minors + 9 majors * 8 starbases each plus your 24, allied with everyone, diplomatic victory off, UP law active that has allies' starbases apply to your ships = 160 starbases affecting a single tile.
Best to do it with trade, that way everyone gets the bonus, which effectively means you get the bonus twice. Or, well, as many times as you have trade routes.
I -think- they all fit, but I'm not a hundred percent positive.
Good lord - Just set up 16 starbases in a nice, middle sector with the speed bonuses - and give them away. And then, again . . . Yipes!
Jonnan
160 added base speed for any ship starting its turn in this sector, so that means 16 sectors right ?
16 sectors in every directions means a 32x32 sectors area
which in turns means that such a sector could be off center by around 5 sectors... (that is the 10x10 center sectors)
a few transports and you can basically invade the universe from this starting point in a single turn... (even immense is only 22x22 ...)
Try setting up the speed starbases only to get the "Space tears...we have to limit spaceship speed to 5 parsecs/turn" event sometime.
Hi!
IMO you just answered your question: as many starbases ay you can make touch the "square" the planet or ship is on it with SB's area of effect. Please note the area is rounded up - each "square" the area border passes over is affected.
The simplest answer is "Don't do it. Not worth the hassle". The explanation includes progressive costs of new starbases, the fact they only work if the trade ship is in their area of effect, the time needed to settle this up and the "poof goes trade" effect.
BR, Iztok
I take it you're unfamiliar with how to get around this?
That's not cheating, I suppose not. I can always eke out one or two extra parsecs by manipulating the planets' launch points.... Save and reload can nullify the event, but I consider it cheating.
Wasn't talking about either of those. One word: starbases. (No, not the speed modules.) I'll let you figure it out. (For what it's worth, I reported it, but it's apparently not large enough of a concern to warrant fixing.)
That event doesn't scare me anymore.
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