I've just got this a few days ago. I've mostly got the hang of things, in a very rough sort of way. I do have a few questions about Starbases.
1)Does having a mining starbase far away from my planets benefit me at all? If I see research resource in someone else territory, and send a constructor over, do I get the benefit of it?
2)Similar question to above, do my Economic starbases need to be nearby my planets to get any benefit from them? Not just the economic bonus, but the production/research boosting modules as well.
3)Non-starbase question. I've been putting 2-3 factories on some planets. Is this wise in the long run, or should I cut back?
The various little geometric-shaped resources floating in space can be freely mined regardless of your planets' locations in relation to them. The bonuses they give are empire-wide.
Yes, production enhancing starbases must have planet(s) in their radius to have any effect. Same goes for military starbases with ship-enhancing modules--ships must be in the radius to get any effect.
In amplification to kryo's #2 -
Starbases and their modules are time-consuming and expensive to build, need to be defended, etc. I generally don't bother with the production boost ones unless I have a fairly tight cluster of colonies that all will be within the base radius displayed on the screen. Thus, selecting a cluster set-up in the opening game screen has seemed to me to make production boost bases more likely to be worthwhile. You might play with that and see. BTW, if such a colony cluster exists, you can build multiple such starbases side-by-side there and the colonies will benefit from the effects of all of the bases (they stack). In one game, I recall having five such colony clusters, and I built a tripod of production boost bases in the center of each one.
On your factories Q, it's basically a your mileage may vary matter. If you are doing an all-factories approach, 2 or 3 are too few for any but the most revenue centric colonies. If you're doing an all-labs approach, it's probably too many. Many players try to specialize their planets but, in most cases, having at least a couple factories is a good thing, unless you're implementing a "buy it always" strategy.
Thanks for the replies.
On my higher PQ planets I am putting 2-3 Factories, usually the ones I have a Shipyard on, so I can crank out ships. On my lower PQ planets, I usually put a 1 factory, an entertainment center, a farm, and the rest as labs.
I was fortunate in my current game to have two systems with multiple habitable planets. One with 3 habitable(lowest PQ is 9), and another with 2. Thats where are I'm putting my Economy Starbases.
I think my break point is 5 planets, and I don't count ones under PQ 8. Look at what exactly your bases are boosting. If it's production, then it's all about factories. If it's trade, it's all about routes. Etc. For example, if the planets are ~all research centers, do production boosts help?
The modules that I am putting on so far are boosting Production/Social(?)/Research all at the same time. Are there modules that boost just Production, or just Research? I have had a chance to play this much lately, so I haven't gotten that far.
A few more questions.
In my current game, most of my trades routes go from Earth to elsewhere. Most of my Economic starbases are in another system that doesn't overlap with Earth. Do my Trade Route boosting modules in that system boost the trade routes from Earth?
Is there any point to Economy boosting improvements? I noticed my planet produces 1 credit when my tax rate is close to 0%, even with my Economy boosting improvements.
I think starbases boost trade as long as the trade route goes through the starbase radius of influence (the circle you see when you click the starbase).
I don't really get your question on the economy boosting improvements. I think they are very useful.
Mining galactic resources for their galactic wide bonuses is very important especially when playing at the highest levels where the AI gets huge bonuses. In the early-mid game I keep my taxes low enough to keep my morale at 100% for most of my planets that haven't yet reached their maximum population, so as to get the large population growth bonus. The yellow morale resources plus the early cheap moral techs which provide a morale bonus are key to raising taxes while maintaining 100% morale.
In addition to providing a bonus to your planets within in their sphere of influence, economic starbase also provide a bonus to your trade ships as they pass through this region. I don't think they are worth the trouble and only build starbases for mining the galactic resources.
New and old GalCiv II players would benefit by reading my post: Primer for GalCiv II
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