I love starbases. I've loved them ever since they got added at the last minute to the previous iteration of the game. That said, I believe they are clunky in current (and previous) incarnations.I have a few ideas that would resolve it, so here they are.
To start with: The Problems:
- Star bases require more micro management than colonies. A properly starbased colony is 2x as effective as one that is not starbased, particularly if you're putting them around a budding world.- Having 3-5 fully upgraded economic starbases around a each planet becomes non optional if you want to be competitive in mid- late game, and strong arguments can be made for it in early game as well.- even if you make beefed up constructors and you have the pragmatic trait, a constructor can only add 4 modules. At that point it takes 3-4 constructors to upgrade the non war-faring components.- Doing this is time consuming, and tedious, and really not all that fun... particularly on bigger maps. But if you don't do it, and your brother does.... you're going to lose.- The entire map becomes covered with constructor spam as your already built up worlds churn out 4-8 constructor modules a turn (if you're pragmatic) or 2-4 modules a turn (if you're not pragmatic), as that's all you can reasonably fit on a 1 turn ship.- on the really big maps, this can cause each turn to take 3-4 minutes, and all but about 45 seconds of that time is building starbases.
Now... The possible solutions as I see them:
I would agree that starbases at the moment are not fun an can be micro intensive. What is needed is some sort of way to automate the process even.
The other issue I see is that the starcbases survivability is not good later in the game.
The problem that I have is that you need to be involved in every step of the process to build up a starbase. You need your planet building ships, you need those ships to be constructors, you have to add to the queue each constructor you want 1 unit at a time, you then have to make sure they reach the starbase, and then you have to choose which modules to add to the starbase. The tools that you do get is the ability to use rally points, and the ability to add multiple constructor modules to a ship.I find that it is usually less trouble to have a solar system to take care of its own starbase development than to have one somewhere else take care of things. This means local shipyard(s) building constructors. If they build them far away, not only are they going to take time to arrive, but I might also forget what I was doing with them (were they supposed go here or there?).Anyways, whats this about starbases being more ship than planet? I disagree, they seem more planet than ship. If they were more ship like, I would imagine that they start out as a empty hull that you design in the ship editor. From there, you put modules on the starbase, even multiple modules of the same type. Some techs might give you more room to put stuff, miniaturize modules, or even unlock larger starbase sizes. At this time, a starbase is an immobile thing that you build with a constructor (a planet is an immobile thing that you colonize with a colony ship), that you gradually add stuff to or build up over time instead of building it complete at shipyard. Even the ability to customize them is more limited than planets. You can't put multiple factory assist modules on a starbase unless the game designer or modder decided that option existed before hand, while a planet can usually expect to be able to build multiple factories.
I, too, love and hate starbases.
emmagine, I think your option 1 would make starbases too uncool. Option 2 is cool, but way too complicated. This game already has plenty enough micromanagement. It's at a pretty good level right now. And option 3 would be too annoying to keep track of what you have where and what you can and can't build next.
Here's my suggestion for a starbase revamp:
-Constructors act like like workers in Sid Meier's Civilization series, or similarly to the mining ships in GC2. You build them once and they add modules to starbases over time.
-Constructors will be more expensive and have relatively high maintenance, to keep constructor swarms at bay.
-Also have high logistics value, so you can't easily have a constructor stack of doom that can build a fully upgraded military base in one turn. (Except maybe near the end game. That could be awesome.)
-Adjust construction costs so that your constructor/worker improves a starbase at about the same speed you can now (or whatever rate is best for a balanced game)
-Make all non-revenue generating starbase modules have very high maintenance costs. Seriously, it's a massive orbital structure that gives great bonuses, it should damn-well be expensive.
This would eliminate the clunky annoyance of churning out constructors all the time, and worse, moving each one to your starbase. It would also allow you to set improvement building queues like on planets (no adjacency stuff though, because that's too much).
And here are a few other elements which I think could improve the starbase experience further:
-Increase cost of module for every module already built.
-Make asteroids useful by providing a cost reduction to starbases. (Could be through proximity to asteroids, or go through mining starbases near asteroids.)
And a few ideas that could go along with constructor/workers:
-Hyperspace expressways (Spacelanes). Like roads, they improve movement and trade along them. (These could also be done as automatic paths between two starbases with the appropriate module).
-Stargates. Instantaneous travel of a limited number of ships between 2 stargates. Could have range limit. Can't build inside enemy influence.
Well come to think of it those last two could fit within starbases as they are.
In lieu of responding directly, I'll give my typical meta-response, in which I see this problem-instance as one exemplar within a (much) larger space of game ideas. 4X is (surprise!) not the only genre that exhibits this symptom. Hence, my arch-solution to the problem category will also somewhat transcend a 4X's scope.
3-4 minutes You do not fully grasp how much micro sucks, young grasshopper. By turn 60, I'm already up to 10-20 minutes per turn (because I micro everything optimally), so I never even get to the point where I need to worry about quad-ctors. Still, I fully agree that repetitive micro is less fun than playing those other games. Or lifting weights. Or grading homeworks for pay.
First, I'll pop up one tier and broaden my magpie-eye's view to encompass many game genres. I've been a dev, I'm a C++ guru (hint: read Alexandrescu), and I daydream of being a designer, so I often ponder at this exalted level. (Many of these ideas recur from my previous posts, but I'll add some new content, honest.)
A. Simple UI Idioms, and the Click-Only UI
Many genres start out with beautifully simple ideas. They provide the player with simple controls, which are primitive, atomic, and low-level: basically, you click once (or a few times) to trigger the special action. Then they cast these primitives aloft willy-nilly, and allow the full power of conscious human cleverness to maximize output, efficacy, or whatever. Some exemplars:
Primitive actions can be combined and composed into sequences. This is way deeper than games; it pervades much of human endeavor, including programming languages, engineering, and even business ventures for manufacturing of goods. Also, human players are very clever! Hence, some clever people will deep-think through the entire set of all special abilities within one game, and devise complex in-game engines that combine many individual primitives synergistically, resulting in exponential or outrageous net effect.
B. Composition of Primitives
In many game genres, the set of primitive elements in the game space hits some critical threshold that allows fantastic, eye-popping engines (Rube Goldberg machines, clockwork devices) to be embedded. These are often emergent constructs that nobody could anticipate, because they rely on intricate combinations of primitives that were not fully comprehended by any of the primitives' designers. Human ingenuity will find them! (and then open competition will kill them off, but that's a different problem)
But having found them ... you're still mostly forced to use the same click-only UI to manually walk through your intricate clockwork program, one step at a time. Very few game genres explicitly acknowledge the existence of composition of primitives as a 1st-class element, and provide higher-level UI or organizational support for them. (In the real world, we do exactly this, hence we have assembly lines, server farms, functions in all programming and script languages, and classes in Java/C#/C++.) I loosely conjecture that this lack of support arises from -- a collective smallness of vision?
From a CS standpoint, composition of primitives can give you function call, which is "halfway" to being Turing-complete. (Specifically, conditional and iteration suffices to be Turing-complete(!). Function call allows recursion, which subsumes iteration -- ergo, Lisp. So composition + conditional suffices. Hence, composition alone is already very powerful -- and in every endeavor except gaming, we've acknowledged this by making composition be a primitive language construct, and building wonders on top of it.)
C. Lifting the Level: Composition through ... Automation?
Hence, I see this not as simply an issue of GC3 constructor spam for starbase upgrades, but (much) more broadly: as the gap between primitives and composition. Beyond the click-only UI, what can we add? The obvious lesson from programming et al. is: just bite the bullet and go to a full script language, with a complete game engine API under it. Make it Turing-complete, because it'll end up there anyways. I will, of course, always lean in this direction, because I think it is the arch-solution to this problem-category, across all genres.
Getting back to GC3 constructor spam: I am ultimately agnostic about this issue.
I think you are going to find many opinions about micro-management being fun or not being fun. I, for instance, am a bit of a control freak and find it "not fun" when control is taken away from me. If I can still have control while the so called "constructor spam" is reduced, good, but I don't find the "constructor spam" onerous. Perhaps some form of an option would be nice.
https://forums.galciv3.com/460951. What do you all think about this idea?
I had never even tried building more than one economic starbase for a planet. I figured it wouldn't help. I think it shouldn't help. I hope that's a bug. It is ridiculous for anyone trying to max their worlds to have that option (or requirement) available.
I'll continue to ignore that part of the game and have 1 base/planet max. I pretend that things work the way I think they should. I feel like that's the best approach to beta.
It isn't just an issue of unfun. It also isn't sexy to have your galaxy map covered in constructors. @Gilmoy: As far as microing for 20 minutes every turn, that's one way to play. the gain you will get from micro'ing colonial production each turn for each colony so you don't get production over run, and putting the rest to economy or research might get you a noticeable edge in the early game. Late game due to overrun not being lost, it is less noticeable. You *can* micro all 30 planets in your empire this way, but the gain you will get is less than the benefit of a single starbase boosting a single planet. Failing to micro my planets the way you suggest won't cause me to lose the game. Failure to maintain optimal starbase coverage will.@Turkwise: As far as it being a bug to build multiple starbases, I do not believe it is. I too assumed 1 per planet was the most that was useful, until I watched them do it in a dev stream a couple weeks ago and I've been fidgeting with it ever sense. After those two weeks of playing with it, I came to the conclusions I posted above. @Jhanglyn I dont dislike your solution.
All in all, I think we are all in agreement that the current constructor spam method isn't fun. There are a variety of solutions posted, I'm sure stardock can take it from here.The part I really think isn't receiving enough attention, is the "starbase construction module selection" screen. It isn't important. You almost always build the same modules, in the same order. And even when you don't want to build in that order, if you had to, it wouldn't be any great disadvantage. (the notable exception to this are defensive modules. But truth be told, you're far better off building ships to defend your starbases than you are modules, and I expect that likely won't change.I really like the idea of a starbase having a planet like placement grid. Give each starbase one "combat adjacency bonus" tile, and one "economic adjacency bonus" tile. Don't make these tile placements random, or you'd wind up feeling like you had to destroy starbases that got bad random placements. Higher tech levels could unlock additional tiles, and each race could have their own starbase layout. Warmongering races for example might have two "combat adjacency bonus tiles".If you're going to make us click all the modules we build, at least make placing them fun, like it is with planets.
As Gilmoy pointed out, no matter how much you like the OP's favorite solution, (and I do sort of like it), it is far too radical to be considered at this stage.
I think my feelings are revealed by the fact that my favorite pragmatic affinity is the one that allows a constructor to build 2 modules. The first builder affinity that grants you 3 constructors, is almost worthless when you consider how many you will need to build over the course of a game.
I don't have any great ideas but a couple of possibilities are, (1) allow shipyards to auto-generate constructors simultaneously with other ship types. Have the generated constructors gradually increase in the number of build modules per ship via ship techs or (2) allow the star-bases themselves generate new modules every 10 or so turns with the time of generation shortened by star base techs. The second choice would be, by far, the best way imo. Instead of pumping out hundreds of constructors, you would only need to build one constructor for every star-base you want. There could be a per turn cost associated with on-going construction and this expense could be stopped by declaring the SB complete. If you change your mind later you would need to build and send another constructor.
Under the current system, on an immense map I can easily foresee building as many as 100+ star bases with each requiring up to 20 construction modules. Churning out 2000 construction modules in no way adds fun to the game. I like star bases a lot and I want to build tons of them. With the offense and defense that is available, late game vulnerability should not be an issue.
heres a thought with the way constructors currently work if i build a huge hull Ctor and load it up with as many modules as i needed to max 1 starbase +1 module and filled it the rest with engines send it out upgrade a starbase when done send it to the next "upgrade" the Ctor would that then replenish the modules rinse repeat?
I agree, but I think something similar might be great for an expansion that would also include the oft-requested starbase editor. I really love the idea of fewer, but more involved starbases. Right now I like them, but right now the only interesting decision to make is where to put them so you can cram as many around your planets as possible.
I'm not sure it's too late. Remember, starbases originally weren't added until the last stage of beta for their original appearance. While I will certainly accept a developer stating there is no time for such a change, I don't believe our limited understanding of how their code is structured should allow us to make decisions about what ideas we should share with them .Either way, I would be happy to see this implemented with DLC too. Being a founder has advantages hah!
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