I know that this is not the only thread on this, but I think that way too much time is spent on starbase construction. I'd argue there's more time being spent on starbases than on planet management and ship construction combined. It gets to the point where it detracts from the enjoyability of the game.
What is needed is a simpler system. Otherwise, late game in large maps ends up being bogged down on starbase management.
I propose something simple:
First constructor: Builds a starbase
From there, starbases are like planets - you just build whatever modules you want and can ask a planet to supplement its construction if you want to hurry or pay a fee to get the module instantly. That should be much easier and much less time consuming. Just queue up what modules you want.
Defenses
Also, I think that starbase defenses need a buff overall - perhaps with the option of building super power starbase defenses that can resist a decent sized fleet (kind of like Sins Starbases) - at a price of course.
If a starbase could 'build itself' once plonked down by drawing small amounts of resources from nearby friendly worlds, in a similar way that shipyards tether to worlds for their resources, then almost all of the interminable tedium of contructor management goes away: you build one constructor, you place your starbase with it, you decide which worlds sponsor your new starbase, and you set up your build queue within the starbase itself and let it get on with it.
The current method simply isn't sustainable, or even sane, IMHO. It is worse than having to manually control every caravan in late-game Colonization - and believe me that was some seriously mind-numbing busy work!
It could be as simple as having a funding slider on the main empire management screen. Somewhat like espionage in GC2.
Every starbase would get a percentage of the pie. Perhaps could have individual funding priorities (Low, Medium, High, Buy-It-Now!)
[double post]
I do not like the current starbase system. The reality is, I build my starbases the same way every time (with rare exceptions). For economic starbases, I first max out manufacturing (so my nearby planets can build constructors faster, and maybe do some planet upgrades later), then upgrade morale, then add modules to take advantage of precursor artifacts, and then decide if I should max out research and/or economics.The end result is, for me, that this isn't much different than ships as they are right now. Ships already exist as 'types' and their designs are revised every time you unlock new techs. You add those ships to the shipyard build queue and they get built. You don't need to fuss over the design every time. If you get the techs needed to improve ship designs, the game will automatically update your designs for you.As such, I feel that a much better system would allow you to design starbase 'types', kinds of starbases that already know what kind of modules you will want for it. They would designed for much the same reason why you would design your own ships, to save a useful set of modules so you could build the same thing over and over with minimal fuss. Furthermore, once you have these starbase designs, you will also know how many constructors a starbase would need, so you could tell a starbase to order however many constructors it needs.
The only problem with this is that it ends the strategy of taking out constructors in enemy territory as a means of forcing adversaries into submission. Constructors should be automated but should still exist but should be automated, not unlike the mini-freighters of GCII.
In my last play through (.53) I didn't need as much of a constructor spam as before. I was able to make ships with 2 constructor modules on them from the get go, and you can only have 6 economic starbases anyway. I don't know if the latter was a bug but to me that really limits my constructor building.
If starbases under construction had a supply line enemy ships could park on it to prevent build resources getting through, in much the same way that raiding a trade route works.
I guess you are referring to 6 econ bases per planet. There is obviously no limit on total econ bases.
I really don't get the strategy of building that many. It does give a big boost but overall it doesn't seem worth the effort unless you just enjoy doing it. There are better ways to boost production imo.
This is still a big negative for this game in the current patch. Nothing has been done at all to improve the situation.
There is no such restriction. I have put three constructor modules on a ship when I had the space to do so. If you used a larger hull you could do more than 3 I imagine
Well hot dog! I went and tried it today, and it works! I'll bet I was grabbing the transport module right below it without realizing it. Thanks !
Now, if they would let you send custom constructors on request we would be all set, but I am not sure that will ever happen. After getting the pragmatic module bonus I have been building all new bases with the 6 module constructors and then I just let the 2 module constructors finish them off. It takes longer but it is better than the micro-manage .
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