Hey guys, I have a couple of questions that hopefully people can help me with:
Thank you to anyone who can answer any of these questions!
Project bonuses are calculated as follows:
[bonus] = ceiling([social fraction] * [manufacturing fraction] * [planetary production] * (1 + [manufacturing bonus]) / 10) * 10%
This bonus is then added to the bonus to whatever the project is for.
There's a limit to how much manufacturing production is useful, and there are times when you probably don't really need or want more ships. It's also the case, at least for me, that not all my colonies will be sponsoring a shipyard. Lab worlds and purse worlds have better things to do with their production (or, at worst, marginally less efficient things to do with their production) than spend it on manufacturing to boost a project, but an influence world has little reason not to pump its manufacturing into a Cultural Festival, and it can be useful to dedicate a world or two to Birthing Subsidies and draw population from them when building troop or colony ships rather than from your larger factory, lab, or purse worlds.
The bonuses from Economic and Cultural Starbases are cumulative with one another, and at the standard AoE of 5 tiles from the starbase, you can get up to five starbases to affect a single planet. That's +0.5 to the base production multiplier with 5 economic starbases (this bonus is multiplicative with manufacturing, research, and wealth bonuses), plus the bonuses from whatever other modules you've stacked, or +0.5 to the influence multiplier for 5 unupgraded plus a bit more for whatever upgrades you've put on it. At the +4 starbase AoE extension (AoE of 9 tiles), you can stack up to 12 starbases on a single planet.
These are maximum values, and are not necessarily attainable for any given world. It still should give you an idea of what the issue people see in starbase stacking is.
It might perhaps have been the idea, but in my opinion the execution failed to encourage it adequately. On larger maps, there's generally more than enough ideology points to go around filling out as many trees as you want, and if you do put each ideology building on a large number of worlds, it'll more than make up for the cost inflation of going with more than one tree.
We know what you're talking about, you're not the only one experiencing it, and it's been mentioned before. I have no idea if there's any mention of plans to fix it or not.
To give an idea of the starbase stacking
lets assume a world with 10 pts production ( not to be confused with manufacturing)
now if i place 12 economic starbases around that world i get 1.2X bonus to production for just going econimic and a couple of range extensions
so my production is now 22
now lets specialise shift those 22 points of production into 100% manufacturing and put max level factories on those starbases ( lets call that 15% each)
so that will add another 180% bonus to manufacturing so now we are up to 61.6 manufacturing
now theres at least on tech that adds 20% to either military or social manufacturing if we put all those points to ship building and have that 20% bonus we are producing 73.9 points per turn from a planet that has a base of 10. 12 starbase has increased the output of the planet by more then 6x its original value without using a single tile on planet
Thanks a lot for both answers. With respect to econ starbases that is nuts, so naturally I had to figure out how to get 12 of them around a planet:
that design looks like it works ill share mine.
the advantage to mine is that the first 3 are in immidiate range the second 3 come in range with 1 range extension tech and then 6 more with the second range tech
it looks like you get 3/0/9
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