Published on November 11, 2004 By Solitair In Galactic Civilizations II
I know I should just wait till a progress report, but I was wondering if there will be any changes to starbases in Galciv 2?

Starbases are a new concept introducded in GC1 and they evolved nicely but are there further changes you plan to make? Here are some of my desires.

(a) New starbase graphics. I loved the way starbase graphics changed as they got bigger. More of this would be good. Changing starbase graphics to expand like the enw ship graphics would be awesome. Then starbases would look individual.

( development limitations. One of the things I don;t like abotu starbases in GC1 is that there is no incentive to specialise. Eventually every starbase gets almost every expansion built. The last round of starbase module costs did limit and restrict this somewhat. What I would love to see are limits to number of size of modules. You may have to choose between making it a research and trade starbase or a research and defense starbase.

(c) constructor micromanagement. While initial constructure development was great fun in GC1 is soon became a micromanagement nightmare with 10's of constructors being built per turn and being sent to 10's of different starbases. waypoints and automated launch helped, but a rethink of basic constructor usefulness late game is needed. Maybe the addition of larger constructors required for bigger modules?

(d) influence starbases. One of the biggest abuses with starbases was the influence overload that could be achieved. Many evolutions occurred to try to limit or control this (and other multi starbase abuse), such as the minimal spacing between starbases. I'd like to see this removed and a simple 'best advancement used' system implemented. I really don't like situations where cultural victory is obtained by building plenty of maxed out cultural starbases. One poor quality planet should never produce enough culture to flip a Major homeworld within a few years no matter how many cultural starbses are built in the sector. This solution would limit the maximum bonus' a starbase could apply, encourage starbase specialisation and advancement. It should also declutter the space. It would require a further refinement of cultural change though. pity your budget rules out splitting populations into various races and cultures as this would work very well.

(e) logistics. I'm interested to see how logistics will be linked to starbases. I assume they will indeed require some logistics.

Paul.

Comments (Page 1)
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on Nov 11, 2004
e and maybe eventually a terrorstar. You may do this, but the cost of expanding this starbase amounts to 2000 bc. Is that worth it or not. An interesting choice, in my book.

Morten
on Nov 11, 2004
earch and defensive starbases in a given sector. The homeworld sector and other high population density sectors come to mind as ideal candidates for such a concentration of starbases.

Cheers
Magus
on Nov 13, 2004
should be the distance from the trade starbase to the mini-freighter that mattered. A trade starbase that is far away still has a small bonus. Notice this calculation isn't very hard to do.
on Nov 13, 2004
ou can set before a constructor is built.

3. I agree with fsk+. But I also think ALL abilities (trade, influence, production, etc) should be related to distance.

- Nobody
on Nov 13, 2004
uires giving us more control over key parameters. I can live with logistics, but only if I can set the rules for it so I can play my style of games. In gigantic galaxies, far more starbases are needed, just for speed and trade.
on Nov 15, 2004
r> ...
...


paul.
on Nov 15, 2004
to the starbase itself. So a military starbase will only be able to have military modules (no culture or trade modules).  So each starbase will have its own appearance based on what kind of starbase it is. 

on Nov 15, 2004

Cari.....that's just beautiful. You guys rock

Morten
on Nov 15, 2004
not sure I like this idea, Cari. Starbase micromanagement was bad enough, but this just sounds like more work for the same gains.

I like fiddling with sliders better than watching constructors.

- Nobody
on Nov 16, 2004
discovered upgrade tech to queue'. this should be easier to manage with multiple starbase types.


Paul.
on Nov 16, 2004
me way, except that they'll have a range as opposed to being limited to a sector with artificial lines. 

We will probably add some kind of queue/optional auto upgrade system, but we haven't discussed how it will work yet. 

on Nov 16, 2004
Nothing to add here except that I like it.
on Nov 16, 2004
uddenly turn it into an influence bomb).  But it will also provide a lot more flexibility for the player as we can have a lot more types of add-ons without the UI becoming so cluttered.

on Nov 16, 2004
How about a (relatively cheap) fuelling station - perhaps notionally neutral and extending the range of all races who can reach it?
on Nov 16, 2004
number of upgrade elements I have to remember.

Would you guys/gals consider adding in a few time-savers in the starbase department? ::cough::queue::cough::

- Nobody
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