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 2)
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on Nov 16, 2004
ilt constructors would come up as human-controlled.

And then? I would revel in my glory.

I'm dreaming, though...

- Nobody
on Nov 17, 2004
n.
on Nov 17, 2004
ul.
on Nov 17, 2004

We don't plan to have stacking this time around. It would be too complicated anyway since it's not sector based anymore.

The bonuses in a given zone would be based on the best single star base bonus in the area.

on Nov 17, 2004
excellent news.

I'm already getting excited!

Paul.
on Nov 17, 2004
haps make it such that you the ideal is one starbase per sector, and anything past that increases in cost exponentially.

Marko
on Nov 17, 2004
pec can only be destroyed.

You can drop out modules from an all purpose slot and rearrange them on the spec module (for some cost, of course).
Tarman
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