Galactic Civilization

Create account
Login
Downloads
NewsGroup
Community
Purchase
Galactic Forum
Strategies
Mods
Empires
Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


2 + starbases per sector useful?
  Search:   
Go to Bottom         Go to Bottom
by Citizen Warman-mx - 9/11/2003 11:46:01 AM

is it worth it to have more than 1 starbase per sector?

do their bonuses stack?

if they dont stack , is there any reason at all to build more than 1 starbase in a sector?

im confused at this.

#1  by Veteran Theoden of Rohan - 9/11/2003 11:59:13 AM

Yes, the bonuses from starbases stack. I commonly build more than one trade starbase in a sector to get as much from a trade route as I can. You may have been reading the thread over on the Galactic Forum entitled "Palace Magic". There are differing views on whether building one starbase with all influence modules or several starbases with some of the influence bonuses is better.

Hope this helps you out!

                          
#2  by Citizen Warman-mx - 9/11/2003 1:25:25 PM

thanx a lot.

so i guess that it also applies to military bonuses.

that is great to know



#3  by Citizen musicfan55 - 9/11/2003 2:00:24 PM

so i guess that it also applies to military bonuses


Yes, as far as I know they all stack but there a few caveats.

On other threads there is discussed a law of diminshing returns for maxed-out factories starbases (the modules that bump military and social production). About two (or three if high PQ) maxed out factory modules starbases per sector will do the job.

In the thread Theoden mentions on the forum side, it appears about 4 party palace + cultural max module SB (7 constructors each IIRC), really do the job for a culture bomb strategy.

For defense, the first one is a +5 defense but then you go to +2 or +3 for a while before you get to the really big defenses.

On trade starbases, the sky is the limit but after putting over 100 trade starbases in a sector once to max trade income, there is a burn-out factor in constructor management. . Hope this helps and good luck gaming.

Rick



                          
#4  by Veteran Maxtipherous - 9/11/2003 2:23:49 PM

check out my Palace Magic thread in the standard forum

                      
#5  by Diplomat Dearmad - 9/11/2003 3:22:24 PM

Don't forget the "Warp Trampoline" effect of multiple speed bonuses on a bajillion SB's

                    
#6  by Citizen WileyCoyote - 9/11/2003 5:48:12 PM

can you put more than one starbase on a single square? Ive seen mention of this but I cant do it.

                      
#7  by Citizen Lothmorg the Black - 9/11/2003 7:01:40 PM

I believe the multiple SB's in a single square was a bug that has since been fixed.



           Posted via Stardock Central
#8  by Citizen Mortu - 9/11/2003 7:03:12 PM

I cannot plop more than one starbase: The next constructor upgrades the xisting one when told to build new starbase while in a square with an existing SB. Now I wonder what if you have a SB and a Terror Star in the same square?

      
#9  by Citizen Brian Mueller - 9/12/2003 11:50:19 AM

I have one question about trade+ and speed+ starbases. If you have a trade route and some speed+ when it moves, one turn may equal say, 5 turns on the trade route because of the speed+, do you only get income related to one turn? I've never actually sat down and tried to figure it out admittedly. I'm too lazy

                  
#10  by Veteran fsk5809 - 9/12/2003 6:06:14 PM

You should NOT build +trade and +speed starbases in the same sector. You put your +speed in the sectors where you DON'T have a trade starbase, so the mini-freighter spends most of its time in the sector with the +trade starbase. If you calculate it right, you can get your mini-freighter to spend almost all its time in the same sector.

                      
#11  by Diplomat TheoLeo - 9/14/2003 11:27:19 AM

You should NOT build +trade and +speed starbases in the same sector.


fsk - are you sure about this?
All my trade bases also have speed maxed. My bases are built in adjacent sectors so all the sectors the mini goes has 50% trade bonus. I even built trade bases in AI space. I am currently building a 2nd trade base in all my sectors. I get over 2400bc/turn now.

Why should speed matter if all sectors the mini goes has trade bases?
Isnt trade is good for mid-games and alliance/tec
h wins?
Are there diminshing returns for trade bases?

       
#12  by Citizen Jogorhan - 9/14/2003 2:04:45 PM

theo: the point isn't to have a dozen sectors with one or two starbases per sector. you'd make more if you took them and put them all in one sector, and was able to keep the mini in that sector all the time.

                    
#13  by Diplomat TheoLeo - 9/14/2003 3:44:15 PM

Joq - I have 8 trade routes between 2 sets of planets -1 set is between sectors 1,12 and 13,12 - a straight line. Are you saying I am better of having 12 trade bases in sector 1,12 vs 1 in each sector along the route? I never did the math so I dont know. (I do have planets and bases in six adjacent sectors)


       
#14  by Diplomat Arturus Magi - 9/15/2003 1:59:02 AM

Are you saying I am better of having 12 trade bases in sector 1,12 vs 1 in each sector along the route? I never did the math so I dont know. (I do have planets and bases in six adjacent sectors)


If you have speed boni in any of the starbases along the route, yes. The idea is to keep the ship in sectors with Trade boni. There are two ways to do that: you can line the entire route with Trade starbases, or you can put Trade starbases in one or two sectors, then fill them with Speed modules as well, so that the ship just bounces between the sectors with Trade boni.



       Posted via Stardock Central
#15  by Citizen LDiCesare - 9/15/2003 3:10:18 AM

If you have speed boni in any of the starbases along the route, yes.


Even if you don't, you'll get the same average bonus by putting them all in a single sector. You'll earn different revenues when they are in different sectors, but on the average, it's the same. By using a +2speed starbase, you help yourself spend 3 times less time in a sector, so that time is spent in the sector where you have your trade bonuses instead. If you have more than one trade starbase in that sector, it pays to have +speed bases, particularly on longer routes (+ speed = 3 ctors, +50% trade = 4 ctors).
[Message Edited]

                      
#16  by Diplomat TheoLeo - 9/15/2003 10:06:23 AM

I will try trade bases in new huge game. This morning, I verified cultural bonus accumulates: the 3rd party palace tripled my bonus from 400k to 1.3 million in Sol sector I always thought the cultural and trade bonuses were crippled like the manufacturing bonuses. now i know better.

       
#17  by Citizen Brian Mueller - 9/15/2003 1:36:50 PM

You should NOT build +trade and +speed starbases in the same sector. You put your +speed in the sectors where you DON'T have a trade starbase, so the mini-freighter spends most of its time in the sector with the +trade starbase. If you calculate it right, you can get your mini-freighter to spend almost all its time in the same sector.


I actually found this to be entirely incorrect. I built a 2 sector trade route the other day, with speed+ and trade+ bases in the same sector (in my home sector). I waited until the freighters were in my home sector on the return trip before building EXACTLY the correct number of speed+ updates to ensure that they would make one complete round trip each turn. Now, every turn gets me 300+bc per freighter so it worked out pretty much like I thought it would. Getting the timing right for the speed+ bases was a pain thought.





                  
#18  by Citizen WileyCoyote - 9/15/2003 2:34:20 PM

I find it simpler to just have a +trade and +speed starbase in every sector along the trade route except your home on. I do this for three reasons. First it gives me a bonus all along the route. Second it serves great strategic value as now I can send ships up to that AI or that area in a hurry. Basically use it as a highway. Third, everything else takes too much micro-managment. Just kill them all ready!

                      
#19  by Diplomat TheoLeo - 9/15/2003 2:52:37 PM

I find it simpler to just have a +trade and +speed starbase in every sector along the trade route except your home on.


Wiley - if I put multiple +trade +def +speed bases in AI sectors, do they get annoyed? I know Cultural bases makes AI angry but not sure about just trade.

2+ trade base needs no speed (just def) - all that matters is to max time mini is in sector.

       
#20  by Citizen Matthew Downie - 9/15/2003 3:37:04 PM

Only culture bases annoy AIs.
You can even sneak a few culture boosters into a trade booster base without them noticing.



[Message Edited]
                           Posted via Stardock Central
#21  by Veteran vincible - 9/15/2003 6:11:22 PM

Mil bases annoy them too, for obvious reasons

                        
#22  by Diplomat TheoLeo - 9/15/2003 7:17:16 PM

Trade bases dont - good way for tech win

       
#23  by Citizen LDiCesare - 9/16/2003 3:02:41 AM

2+ trade base needs no speed (just def)

I never put def on my starbases. Just don't be at war if you could lose something.

                      
#24  by Citizen musicfan55 - 9/16/2003 5:03:24 PM

I never put def on my starbases. Just don't be at war if you could lose something.


It is impossible to avoid war with sharks and pirates and they will often go for your resource starbases. That basic defense of +5 for only one constructor seems a pretty good value when there are hungry sharks around.

Rick

                          
<<   (1) 2   ->   >> 
   Page 1 of 2   

Go to Top    Go Back to Message Board    Go to Top
To be able to post something you have to become a member
Click here!



Copyright 1995-2024 Stardock Corporation. All rights reservered.
Site created by Pixtudio and Stardock, designed by Pixtudio.