How do I combine a fleet with a starbase?

I have a fleet on top of a starbase but when Im attacked only the starbase fires back. How do I combine fleets and starbases or planets?
Also, Guard does not seem to work.

An enemy troop transport can invade my planet even though I have a ship and starbase in the vicinity
25,236 views 25 replies
Reply #1 Top
You can't create a fleet with a starbase. It's generally better to move the fleet out to intercept the enemy, anyway.

Troop transports -should- be blocked if you have at least one combat ship in orbit of the planet.
Reply #2 Top
By "In orbit", Ostsol means that the ship is "in" the planet and not flying around on the map.
Reply #3 Top
Try leaving the ship on the starbase in sentry mode, that way it'll wake up when a ship gets in sensor range.
Reply #4 Top
So what good is a militay starbase? It sits in open space and there is no reason for anyone to attack it anyway.
The defense bonus it gives your ships is small reward for building all those constructors to build up a powerful starbase that cant be used to defend your planets
Reply #5 Top
Are you joking? Military starbases can give huge bonuses if you research the right techs to both defense and attack. A couple starbases can turn garbage units into powerful ones.
Reply #6 Top
But it doesnt defend your planets like Starbases in MOO2 did, so invading fleets can fly around them to invade your planet
Reply #7 Top
Right but they gives bonuses to ship in orbit of planets in their arae of effect and military starbases can even make a star fury (the basic beam weapon fighter) a deadly opponent if you know what to do, you can add that starbases can be turned into killing machines if you research all tech needed to do so.
Reply #8 Top
Try having the military starbase near your world. Then you could build a fast intercept fleet. With a ton of engines, and maybe like +1 attack on each weapon type and defense type, they can gain all the bonuses from a maxed out starbase, and are mobile enough to reach anybody who tries to sneak by.Make sure you make them the smallest hull possible so you can fit many into one fleet. ANd, ships like these should be, hopefully cheap and fast to produce. The idea just popped into my head though, I never thought of doing things like that
Reply #9 Top
For myself, I find starbases one of the only areas of the game that I just don't like and would like to see reworked. I think the defensive measures starbases took in MOO2 in terms of planetary and ship protection were much superior even though more simplistic. Unfortunately, if the GalCiv II starbases reacted like those in MOO2 they would be massively unbalancing unless the module system was completely retuned. On lower AI settings I've done exactly what someone else in this thread suggested with great success. I just moved around opponent's bases and attacked outside of their bonus range. Still working my way up through the difficulty levels, so I'm not sure how the AI changes its starbase 'philosophy' at higher levels.
Reply #10 Top
But it doesnt defend your planets like Starbases in MOO2 did, so invading fleets can fly around them to invade your planet


Yeah, Birth of the Federation is like that as well. I apologize for comparing GalCiv 2 to yet another space strategy game, but I agree that the ability to use military starbases to directly defend planetary invasions would be awfully nice. Yes, they're useful in their own right already, but they could do more. I'd love it if Stardock added an option so that contructor ships in orbit around a planet could build/upgrade a starbase right on the spot.
Reply #11 Top
But it doesnt defend your planets like Starbases in MOO2 did, so invading fleets can fly around them to invade your planet


Military starbases improve the attack and defense values of all fighting ships in its area of effect (which can be see by clicking on it) this means fighting an enemy fleet anywhere in this area gives your fleet a massive advantage (multiple military starbases will even stack their bonuses).

So this means you can use them for offense as well as defending around your systems.

Reply #12 Top
I like starbases. I do think that they should have an attack radius of like 1. That way if a enemy ship comes too close the starbase can attack. This then would add a strategy to the game when placing starbases. And I agree with the premise that starbases increase your races influence on a given area. A well placed base could help greatly against a planet invasion fleet. As for the bonuses that the base gives you, well for me, the bonuses are great, BUT they are really not realistic IMO. I am not too sure why or how ships within the vincinity of the starbase should get a bonus to attack or defense. I think the whole business of starbases should be overhauled. Though I like them in the game and they add alot of fun into the mix.
Reply #13 Top
Attack radius of one would be an interesting addition. Since starbases have to be 3 spaces away from each other, there would still be some room to navigate. The AI probably can't deal with it though.

And if you can only toss constructors onto a planet for defense... that would also be nice.


then i did some rough estimate, it might not be broken for a military base to be in orbit.
The defense bonus it gives your ships is small reward for building all those constructors to build up a powerful starbase that cant be used to defend your planets

I don't see why people complain about the lack of planetary defense structures like MoO2. That's what ships are for. Like someone else said, the starbase can boost ships in orbit.

Just because starbase doesn't defend a planet like MoO2 does not mean there is nothing similar to it. You can do just as well by building ships to fulfill the role that starbases and missile base had in MoO2.

A core constructor cost 144 bc to build.

1 constructor: 32 hp 0/0/0
144 bc (to build)

2 constructor 32 hp 1/1/1
288 bc (to build)
200 bc additional


now with tiny hull
you can fit one ship with a particle beam for cost of 60 bc
for 60 bc, you will have a ship with 1 damage and 6 hp
build four of them and you will have 4 ships with 24 hp and 4 attacks.



Granted, without orbital fleet manager, the ships would be sitting ducks.
But if you were going to spend a tile building missile defense, you might as well build orbital fleet manager instead.

I'm sure someone else can try to do all the math and see which one is more beneficial on the long run, ships might not be a way to go.

So.. I would say that instead of wanting starbases to work just like MoO2, try to incorporate the elements already available in gc2 to find a replacement for it.
Reply #14 Top
Can you explain fleet manager? You need one for every planet, so what does it do?
Reply #15 Top

Can you explain fleet manager? You need one for every planet, so what does it do?


The fleet manager allows the ships in orbit to act like a fleet. If you don't have one, then the enemy can come in and destroy the ships in order one-by-one, instead of fighting them together in a fleet. If you don't plan on defending a planet that well, then you don't really need one.
Reply #16 Top
Starbases as they stand right now are too fragile.

Since the attackers always get "First Strike", then a sufficiently powerful attacking force is almost assured to take out a Starbase, no matter how much offensive and defensive capabilities it has.

Starbases are only "Scary" early in the game when the best you have are tiny and small hulls. After that, i think nothing of wiping them out.

In my opinion, Starbases should automatically participate in battles that take place within a certain range of them. That way, they can actually Garrison an area.

Starbases should also get "first strike" against fleets that attack them.
Reply #17 Top
Starbases fighting in their area is a really cool idea, but it'd probably have substantial balance ramifications - and what happens if you litter an area with Starbases? Do they all fight? Impossible nut to crack?
Reply #18 Top
Starbases as they stand right now are too fragile.

Since the attackers always get "First Strike", then a sufficiently powerful attacking force is almost assured to take out a Starbase, no matter how much offensive and defensive capabilities it has.


That's why we have sensor and engine technologies. Upgrade your sensors so that you can see the enemy coming. I don't think I've ever seen the AI use the player-tactic of designing a ship with enough speed to all them to bypass any interception.

Admittedly, allowing a fleet to join with a starbase to create a type of "garrison" would be kinda nice.
Reply #19 Top
I think you guys are on to something here. I think perhaps the option to build an orbiting base on the planet that would go into fleet battle mode with the attacker would be nice.

I'd like to be able to build a defensive base that would intercept attackers and free up my fleet for maneuvers. Think about it like this, a planet has trillions of times more area than a ship yet can't put guns or missiles on the ground to defend itself? I think to take them out you'd need some bombs like in MOO2 or guided missiles.

At least be able to build a military base "in orbit" around the planet to defend it. I think this would satisfy the need for better static defenses.

I would like to be able to merge at least a few ships with my bases to help defend them at crucial times. My fleet is right on the base, would they just sit there and watch the enemy destroy it? They would help defend it. You can lower the logistics so that only a few ships can help defend but at least some defenders would be appropriate. You don't have to lower the logistics actually, just assign a value to a base of certain magnitudes or levels. A wimpy base could be 4, a more powerful one 6, 8, 10, etc.

The base should be easier to hit since it's large and stationary so perhaps lower the defenses, increase the HP, but allow ships to defend it. This would allow you to make strategic maneuvers to lure the enemy away from the base with one force and attack it and destroy it with another. I like this better than uber bases that can't be defended.



Reply #20 Top
whats the point of a military starbase when you can build influence and economic and mining starbases with all the same ship bonuses
Reply #21 Top
whats the point of a military starbase when you can build influence and economic and mining starbases with all the same ship bonuses


As has been said: some of the modules for military starbases provide offensive and defensive bonuses combat vessels within their area of effect. No other starbases can do that. When you have crappy ships and an angry AI to deal with, this becomes very, very useful indeed.
Reply #22 Top
One thing I"d like to see- ZOC on military starbases as a module- where to move past the starbase you have to destroy it, or the starbase autoattacks any fleet that moves within a hex of it...

Reply #23 Top
I see all those offensive/defensive modules available on economy/influence/mining bases as well
Reply #24 Top
I see all those offensive/defensive modules available on economy/influence/mining bases as well


The modules you see for econ/influence/mining starbases are for starbase self-defense and don't affect ships (military starbases can have the same self-defense modules), only the military starbases can have modules which improve the attack and defense of ships in the area of effect.
Reply #25 Top
Do the starbases AFFECT your ships or add it own weapons to the fight? For example, all your ships have lasers and you build a Rail gun module on the starbase, does the rail gun module become useless or does it add Railguns to the fight?