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Starbase Strategies

Starbase Strategies

Hi there,

After a few weeks of lurking (and just a few weeks of playing the game) I decided to make my first post.

I've been fiddling about with some different strategies posted here, and am now looking for something else then the regular, after finishing my current game.

I'm planning on playing a costum race with abilities and starting techs in the influence/diplomacy, trade and cultural influence area.

My idea would be to colonise a few planets to start with and then advance techs as soon as possible to get the head start economical by means of trade and econ starbases. After that I plan on building fleets of constructors to get influence starbases up and running as soon as possible and basically conquer planets by influence (in my current game its rather succesfull with only 1 influence base with all the diplomacy and xeno cultural modules). The idea is to park 10+ constructors (with some decent engines) in one spot and have an instant 300+ IP's in one go.

Now I am wondering how starbases tend to withstand assaults. Do the defensive modules really do much good for a starbase?
Do military starbases also give their bonusses to other starbases or just to ships and fleets?

I think it would be fun to be the benevolent race in the corner that slightly gains influence and achieve influnce victory by diplomacy and not war.

Any thoughts on this? Has any one tried this before?
23,895 views 54 replies
Reply #51 Top
It depends on how you like to play. I am a builder by nature. Once I have my fleets built and I am happy with the number of starships I have I switch my starports to building constructors. They continuously build constructors and starbases. I like getting them set up around my tech and production planets.

You are right I could be building more ships and fighting wars more quickly but I prefer a longer drawn out game. I don't think at this point I am playing below way below my skill level. But, I still play my same style of game. That means lots and lots of economy starbases.

I understand your point about the military starbases. I just find that their inability to move makes their usefulness limited. It takes a bunch of bc and time to build up a military base to the point that its useful. Then when you beat the AI that you used the bases for you now have bases in the middle of you empire. These I have found become useless, much like influence starbases once all the planets in a system have flipped.
Reply #52 Top
Once your economy is rolling you can buy a lot of constructors per turn, which allows you to throw up starbase arrays pretty quickly, which you can do while still pumping out warships. In my current game (gig/crippling) I was well behind in tech till my 16 Starbase array got online, effecting a research cluster of 6 planets. At that point I was able to catch up and surpass the lead AI in tech pretty quickly. I think the arrays are great assets to research and production. The economy is the key though. At the same time, I caught up in military by buying warships also. Making 70k + a turn also helps greatly. Get the econmony up early and the rest of your problems disappear.   

Reply #53 Top
What are the key indicators your playing above your skill level anyway?


If you can't win without frequent save and reloads.
Reply #54 Top
I tried Economic Starbases in the DA Beta over the last two days, and they're actually pretty nice, because of the new Power Plants. What's more, they combine well with Super Hive. The AI is not very good, though, in the beta, so it's still hard to tell how they'll do when you've truly got aliens breathing down your neck.

I was reasonably able to get Econ Starbases to encompass 5 planets, doing comfortably over 100 ip apiece (that's a conservative estimate), and I could reasonably get to 17% boost through SB upgrades (25% is too ideal). That's 100*5*.17 = 85ip extra per turn, of which 43 is free.

To compare the cost, such a starbase takes 6 constructors, at ~150bc apiece, plus we have to add ~900bc average overhead (the price you pay up front if you're not Evil), for a total of 1800bc + 15bc/turn maintenance. So the break-even point for these starbases would be after 1800/(43-15)= 64 turns, if you're speaking purely in terms of free production. But if you take into consideration the paid production capacity, that break-even point is 1800/85 = 21 turns. That's really low. And if you're Evil, you can chop all those break-even times in half, because you're not paying the up-front fee. Then you can turn around and re-invest that capacity for more constructors & social improvements, for more free production.

I'd say Econ's are definitely useful in DA, but I seriously doubt spamming 12 SB's on a single planet would really turn a difficult game around. Unless you're Evil. It's hard to say for sure, though, because I have yet to play a difficult game on DA beta.