A military strat I thought of

So I recently picked up the game and have been really enjoying it. After a few games on beginner mode, I switched up to normal so I could have a challenge. Two games in, I have gotten pinned by other races with war. I would focus on economy, techs and nothing towards my military. After getting backed into a corner by the terrans the last game I played, they came out of no where with huge fleets of small ships and while I could build a military that could counter them, I had lost a few planets and they were running free around my sector. I quit the game figuring that I would not be able to push them back through military force and went off to work to think.

My idea. Military star bases spaced out across your influence zone. Crank them up to give bonuses to ships in the aoe and have a picket line of ships spaced out across your borders. That was my plan but after reading a few things here and thinking about how the AI sort of works, maybe I do not NEED those military bases and I am just wasting my time. A standing military would stop any aggression, for the most part, from other races and I could focus on winning via alliances or tech.

My question, though, is simple. Should I end up going to war later in the game, would those military bases with the attack/defense bonuses be worth the time and money? Taking on the AIs ability to upgrade their ships as new tech comes along and dealing with their functioning economy that I can not seem to match is tougher than I expected.
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Reply #1 Top
You can get a wide variety of opinion, but I've never been a big fan of military starbases. My issue with them is that their use is usually so temporary. They can be useful for a time in a certain area but once the battle moves 8 parsecs away they become useless.

I've seen folks that set up huge defensive arrays of these covering their planets. But in general I feel this is more of a playing style choice that's certainly not required in order to win.

I prefer a strong mobile offense. A fixed array, no matter how strong can always be defeated sooner or later. With mobile fleets you have the opportunity to run away and live to fight another day.

Reply #2 Top
Not to mention, a fully outfitted military starbase will take something like 52 constructors. That is a lot of shipbuilding which could be going for war ships.
Reply #3 Top
I also avoid military star bases. In fact, I only build star bases on galactic resources. Mobility + Ship build costs makes them prohibitive.


Reply #4 Top
My question, though, is simple. Should I end up going to war later in the game, would those military bases with the attack/defense bonuses be worth the time and money? Taking on the AIs ability to upgrade their ships as new tech comes along and dealing with their functioning economy that I can not seem to match is tougher than I expected.


as mumble and moose have suggested, the partially subjective answer is that military bases aren't worth it. moose points out how much production you must dump into these things, but in reality it's much smarter not to fully outfit them. still, it's a huge production sink. the one advantage to building up starbases is that the maintainence fees aren't there as they would be with if you'd built 52 fighters instead of 52 constructors.

i have played in games where i've made thorough use of military starbases. i'm thinking it might work better in DA. since engines are so expensive and bulky now, it's actually the speed boosting features of the military bases that grab my attention. i can make swarms of cheap fighers with no engines and only 1 defense point. i focus on adding modules to boost ship speed and defense, and i try to lay down my bases in a grid such that they cover their areas as evenly as possible (4 spaced in a square where each is 7 parsecs away from the other, and six parsecs from the next square - this makes the center of each square the weakest point). the downside to using military SBs is that you can't use your 4 bases per sector for other things, such as economy.

even if you just focus on the speed boosts, this will provide a vastly more mobile defense of your home turf for only 3 constructors per base. that's worth it in DA economics, if you ask me. but is it worth the loss of increased trade revenue and production? well, that's a question you'd have to answer for yourself.
Reply #5 Top
I usually like to focus on other things than military too, like research and economy. I find that having at least a standing army that is somewhat "modernized" compared to the other races is enough to keep you safe for the most part.

They will only go after you if you are weak militarily, so try to maintain one that is at least average. Like all the rest, I try to maintain a mobile defense with large numbers of small to medium sized ships.

You don't need to go overboard with military bases, as it is very expensive to build and maintain. What I usually do is that I build one near my most important worlds. This way, your most important worlds are much more difficult to conquer should you ever be forced into war.
Reply #6 Top
Military starbases can be pretty difficult to master. Their real strength is their attack and defense bonus is applied to any ship that meets the prerequisites (1 point of attack for attack assist, and 1 point of defense for defense assist). You only have to pay the cost for the modules once (per starbase that is).

This means two things, 1 in order to gain maximum benefit out of the attack assist modules, you are going to have to use a lot of ships, usually small or tiny hulls with lots of logistics. Second, because the attack assist and defense assist bonuses are not directly tied the ships, its not as big of a loss to lose a weaker ship that meets the prerequisites than it is to lose a ship built to be that powerful without the assist bonuses.
Reply #7 Top
What would be great are some upgrades to the starbase that would increase it's effective range.
Reply #8 Top
I am a big fan of military starbases (at least, on higher difficulty levels), but I do not believe in spamming them all over your influence zone, or waiting till late in the game to use them. You use military starbases early in the game, when their bonuses are most pronounced, and you wait till you KNOW you're going to use it before slapping it down. It's not doing you much good if it's just sitting there and no battles are happening.
Reply #9 Top
What would be great are some upgrades to the starbase that would increase it's effective range.


I was thinking almost the same thing, I was hoping you could spend racial ability points to expand your starbases' radii (not just military)
Reply #10 Top
What would be great are some upgrades to the starbase that would increase it's effective range.

I've made the suggestion on at least three seperate occasions that starbases should be moveable. Whether they can be towed by a special ship or move under their own power, this should be a very slow rate perhaps 1 parsec/week. But allowing these starbases to move would increase their usefullness.
Reply #11 Top
Sorry about hijacking this thread but suddenly I can't create a new post. I also can't search previous posts. When I come onto the main page it doesn't recognize me, however once I drop down into a forum or a thread it seems to recognize me just fine. I also can't directly quote. I had to hand edit the bbcode into the previous post. I'm getting object expected errors and syntax errors on each page I visit. This behavior is sudden and has occurred with no change to my system. I've rebooted my system as well as my DSL modem. I have no issue with any website but this one. Just when things had seemed stable for a number of weeks now. I can post screen shots of the pages causing me difficulty. Of course it's a pain to have to do this so I'll only do it if necessary.

I did note that tetleytea was able to quote the same line that I was trying to quote. I was unable to quote it both before and after he was obviously able to do it. What the heck is wrong with this website (again).

Reply #12 Top
I don't like the movable starbase idea. Starbases are basically 'bases' in space, or among the 'stars'. So how do you move them?

Maybe, it should work like this. They add new modules to Ship Builder, which would grant military bonuses to nearby ships. And each ship would focus on a specific feature. For example:

Armor Assister

Increases nearby ships armor by 1 point.

The idea being the more assist modules you have, the stronger your ships. Someone could probably come up with a pretty good story reason for it, too.

Or, just use Military Resources. If you have one or two, that might help. However, Galactic Resources are limited.
Reply #13 Top
Sorry about hijacking this thread

Well I deleted my cookies and now things are mostly working. However this still represents a change to this websites behavior. I am still getting object expected and syntax errors on the main page and it doesn't reconize me until I drop down to a lower menu, however I can post and quote now.

The main difference that I notice is that this site seems to be setting a cookie with every single graphic item on the page. I've always set my cookie policy a bit higher than normal but I haven't previously noticed any issue with this site. Is there any particular reason that this site needs to set over 100 cookies on the main page alone?
Reply #14 Top
What would be great are some upgrades to the starbase that would increase it's effective range.


i'll drink to that. they could also use increased hit points. i'd love to see them more integrated into combat, so that SBs could participate in fleet combat using 'docked' ships, as was originally intended. c'est la vie.
Reply #15 Top
Well I deleted my cookies and now things are mostly working. However this still represents a change to this websites behavior.


site seems to work fine for me, mumble, but myspace did a similar thing to me about a week ago, and i had to delete all my cookies and other offline content to get it working again. it took me a few days to care about myspace enough to actually do that. but also getting random program crashes lately with MSIE 10. what browser are you using?
Reply #16 Top
Well I deleted my cookies and now things are mostly working. However this still represents a change to this websites behavior. I am still getting object expected and syntax errors on the main page and it doesn't reconize me until I drop down to a lower menu, however I can post and quote now.


Sounds like the javascript is having troubles, but I've not noticed anything myself. If you problems persist, I'd say to hit up websupport.
Reply #17 Top
I think you just have to make your own choice. I have had a few good times with military starbases.

The first came when a fleet of 3 or 4 pirate ships showed up. They where far more advanced than my one old small hulled ship. Surprisingly I won! How? Not far away was a good military starbase.

Second was when I was the smallest of 3 civs left on map. I was behind in every category and figured that a war was only a matter of time. So I set about making my military fast and configured to work against them. I also put about 4 military starbases throughout my territory(this shows you how small I was) and just put everything into those. My strategy was to make myself as strong and unappetizing as possible. It worked, I got one of them to sign a treaty and later we took out the other guy.

My point - If you have a specific situation or you are in a position where you will be defending your territory for a while you could use them but it is mainly up to you as to your strategy.
Reply #18 Top
One possible use of military starbases is next to a galactic resource you're mining, especially the economy ones, perhaps morale or even shipbuilding. Myself, I park fleets under the mining ops to try to protect them. A military starbase in the same area would lessen the need of having a "real" or formidable fleet presence there, a few defenders could keep the mining chuggin' away.

I like starbases and often make a few military ones as "staging posts" (where I put rally points to begin building invasion fleets). I can't disagree with the earlier posts, though . . . their "window of usefulness" is pretty short.
Reply #19 Top
I like to use military starbases, but only defensively. I'll usually build one around my core worlds, and then in strategically important and highly contested areas as needed (which usually isn't often). I prefer to wait to advance my military as long as I can and build up a good base of social techs, and the extra bonuses just help me put off the big army build a bit longer.

I agree they're not as useful later in the game (my biggest problem with them at that point is that they're as much another point that has to be defended as an aid), but the benefits one or two can offer early on are worth it.
Reply #20 Top
There is no problem playing economy/tech game on normal , because game is still relatively easy. You only need to keep your oponents occupied ... I played as a terran going for influence victory. 9 oponents. All of them taken out by influence starbases or other civs (wars initiated mostly by my bribes ).

imo
Military starbases are not worth BCs they cost and time you need to put up enough constructors. To keep your ass out of war , you need to have only around 100 military rating and good relations with others which is really no problem. You will need one defender (ship of custom design , no engine , only weapons) on every planet + maybe later some capital ships to do some beating to guys unwilling to accept your culture (Yors , Thalans ...). Because AI isnt capable of deploying really strong ships on normal diff (or I never encountered anything that can counter my offensive fleets) , fleet of some caps(and I dont mean medium hulls , I mean real caps) will destroy everything they will throw at you. Actually , two big ships will be enough. Its also good to keep some med hull ships around your borders (fast ships) later in game , when you have large territory in your hands. Spore ships ftl .
Reply #21 Top
I like the idea of ship modules which give similar bonuses to military starbases. However, one has to wonder whether the area of effect would need to be the same. If the best effect is gained with fleets of small and cheap ships, the greatest advantage is in being able to move these ships around to attack rather than having to sit and wait for the enemy to come to you.
Reply #22 Top
Hello Warden,

There is actually a strategy with starbases I picked up in this forum, but it is regarded as cheese (close to cheating), but I played it in two tough games and won both by a large margin. The point is that it is crippling when you are forced to war when you are not ready. You want to have masses of fast troop transports on the border of your victim and take him out in just a few turns. What you don't want is an AI comming your way and take out those transports causing you to loose billions of soldiers for nothing.
The strategy to avoid this goes as follows: Pick a place within your empire where the blue lines cross (sector borders). There build 4 military bases in each sector (which is the maximum per sector) just there where the sectors meet for a total of 16 starbases. Do not build a lot of modules on them just 'laser equalizer' and 'micro something' on each. So each base needs 4 constructors (the base itself, the MKII improvement, and the two modules). Meanwhile build cheap fighters (tiny hull+1laser+engine) and surround the starbases with those fighters.
Now each fighter will have an attack value of 33, and each ship costs you just 1 bc per turn. So if you got a hundered fighters or so your military will look formidable and you are safe. Those starbases will cost you a few hundered bc a piece but they are worth every penny!
Now you can go for a diplomatic or war strategy of your choice.

The second strategy with starbeses, which is also considered cheesy is with economic starbases: Take the planet with the highest PQ and build 25% industry on it and 75% reaserch factories. Build 16 economic starbases around them. (12 of them must be located in nearby sectors). Equip each so that it gives you a 21% bonus on research totaling some 336%, build the technological capital and the omega research factory and the nano computers on that planet. Et voilĂ , a reaserch planet totaling more than 1'000 reserch points.

Have fun!
Reply #23 Top
Falcon57, I tried your 'idea' or one similar to it with regards to the econ starbases. In my last SIX games, gigantic gal/normal diff/nine opps w/mega events off, every civ, regardless of alignment (even those at war with eachother) would seem to 'drop everything' just to declare war on me. A few turns later, just about every civ in the game was flying in. First thing on their list... my starbases. They didn't focus on anything but them. Once eliminated my planets would fall one by one (for some reason, I guess the AI trades 'all' of their techs with eachother because all opponents were much farther along in their research, in ways I have never seen myself). My military sucked because I didn't have TIME to research anything worthy of fending off their attacks. Then, when it came down to my home planet... well, in one game I counted about 32 transports from different races taking their sweet time rolling in, one after the other, until my planet finally bit the dust.
My point I guess was this... the econ starbase strat, which I never really tried until I started my first Meta game, seems like it works well, but for the life of me I couldn't keep up with the computer, regardless of what I did. And as far as any starbases I did build, they always seemed to be the first target. It's time for some re-evaluation of my strats I guess.
Reply #24 Top
Evil Stormbringer, the strategy with the military starbase, didn't work for me at first either. The AI were always ahead. There are some points you have to consider additionally. First the AIs will trade tech and always be ahead of you unless you trade also. If you got something they don't, trade it to as many AIs that you have contact to including the minors. If the trade option is on you must outtrade them.
The second point why one might fall behind is the size of ones initial empire. The trick that works for me is to build on the home world as many industry as it takes to build a colony ship (one you designed yourself for speed!) in two turns with the production slider at 100% and the social slider at 99% and the military slider at 1% and the research slider at 0%. After just a few turns you produce a colony ship every other turn. The first world you colonize you should also build industries and a spaceport. Every few turns you should check whether you can reasearch sensors in one turn (research at 100% production 100% rest 0%). Then for one (at most two) turns do only sensor research. Switch back to 99% social 1% military and produce with your home world colony ships and with your second world 'Reaserch Frighters' (Freighter Hull with an exploration module, lots of engines and maybe some lifesupport). Send of those freighters to explore anomalies (Some are juicy 2500 bc). Those freighters (and the flagship) will generate the money during early exploration while you build up an economy. (The economy rating of my current game is way over 200).
After this kickstart I change to 20% military 40% social and 40% research (always at production 100%) building the 64 constructors needed for the 16 military starbases and cheap fighters as described above. When I'm top dog in miltary rating I do also the econ starbases.
I admid that before you become top dog there is a phase where the relations of the AIs drop dramatically. Pay em off! With a working economy you can pay your neighbors 100 bc per turn if it drops below cool. Usually I research into diplomatic (turn those research freighter into regular freighters (trade!) and research into the better goverments, then the relations will go up fast.

BTW: My settings are gigantic, everything abundant research slowish tech trade usually off. staring tech: engines and stellar charts.

Have fun
Reply #25 Top
By far the biggest advantage to military starbases are the speed mods. You can put just a couple of these along important borders and you can significantly slow down their military and speed up yours. Its not as effective late game, but having +2 speed for you, and -2 speed for them early game can give you a huge advantage. Doesn't take many constuctors (like 5).