Do Econ Starbase Bonuses Stack?

 

I am a trading empire - Mercantile Party, Startnig Bonuses to Trade, etc.  If all my trade routes leave from my capital planet, is there any reason I wouldn't build a half dozen Econ Starbases around my capitol (do the bonuses stack or if there is one base that's all I get?) to capture all that income as opposed to stringing them out along the diff trade routes?  Thanks!

13,469 views 15 replies
Reply #1 Top
The boni stack - those so-called 'starbase arrays' (usually military) are key in long, ultrahigh scoring games.
Reply #2 Top
Once the trade ships leave the area of the Econ bases the trade bonuses no longer apply.
Reply #3 Top
And, you can have a max of 4 starbases per sector.
If you want max cash from your trade routes you will want to make arrays all along the teade routes. So it is simplest if you set all your routes between only two high quality planets.
Reply #4 Top
Once the trade ships leave the area of the Econ bases the trade bonuses no longer apply.
End of quote



So am I correct in thinking that slow freighters would maximize the time spent in the Econ SB sphere of influence and make more money for me than a fast one? Does the speed of the frieghter have any effect on the route at all?

I have read posts about folks getting 5-10K per turn trading and so far the most Ive been able to get out of them are 2K (that was with 11 routes on large galaxy).

I think I'm missing something.
Reply #5 Top
Does the speed of the frieghter have any effect on the route at all?
End of quote


No, because once the route is established all your freighters move at one space a week. Speed only helps to get your freighter to the destination in order to get the route started quicker.
Reply #6 Top
Cool, That helps. One time I wasted 8K upgrading all my freighters to a higher speed frieghter that I designed hee hee

Reply #7 Top
Heh, I did the same thing myself in multiple games until I really paid attention and realized the freighters just crawl along once established.

For military arrays and for crazy effective planets, you can build 4 bases in the same sector. You can usually built 4 bases in many of the surrounding sectors as well. You can get some crazy research outputs if you stack economic bases heavily around a really high PQ research specialized planet. Just be careful of the costs. I'm pretty sure you are paying for all that extra production and research.
Reply #8 Top
The boni stack - those so-called 'starbase arrays' (usually military) are key in long, ultrahigh scoring games.
End of quote


so, does that mean these starbases should be around the planet?

their description says the route gets the bonus if it, and therefore the freighter moves thru it, if thats not the case than how exactly does it work?

thanks garrett

ps i meant to quote the post below this saying the bonus only occurs when the ship moves thru the area
Reply #9 Top
If terminus planets are Econ Capitals, I beleive that will also affect the income recieved from Trade. I try to find the Econ Capitol of the civ I'm trading with and move all routes to that one - I always build my trade ships on my Econ Capitol world.

Speed doesn't matter with trade ships - I just give them enough engine power to get there and enough support modules to make the range.

I'll put plenty of Sensors on them though - it helps to see what is going on in far space.

Just an aside - now playing TA beta as the Korx - man, the Tech tree and new trade buildings really make playing as a trading civ viable! Also, the ability to add Defensive modules to Cargo Hulls - giving them 6 hitpoints or more - make arming freightors a real option, as well as helping to keep your military rating above 100 without building a ton of warships.
Reply #10 Top
For the Productione and research modules of the Starbase you need it near enough for the planet to be in the SBs radius. For the Trade modules it only needs to cover the route and should be placed where the freighter will spend the maximum amount of time under the SB(s) influence.

Also note the trade route gains value as it travels further along it's route. This can be a little misleading, because it's "route" is round trip meaning your max value for that freighter will be right before it get's back to it's planet of origin.
Reply #11 Top
Hi!
You can get some crazy research outputs if you stack economic bases heavily around a really high PQ research specialized planet.
End of quote

True. Mumblefratz reported a 20k research planet in DL. My personal record was 7k.

Just be careful of the costs. I'm pretty sure you are paying for all that extra production and research.
End of quote

You pay a half of bonus production from starbases and other bonuses. E.g.
- if planet produces 100 TPs with labs, Colony and tech capital, and
- race bonuses, "Planetary Improvements" tech and starbases add 100% to that (=100 TPs),
- you pay only for original 100 and 50% for additional 100 = 150 TPs. 50 TPs are free.

For more info on research you can check wiki: Research.

BR, Iztok
Reply #12 Top
wow you all rule. I learned so much! Especially the part about putting sensors on the freighter. I never dreamed they would give me scans of the space they blow through on their route! Thanks!
Reply #13 Top
Hi!
Especially the part about putting sensors on the freighter.
End of quote

You don't need that. Better use free space for engines or life supports. If you want a good scan on your surroundings build Eyes of the universe "wonder". With it ALL your ships will get 15 parsecs view range.

BR, Iztok
Reply #14 Top
Has ToA changed trading in any way? I don't mean tech trading; just trade routes and freigters. Thanks in advance
Reply #15 Top
Well, they pulled the Galactic Privateer wonder. They gave the Korx a wonder that will allow their routes to not get closed due to ships being destroyed en route...nothing in comparison to the invincible freighters the Privateer once gave. Now you'll be more interested in the UP law for the protection agency.