Question about Starbases in TOA

So I've been playing this game for a very long time, and the way starbases have been treated by this game has always bugged me.  Before TOA came out there was talk of constructors that will upgrade the HP on starbases.  But then another expansion was announced and that patch was forgotten about.

So my question.  How have starbases been changed in TOA?  Honestly i want to buy TOA, but im rather short on cash so unless they have fixed one of my biggest sore spots about this game i think ill just have to wait a bit befor i spend the money...
7,113 views 5 replies
Reply #1 Top
There are no constructor HP upgrades for starbases in ToA.
As for the difference from DL or DA I dont know cuz I got the whole bundle and went from the original GalCiv1 directly to ToA.
Reply #2 Top
You can't use a constructor to upgrade the HP of a starbase, but you can use one to repair a damaged starbase. Beyond that some nifty new user interface bits were added, but starbases still work the same way.
Reply #3 Top
I'm not sure why starbase HP would be a big issue, what with the MANY upgrades to attack and defense. I've always thought that starbases got too much attention in this game. I mean... I spend the whole game upgrading this darned starbase: constructor after constructor after constructor. I'd like to see more passive upgrades for starbases in GCIII, kind of like the passive upgrades to ship hulls.
Reply #4 Top
I'm not sure why starbase HP would be a big issue, what with the MANY upgrades to attack and defense. I've always thought that starbases got too much attention in this game. I mean... I spend the whole game upgrading this darned starbase: constructor after constructor after constructor. I'd like to see more passive upgrades for starbases in GCIII, kind of like the passive upgrades to ship hulls.
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Totally signed...
Reply #5 Top
I'm not sure why starbase HP would be a big issue, what with the MANY upgrades to attack and defense.
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All of them are worthless unless you manage to aquire them early enough for them to matter... No starbase can be expected to survive against a huge hulled ship late in the game as huge hulls can be built in every way, combat wise, superior to starbase.

As far as I'm concerned, there are way too many starbase modules designed for starbase defense. There are 18 modules from the starbase fortification techs (6 per tech level), another 6 from normal ship weapons and defense technology (3 from weapons, 3 from defense), another 4 from larger hull research. Together, we get 28 starbase defense modules (some civs do get a few extra though). That is way too many starbase modules to build when they can't adequately defend a starbase. For the number of constuctors you would need to build, you might be better off building a huge hull instead.
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Maybe if some modules became obsolete when new versions were researched, we would have less of a mess. Once that happened, you could only install the new versions, and any starbase that had older versions would need to be refited by a constructor to get the new versions. This idea would reduce the number of modules we would have available to 13, clearing away about 15 modules.

Perhaps if a passive increase could be applied to the battle stations modules, we might be able to reduce that number by another 6. You need the first battle station module be installed for you to install the modules you can get from normal ship weapons and defense research anyways.

That would leave us with a total of 7 modules, and a significantly reduced logistics mess.
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Anyways, hopefully something gets done for galciv version 2.0