Hi. I have not seen any good up-to-date starbase guide on these forums, so I have decided to create one myself.
Starbases are one of the most versitile units in entrenchment, and can be diffucult to use at times. I will talk about a Starbase's Upgrades, and also give build tips and strategy. I am always open to constructive criticism, so give me your feedback. Let's get started.
TEC: Argonev Starbase
This is my least favorite starbase, as it can be confusing on how to use, and it's abilities are mostly non-combat. However, It's staying time is impressive after HP and Armor research, and Safety Override Protocol is just god.
Upgrades (I am using a 5-star system, 1 being worst and 5 being best)
Survivability(3 Levels): Vanilla, with the standard 3/6/9/14.5k HP progression and 2/3.5/5/7.25k shields. However, The TEC starbase has dedicated HP research and extra universal HP increases, so this is significantly improved. ****
Weapons(2 Levels): Not Much to say here, Except the Beams are on only 1 other unit (Kol), so you might not be upgrading them much. Missiles on the other hand can be upgraded up the wazoo, so get to those for a real bang in DPS. ****
Hangars(3 Levels): Vanilla. Same as Vasari Upgrade, and inferior to the Advent one. Good however to get up to 8 squads of fighters to protect against bombers. ***
Auxillary Gov't(1 Level): Great on Defense or Boom Bases. ****
Trade Ports(2 Levels): Good for the Eco Starbase build, however otherwise only good for Stars or other uncolonizables. ***
Docking Booms(2 Levels): Useful if you have an attendant fleet in the system, otherwise worthless. However, for an Offensive Starbase, this is a must take. ***
Factory(2 Levels): Again, mostly useful on Offense Bases. Only useful with 2 levels (1.75x build time). Allows you to replenish your fleet in a planetary assault quickly. ****
Safety Override Protocol(2 Levels): Great ability. Set up with enemy fleet close, then detonate and clean up the pieces. At level 2 It can destroy Most Cap Ships IF you can get them early before mitigation goes through the roof. Can reach LRM frigates at max range, and will be worth it economically against only 13 HCs. *****
Defensive: 2 main options here: 3 HP, 2 Weapons, 2 Hangars, 1 Self Destruct; or 2 HP, 2 Weapons, 2 Hangars, 1 Resupply, And 1 Self Destruct. Use Build 1 if you have no fleet and build 2 with a medium/Large fleet. Gives good balance of Survivability, DPS, and Elimination. Wait for the SB to get down to ~15% HP, then Detonate for a fiery finish. Use 8 fighter squads for defense.
Offensive: This is much harder to do with TEC Then Advent or Vasari. My build is 1 HP, 2 Weapons, 2 Hangars, 2 Construction Yards, and 1 Resupply boom, although I have seen others. Keep fleet back to defend creation of SB, then attack the enemy fleet to buy upgrade time for the SB. Go for HP first, then Con yard, 2 Hangars, Weapons, and then Final Con yard and Docking boom. Bring the battle to the SB After you have the 2 hangars, filled with Bombers. Use Resupply once fleet gets there and replace losses as your economy allows. Once Fleet is gone, use Bombers from SB and Fleet to Clear out fixed defenses.
Eco Starbase: This uses the TEC's Affinity for economy to make a SB in a Core world to increase income. Uses 2 Trade Ports, 2 Factories, 1 Self Destruct for Emergencies, with the rest up to you. I do not like this particularaly, but it saves logistics slots and Increases income well.
Kamikaze Starbase: This uses 2 Levels of Safety Override Protocol To wipe out an enemy fleet. Also needs a Hull Upgrade. Wait for fleet to get close, then Detonate and bring in your own fleet for a counter-Attack. Love this for Planets I need to keep without a large fleet. I also keep a Kol on the other side of the well to clean up the survivors, but that is optional.
Advent: Transcendia Starbase
This comes in second for me after the Orkulus. It has a LOT of Combat related Upgrades and a LOT of Strikecraft. It also Can raise Max alliegence, which is useful in the extreme.
Toughness(3 Levels): Same as TEC. However, shields will be much increased by research, so endgame they will be higher. ****
Weapons(2 Levels): The Plasma has research, but the LR weapon does not, so this is subpar. ***
Hangars(4 Levels): This is one place where the SB really shines. It gets 2/6/10/14/20 squads for either defense or offense, so bombers can go away when you upgrade this. *****
Enduring Devotion(1 Level): This is like Auxillary Gov't, however the Transcendia has more influence in a grav well with Meteor Storm, Mass Disorientation, and Hangars. ****
Culture Centers(3 Levels): This can be marginally useful if you can get 2 or 3 levels to help culture wars. ***
Max Alliegence(2 Levels): If you can find room on a Base for this it is very good around for Terran or a Volcano or Ice w/ 4 Extractors to increase your economy significantly. ****
Mass Disorientation(2 Levels): Part of the classic Advent combo, This makes the enemy move randomly within range and increases their cooldown. Essential on almost every SB. *****
Meteroid Control(2 Levels): Good with the Mass Disorientation combo, this deals 500/750 damage to all ships with in 4000/6000 of a target within 10000/15000. This is awesome as most of these targets won't have mitigation. *****
Defensive: This is a Tough decision with 2 Toughness, 2 Meteroid Control, 1 Mass Disorientation, and then it gets tough. If you have a Halcyon, you can get 1 hangar and make 4 Bombers and 2 Fighters. Halcyon Pushes away SC and you can build bombers for offense. If you have the Combo with Guardians and Radiances you should take 1 more Mass Disorientation and 2 Hangars for more DPS. Another good build is with 1 Enduring Devotion and 2 Weapons, and use Hangar Defenses for SC defenses. Overall there are lots of options and I don't think I could cover them all.
Offensive: My build is 2 Toughness, 4 Hangars, and 2 Meteroid Control. You can bring in a fleet, Build the SB, and go Toughness, 3 Hangars, 2 Meteroid control, Hangar and then Toughness. Just sit back on your fleet. Your 20 extra squads will demolish the fixed defenses, and Meteroid control will destroy the planet and fleet from afar.
"Back Line": This is for Terran planets full of population with 2 Max Alliegence Upgrades to make economy go through the roof.
Combo Base: This is a GREAT trick if you can manage it. SB has 1 Toughness, 2 Meteroid control, and 2 Mass Disorientation. The attendant fleet needs Progenitors, Guardians, with an optional Halcylon. Use Mass Disorientation and Meteor control to disable and damage the fleet, Malice to increase damage, then use Repulsion to push the fleet away. Rinse and Repeat until fleet is dead.
Vasari: Orkulus Starbase
This is THE best starbase out there. It has More weapons, more health, and more fun than TEC or Advent. Aside from more health and weapons upgrades, this has 2 Great abilities; Deflector Shield, and Phase Stabilizer arrays. Lets get going on the Orky
Toughness(4 Levels): Superior to Advent or TEC, however, many Orkies are used offensively, so this becomes less nessesary. ****
Weapons(3 Levels): Again superior to the other 2 factions, this has Phase missiles as LR weapons, so this is great.*****
Hangars(3 Levels): Same as TEC.***
Colony Pods(2 Levels): Usually inferior to the TEC and advent Eco upgrades, I rarely recommend this.**
Enforced Loyalty(1 Level): Great for keeping planets, except the Orky can MOVE, so this is much less nessesary. ***
Frontal Deflector Shield(2 Levels): This is THE defining upgrade to the Orky. Makes it take ~1/2 or 1/3 damage on all frontal attacks. Great for either Offensive or Defensive Orkies.*****
Phase Stabilizers(1 Level): Essentialy saves 10 logistics slots. Great on some Gimmick Orkies, and an added plus in the AM increase. NOTE Doesn't work on solar bases.****
Debris Vortex(2 Levels): Don't like this much on Defensive bases, as no good player will let his fleet get shredded by an Orky. On Offense bases I like this much more. **(d)/****(o)
Defensive Orky: Many builds out there for this, mine is 3 health, 2 Weapons, 2 Deflector Shields, and Enforced Loyalty, although there are many others.
Offensive Orky: I like this build a whole lot, as the Orky was designed in my opinion for offense. 2 Health, 3 Weapons, 1 Debris Vortex, 1 Deflector, and a Phase stabilizer make this a complete romping. Make your opponent think you are outmatched, engage, then bring in a huge fleet with the arrays to crush them. That is very fun when it works:)
Gimmick Orky: I Found this build once completely by accident. I had a Orky with 2 health, 2 weapons and a Phase stabilizer in a well, and got jumped by a 1500+ supply fleet. Immediately moved in all my fleet from 2 seperate worlds through the Gate and used all subverters to trap the now doomed enemy. GGs followed within about 20 minutes.
Other Orky Tricks:
1. Use it to take out a Boom Base. It can absorb the blast, and will be able to help conquer the planet.
2. Play mind games with an opponent. Make him think you have Phase stabilizers on the base, forcing him to commit a huge fleet to take it out. You then attack him elsewhere.
3. Clear minefields with this. The damage of a mine on a Orkulus with 3 or 4 Toughness is insignificant.
4. Use a Ruiner to lay a minefield behind the Orky so if an enemy tries to outmaneuver the Orky it eats mines.
5. Lay mines around a developing Orky to protect it from unwelcome guests.