Star Base module question

The finished product may or may not have this but if not a feature that would be useful would be some icon or signal on the starbases to indicate they are still subject to upgrade.

When you build a lot of starbases it becomes confusing remembering which ones still have upgrades possible.

Just a little thingy like the hammer icon on the planets that would go dark when a starbase is fully loaded and come back on when new tech makes more modules available.
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Reply #1 Top
The finished product may or may not have this but if not a feature that would be useful would be some icon or signal on the starbases to indicate they are still subject to upgrade.

I guess that should apply only for modules not related with starabase attack or defense: you surely want to know when you can mine more ressources, build more cultural module .... but not enhance the firepower of your starbase.
Reply #2 Top
Why would you not want to know when new firepower is available? If you are saying you should know without being reminded I might agree but I could still use the help. With 8-10 starbases I have a hard time keeping track of what is still available vs full.

It is not a big issue.
Reply #3 Top
Why would you not want to know when new firepower is available?


Depending on what techs you have the available attack and defense modules will not have equal strength yet each costs the same (one constructor ship). If you have the more advanced attack/defense modules installed you probably don't want to bother with the weaker ones. I always double click on the star bases to see everything they have installed.
Reply #4 Top
I also think a UI tweaking is in order too. The initial screen asking you, do you want to upgrade this starbase? Yes or No one. I think it would be easier to decide if you knew the name of it. If you click Yes you get the next screen then you find out the name currently and get to pick what module to build. My point is it makes it easier/faster to decide yes or no.
Reply #5 Top
If you have the more advanced attack/defense modules installed you probably don't want to bother with the weaker ones.


Hmmm, when we get the public release, I need to spend some time with the manual. I thought that all the firepower and defense modules were cummlative
Reply #6 Top
I thought that all the firepower and defense modules were cummlative

I'm pretty sure they are.
Reply #7 Top
Yes, but the number of modules on a starbase is limited, while you have 3 kind of defense and 3 kinds of attack. So the number of available miltary module is very important in regard to mining or culture modules.
Reply #8 Top
How many modules max are we talking about here ?

And was there a limit on the number of modules in GalCiv1 ?
Reply #9 Top
If I remember correctly, there is a maximum of 31 modules than can be installed on a starbase in GC2. But there a drastic UP law that can reduce it a lot.
Reply #10 Top
Odd, Peace Phoenix, I've never not been able to pack a starbase with every allowed module in GC2, even on the rare game that lasted until I had all the techs except the tech victory tech. You'll notice the number of max modules changes according to the type of the starbase. I believe this is saying that "if you had all the techs, this is how many constructors it would take to max out the starbase" not "this is the most we'll let you use."

I know for a fact that you can pack more than 32 on a military starbase. In Beta 5 I seem to remember the limit being about 42 for a military starbase.
Reply #11 Top
Thx for the heads-up. 31 is quite a lot actually.
I can't imagine fully upgrading a Starbase unless that vote is passed.

But what are the odds of the UP bringing up the issue ?
They don't scare me. I own them Dance puppets.
Reply #12 Top
But what are the odds of the UP bringing up the issue ?


I have had the vote come up several times but on the level I have been playing (normal and below) it has never been voted into effect.

I have played some fairly long games with tech up to Battle Stations III and singularity tech. I have never filled a starbase or even come close. I usually fill all resource slots first (I don't recall anythihg after Resource Scaling) and then pack on all available attack and defense. My starbases usually rid me of the pirate nuisance.

If the UP starbase limit were inacted it would be a major thing, I think it is permanent and the largest option is only 8 modules if I recall correctly.

One thing I have found about the AI is they don't like to put limits on themselves, so the fact that a certain resolution might hurt you bad does not mean they will adopt it
Reply #13 Top
If I remember correctly, there is a maximum of 31 modules than can be installed on a starbase in GC2.

I think that the maximal number is more a theoretical limit once you have researched all techs. I don't think you will ever run "out of space" having more modules to install than allowed. The maximum is even different for the different types of star bases IIRC. (That is playing Beta 5, btw.)
Reply #14 Top
I think Franco Fx's idea is a good 1

I guess that should apply only for modules not related with starabase attack or defense: you surely want to know when you can mine more ressources, build more cultural module .... but not enhance the firepower of your starbase.

Why not?? I still dont see the point of it NOt reminding you of new atack and defense modules...
and if u ever get that starbase module vote , if it affect you to much, you can always leave UP


Monclova34
Reply #15 Top
My 5 cents: on this: yes, Starbase mgmt requires some UI tweaking.

As many of us, I often send my Constructors directly to the Starbases but then - especially on a large galaxy - I tend to forget where the heck the SB ares. So I end up dropping the upgrade (and possibly losing one turn).
You can avoid this by sending the Constructor 1 parsec away, but that's not the standard I'd like to have.

Moreover, for SB (and for planets) it would be nice to have some sort of minimap allowing you to see where the heck you are.

Btw, if I remember correctly GC on OS/2, *all* the maps were actuallly distinct windows, so you could always have access to the minimap.

Also, a summary of all the SB stats (ie, not only Weapons & Ammo) could pop up when you mouse over it. That would help planning.

Last point, when selecting a Constructor, there should something popping up related with the purpose of the Constructor itself: current SB locations and status, resources availability and galaxy minimap.