Vertis

Vertis

Joined Member # 2409652
0 Posts 3 Replies 70 Reputation

I agree with the sentiment that starbases should at least be able to help in planetary defense. The fact that you can build a military base right next to a planet, arm it, and place longer range sensors on it yet it still let's enemy troop carriers fly right in and attack the planet untouched makes them relatively pointless. The only point I've found for non-mining bases is, as someone already mentioned, to extend your influence range. I hate to make the 'MOO comparison', but starbases should ha

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For myself, I find starbases one of the only areas of the game that I just don't like and would like to see reworked. I think the defensive measures starbases took in MOO2 in terms of planetary and ship protection were much superior even though more simplistic. Unfortunately, if the GalCiv II starbases reacted like those in MOO2 they would be massively unbalancing unless the module system was completely retuned. On lower AI settings I've done exactly w

25 Replies 25,228 Views

Hi, There are several things that would make life easier for me (v 1.0x). 1. The pop-up when a constructor reaches a starbase for upgrading should give some indication as to which starbase it applies to. I frequently have two (or even 3) constructors reaching different starbases in the same turn. Knowing which starbase is up for upgrading would be very helpful. 2. I often get the same 'moral dilemma' scenario two or three tim

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