The current computation for Starbase Capacity does not seem to scale well for what I believe it is intended for.
Here is my philosophy on what I believe (upgraded) starbases are intended for:
Current Computation:
(This is for reference. It was copied from the Stellaris Wiki.)
The base Starbase Capacity is 3, which can be increased by the following:
Proposed Change:
Rationale for Change:
Here is my philosophy on what I believe (upgraded) starbases are intended for:
Priority 1:
Priority 2:
- Defend inhabited systems
- Build and repair fleets
Priority 2:
- Defend trade
- Defend empire borders
- Defend choke points
- Suppress pirates
- Add buffers to slow enemy advances
- Intimidate enemies / impress allies and weak empires
Current Computation:
(This is for reference. It was copied from the Stellaris Wiki.)
The base Starbase Capacity is 3, which can be increased by the following:
- +1 for every 10 systems owned by the empire
- +2
adopting the Supremacy tradition tree - +2
Stellar Expansion technology - +2
Manifest Destiny technology - +4
Trading Posts civic - +5
Grasp the Void ascension perk - +10
Covenant: End of the Cycle - +1
Interstellar Expansion repeatable technology (can only be researched 5 times) - +2 for each Strategic Coordination Center level
Proposed Change:
- Instead of giving +1 for every 10 systems owned, give +1 for every inhabited system owned (where "inhabited system" means a system that contains at least one planet, habitat, or ring world that has at least one pop unit).
- Remove the base value of 3.
- Optional: Reduce the values for "Stellar Expansion technology" and "Manifest Destiny technology" from +2 to +1.
Rationale for Change:
- Since most players care about the Priority 1 objectives listed above regardless of their playing style, increasing Starbase Capacity for inhabited systems would help the majority of players stay in line with their goals more easily.
- Inhabited systems tend to produce more resources than uninhabited ones, so it seems more realistic to give inhabited systems more weight than uninhabited ones.
- With the current system, the Trading Posts civic and Grasp the Void ascension perk are more necessities for heavily populated empires trying to achieve Priority 1 objectives. However, by shifting the computation to focus on inhabited systems, the techs, civics, and perks that provide additional starbase capacity become fun options for those players who want to achieve Priority 2 objectives.
- Removing the base value of 3 and reducing the contribution of the tech values is intended to be a trade off for shifting the weight to inhabited systems.
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