Starbase cap no longer increased by pops.

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tobias.mb

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I haven't played into the late game (yet) with the new patch, but I'm a somewhat frustrated about having no Starbases.
I guess we are supposed to get Fleet cap from Planets (Fortresses) now. Still, is there any way to increase the Starbase cap?
Maybe most importantly, is the repeatable tech for +1 Starbase still in the game?
 

Tamaranis

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Yeah... I miss being able to gradually build up my starbase capacity for better control of the frontier by building ringworlds and habitats back in the core of my empire.

The tooltip on starbases still says the cap is increase by population, too.
 

Xeorm

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Starbase cap is increased by owned systems. It's odd that naval capacity isn't increased at all though unless you grab starbase modules or soldier jobs.
 

tobias.mb

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Yeah, with the Starbase cap nerf, Fleet cap has been nerfed hard as well. It might actually make Federations, and vassal play feasable though.
I'm actually looking forward to finding out which works best for me.
I just wasn't prepared for playing with ~10 starbases, when I had ~50 before.
 

Urza1234

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I dont think the current starbase cap interacts very well with the new trade system. Locations of planets that are well suited for producing trade are not necessarily anywhere near good choke points.

I guess now I realize the value of spamming trade hubs.

Also the in-game tool tip still says that Pops contribute to starbases, which reeeeeeeeeeeeeally confused me as a returning player.
 

evilcat

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There is a situation that we need more Starbases with trade modules to collect all space trade. And we need just as many bastions with hangars to protect this trade.
So having starbases for anchores is hard to get.
Grasp of the Void new META.
Or habitats filled with fortresses.

Repeatable tech with +1 starbase would be nice.

Sidenote: Maybe we can have starbase module with small guns? Like autocannons? The reason is that corvettas rush early game is a thing, and medium guns are not very effective.
 
Last edited:

Urza1234

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It does make starbase cap an actual valuable resource and where to build starbases a strategic decision.
I guess I agree with this. Strategic decisions > Automatic decisions.

The change did come as a bit of a nasty shock for me though, I dont think it was even in the patch notes.

If its not in the patch notes, and the tooltip still says that Pops contribute to starbase capacity (both true), is the change even intentional, or is it a bug?
 

The Boz

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Starbase cap is, I think, in a good spot now. Naval cap, on the other hand, is in a bad spot. Needs to scale at least somewhat off population or number of planets or systems or something other than a random tech here and there.
 

Zsrai

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Starbase cap is, I think, in a good spot now. Naval cap, on the other hand, is in a bad spot. Needs to scale at least somewhat off population or number of planets or systems or something other than a random tech here and there.

Build a Fortress world and you should get a pretty good chunk of Naval cap.
 

The Boz

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Actually do employ those quite a bit. The impact of the jobs on naval cap is really low, unless you go overboard with strongholds...
 

Zsrai

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Actually do employ those quite a bit. The impact of the jobs on naval cap is really low, unless you go overboard with strongholds...

Well, "going overboard" would be what building a Fortress world entails.... just like specializing a planet for minerals or food or whatever is going overboard on that focus.
 

Badesumofu

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You can pump naval cap really high by building fortresses. Use the upgraded ones and make refinery worlds if you have to.

Strategic Coordination Center is really good as well, especially if you can get 2 by finding a broken one. Galactic Wonders is really powerful now rather than mostly a prestige thing that you spend minerals on after you’ve already effectively won anyway.
 

C0ldSn4p

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There is a situation that we need more Starbases with trade modules to collect all space trade. And we need just as many bastions with hangars to protect this trade.
So having starbases for anchores is hard to get.
Grasp of the Void new META.
Or habitats filled with fortresses.

Repeatable tech with +1 starbase would be nice.

Or you know, build gateways to make trade routes immune to piracy, thus letting you build as many anchor as you wish

And there already is a repeatable tech to increase starbase capacity by one (in society)
 

EvilTom

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Do they need a building that just increasing naval cap, without providing defensive armies or soldier jobs... maybe a fleet training building on planets (an admiralty).

Maybe empire unique?
Maybe able to upgrade?

Should there be a civic which provides something like a ruler exchange slot to an admiral or general or other military leader that provides extra fleet cap at the expense of unity, trade etc as a normal administrator might.

I'm asking as this could be good grounds for mod.