Using the 2.23 beta, trade routes go through gateways for me.
Low? Two upgraded Strongholds + one of the early-game soldier upgrade techs is equivalent to a single Star Fortress Anchorage. A fortress world (or habitat) can net naval cap up to the high 100s or even a bit above it.Actually do employ those quite a bit. The impact of the jobs on naval cap is really low, unless you go overboard with strongholds...
tech_repeatable_improved_starbase_capacity = {
area = society
cost = @repeatableTechBaseCost
cost_per_level = @repeatableTechLevelCost
tier = @repeatableTechTier
category = { new_worlds }
levels = 5
prerequisites = { "tech_galactic_ambitions" }
weight = @repeatableTechWeight
weight_modifier = {
factor = @repatableTechFactor
}
ai_weight = {
factor = 1.0
}
weight_groups = {
repeatable
}
mod_weight_if_group_picked = {
repeatable = 0.01
}
modifier = {
country_starbase_capacity_add = 1
}
}
Put your fleets on Patrol to protect trade, especially around your capital. Even an unlimited cap on starbases won't give enough trade protection late game (well, it would if you had a star base in each system as no piracy in a starbase system).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.