The way the current starbase cap works is too restrictive.
Start a colony in the backwoods of your empire? One whole slot is gone, even if all you need is the trade collection and Black Site.
Need a shipyard next to the front line? One whole slot, even if it's just a place to dock and upgrade+reinforce your ships out in the field.
Want to protect your border systems? One whole slot each, even if it's just for a listening post.
Need hangar bays to protect your trade routes? One whole slot each, even if you have no use for any of the building slots except for the resource silo.
Want to make use of any of the system-unique buildings like the Nebula Refinery, Black Hole Observatory, or Trader Proxy Office? One. Whole. Slot. Even if you all you want is the one building.
At best it makes even piddly starports worth the same to your cap as a citadel, and at worst you find yourself over-investing in every starbase to get the most out of the slot.
I propose that each starbase upgrade is worth one (1) Starbase Capacity:
Start a colony in the backwoods of your empire? One whole slot is gone, even if all you need is the trade collection and Black Site.
Need a shipyard next to the front line? One whole slot, even if it's just a place to dock and upgrade+reinforce your ships out in the field.
Want to protect your border systems? One whole slot each, even if it's just for a listening post.
Need hangar bays to protect your trade routes? One whole slot each, even if you have no use for any of the building slots except for the resource silo.
Want to make use of any of the system-unique buildings like the Nebula Refinery, Black Hole Observatory, or Trader Proxy Office? One. Whole. Slot. Even if you all you want is the one building.
At best it makes even piddly starports worth the same to your cap as a citadel, and at worst you find yourself over-investing in every starbase to get the most out of the slot.
I propose that each starbase upgrade is worth one (1) Starbase Capacity:
- A starbase costs the same cap as its level; Outpost 0, Starport 1, Starhold 2, Star Fortress 3, and Citadel 4.
- Starbase Capacity starts off the same, but you get +1 for every 5 systems (instead of 10 systems) and techs to increase Starbase Cap would be more frequent and graduated.
- Traditions, civics, ascension perks, and the Strategic Coordination Center megastructure have their bonuses to Starbase Cap tripled.
- Bases would only cost as many points as you need.
- A simple colony that doesn't need any defenses would barely cost you in capacity.
- Protecting your trade routes from piracy just became significantly easier.
- Hyperplane Registrars might actually find a use for express routes and crossroads around your empire.
- Communication Jammers can be put along an essential route to slow down a push by the enemy.
- Obviously needed tweaking for unforeseen impacts on balance is obvious.
- FTL Inhibitors suddenly become a lot more plentiful. I don't know how it would actually matter.
- Starbases would involve a little more micro, but mostly only because of the planning involved.
- Piracy just became a thing of the past. For some, this would be a welcome change. For others, it would make what should be a key feature of managing the economy pointless.
- A simple way to start fixing this would make it so that a starbase no longer excludes piracy from its system, but a starbase still makes it all too easy to defend a system if the pirates actually show up.