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LeadRaven

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Please make every starbase upgrade to cost 1 starbase limit, so the player has to choose between a lot of low tier bases or few top-tier bases. It will make more sense and will add another strategic aspect to an empire's development.
Of cause, it will require rebalancing the starbase limit.
 

drawar

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This is not a bad idea, but the problem is that the player has little control over the starbase limit. This is usually arbitrary bonuses of + "x" (independent of the nature of the empire, size, economy, etc.) and the only real way to increase the limit is to expand your empire... While this at the same time increases the need for a starbase.
In addition, the starbases are already too weak and of questionable utility.

Basically, we should already leave more freedom to the player (and AI) to increase his starbase limit, against an investment in resources, for example:

Civil and military logistics
The logistics capacity is the ability of the empire to maintain its spatial structures and fleets.
It is not abstract, simple bonuses with numbers. It requires an infrastructure, resources and personal ...

Civil logistics :
Civil logistics capacity is used for the operation of mining and other stations, starbases and megastructures (including habitats and gateways).
The more a starbase is developed, the more modules and buildings it has, the more they consume civil logistic capabilities.
Civil logistics capacity is produced by logisticians. These consume alloys and goods.

Some logisticians jobs are created by the capital buildings, but to fill the needs of a real space empire, it will be necessary to build: small warehouse or warehouse.
These buildings also consume a significant administrative capacity.

Habitats require a high level of logistics, but once developed, the balance can be positive.
The trade district creates as employment: 1 merchant, 2 clerks and 2 logisticians. The Gestalt Consciousness would have an equivalent.

The megastructures would have a phenomenal logistical need, but it would no longer be limited in number.

Civil logistics is managed by sector. However, surpluses are redistributed throughout the empire.

A spatial structure with a logistical deficit works less well, until it becomes inactive, if less than 25% of its needs are met.
Habitat with less than 25% of its needs will be completely inactive and habitability will be 0 for organics, if they are not relocated or if the problem is not resolved. Organic pops will start to die.
A special decision that costs the influence makes it possible to mount an emergency evacuation operation, the pops will be relocated elsewhere, but they will be traumatized for a moment, a major loss of mood.

It is possible to disable spatial structures and define priority spatial structures.

Military Logistics :
The military logistics is similar to civilian logistics, but it is dedicated to the maintenance of space fleets.
The soldiers no longer increase the naval capacity, but they generate instead a little unity while consuming alloys.

The military logistics is created by sailors by consuming alloys and goods.
These jobs are created by the small military base and the military base.
Like warehouses, they consume a significant administrative capacity.

If the military logistics capacity is exceeded, some ships will suffer from a deficient maintenance (be less effective). At the bottom of 25%, the ship become inactive.

Priority fleets can be defined. Dockside fleets consume less logistics.

A fleet can be decommissioned, its logistic capacity and maintenance will be greatly reduced, but its shields will be deactivated and the armor and hull will be 25%.
 
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GOLANX

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In order for this idea to work you would require a supplementary means of increasing your Starbase capacity, within the game files there is a code that ties it into empire population, it's maybe not the best method but it's an easy one, I actually made a mod where I turned it on, I've never brought an empire to end game with it though, I'm scared of what will happen.
 
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