April 1, 2003, 15:18
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#1
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Settler
Local Time: 22:55
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 1
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question about starbases
I've looked around some (maybe not in the right places) and was curious if you build 2 starbases in the same sector, whether or not both of their production/ship/yada yada bonus are combined. If so that might be something worth exploiting
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April 1, 2003, 16:48
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#2
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King
Local Time: 22:55
Local Date: November 1, 2010
Join Date: Oct 2002
Location: Birmingham, AL
Posts: 1,595
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I heard rumor that multiple bases stack. I've noticed a definite advantage placing more than one culturally dominant starbase in a sector, although I don't have the numbers to quantify it.
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April 1, 2003, 19:24
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#3
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Deity
Local Time: 18:55
Local Date: November 1, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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You are allowed to make a SB any place. I would not put one near another as it is best to upgrade teh existing SB. Just send as many constructors as you can and upgrade the SB to get the benefits.
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April 3, 2003, 03:46
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#4
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Chieftain
Local Time: 22:55
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 56
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If you have many planets in that sector, multiple starbases can turn those planets into very fast ship builders. It would be worth investing if there are many colonies in that sector.
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April 3, 2003, 11:36
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#5
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Warlord
Local Time: 14:55
Local Date: November 1, 2010
Join Date: Nov 2001
Location: of the Land of Rain
Posts: 213
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It is good policy to build multiple starbases in one sector if there is a specific benefit you desire.
I built three starbases with culture palaces (and all other culture upgrades) in one sector and had the entire sector defect to me quickly.
Then I upgraded all of them with production upgrades and was producing constructors every 2 turns from each planet.
M
__________________
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President of the nation of Riis in W3's SimCountry.
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April 3, 2003, 11:43
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#6
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Official Civilization IV Strategy Guide Co-Author
Local Time: 17:55
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Not just another pretty face.
Posts: 1,516
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Yep, they definitely stack. Had a manufacturing capital/Hyperion Thingumitz city with 3 starbases giving 80 percent bonuses. Zoom! I'm actually wondering if they shouldn't change that.... starbase stacking can get awfully powerful, to the point where you can push out a constructor every turn.
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April 3, 2003, 13:22
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#7
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King
Local Time: 00:55
Local Date: November 2, 2010
Join Date: Dec 2000
Location: Bubblewrap
Posts: 2,032
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Perhaps starbases are meant to counter the income problems in the late game, ie. 5 bases per sector or something.
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April 3, 2003, 13:26
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#8
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Official Civilization IV Strategy Guide Co-Author
Local Time: 17:55
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Join Date: Dec 2002
Location: Not just another pretty face.
Posts: 1,516
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April 11, 2003, 01:03
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#9
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Prince
Local Time: 17:55
Local Date: November 1, 2010
Join Date: Apr 2002
Location: The Republic of Texas
Posts: 305
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The draw back to lots of starbases is defending lots of starbases, especially later in the game when everyone moves fast. Once all the ships can move abotu a sector per month, you have to defend every starbase equally. If you grow to depend on them too much, a well executed starbase sweep attack will cripple you for good. All those bonuses will be gone, and you won't be able to support your bloated economy anymore. Your adversaries can just set back and watch you choke on your own expenses. Your production bonuses will be gone, and if you get to the -500 bc level, the game would basically be over.
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Got my new computer!!!!
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April 11, 2003, 01:37
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#10
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Chieftain
Local Time: 15:55
Local Date: November 1, 2010
Join Date: Jun 2002
Posts: 96
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I've found that 3 starbases in your primary building sectors are definitely a huge help overall; most bonuses do stack, apart from a few military ones. Ideally, your trade ships will be going through those sectors as well, so you'll be getting money from those trade bonuses.
If you have a lot of starbases near your planets, it's not hard to defend them, since that's where you're making the ships anyway. It's the starbases out in the middle of nowhere that are sitting on a resource that are hard to defend. In that case, though, sending out enough constructors to boost the defense tends to take care of most ships that would annoy you.
Starbases are definitely a must, especially at higher skill levels. Having them in every planet sector isn't really needed, though, and since most improved production ends up costing more, you rarely have enough cash to sustain that sort of development anyway.
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April 11, 2003, 01:39
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#11
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Deity
Local Time: 08:55
Local Date: November 2, 2010
Join Date: Dec 1969
Location: In a tunnel under the DMZ
Posts: 12,273
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starbases are excellent
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April 11, 2003, 08:40
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#12
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Official Civilization IV Strategy Guide Co-Author
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Join Date: Dec 2002
Location: Not just another pretty face.
Posts: 1,516
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Erm....actually, half of your starbase production is sheer 'bonus' value, not costing you anything. That's the unfortunate problem with starbases right now- if you "Superstuff" a sector with starbases you can get ...heck, I've gotten five and six HUNDRED free, bonus production before. Yes, I'm paying for the other half of that, but I'm also popping dreadnoughts at 1-3 turns per, depending on the planet in that system.
Starbases need to be capped to max-3 per sector or something; the insane things you can do with too many starbases is just crazy. Right now, I have a significant tech lead in my "All Bright AI" game and I'm widening it effortlessly because anytime a new trade good comes up, 3 turns later I own it. I'm just really glad trade enhancements only work 1 starbase per sector.... can you imagine getting, say, a 300 percent increase on all trades coming through a sector, and having your freighters all departing from the same sector?
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April 13, 2003, 13:38
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#13
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Settler
Local Time: 22:55
Local Date: November 1, 2010
Join Date: Mar 2003
Posts: 18
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But if you have a starbase in an empty square with no planet inside, and one of your planet happens to be just in the next square. Even if they are very close, just separated but one line, can you get base bonus or not?
Because it happens a lot to me
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April 13, 2003, 18:34
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#14
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Chieftain
Local Time: 15:55
Local Date: November 1, 2010
Join Date: Jun 2002
Posts: 96
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Nothing on a starbase goes over the sector border except influence/culture. All other benefits only affect planets or ships within the sector where the starbase is built. Of cousre, if a trade route goes through that sector building trade bonuses will help increase the amount, as well.
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April 14, 2003, 13:41
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#15
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Emperor
Local Time: 00:55
Local Date: November 2, 2010
Join Date: Jan 2001
Location: Ashes
Posts: 3,065
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Did one of you see an ai interested in (diplomacy-wise or militarily) a starbase which was built not on a resource and not in one of their sectors? Like in a neighbouring sector you use to build up your culture?
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April 14, 2003, 14:27
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#16
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King
Local Time: 22:55
Local Date: November 1, 2010
Join Date: Oct 2002
Location: Birmingham, AL
Posts: 1,595
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As far as building one themselves or asking you for one? I'm pretty sure I've been asked to turn one over that I was stacking with culture before. I want to say I've seen an AI starbase built off-resource but I'm not sure that's correct. If I can find a save game with one I'll try to upload it.
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April 14, 2003, 15:04
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#17
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Official Civilization IV Strategy Guide Co-Author
Local Time: 17:55
Local Date: November 1, 2010
Join Date: Dec 2002
Location: Not just another pretty face.
Posts: 1,516
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I have definitely seen the AI use starbases withour resources tied to them- the Arceans tried to culture bomb me once- I saw a freight train of Constructors going by...never thought anything of it....
four turns later I found four HUGE, complete starbases culturally maxed out in a sectory directly adjacent to three of my own!
My dreadnoughts got some exercise.
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