Galactic Civilizations IV

Galactic Civilizations IV

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captainpatch Aug 27, 2023 @ 5:20pm
Mechanics question: Econ Starbases
As far as I know, the only limitations on on Econ Starbases is that they can't be placed too close to each other and there needs to be a Core world within its Area of Effect. If that is accurate, what would keep me from building a tight network of Econ Starbases, all with the same Core world(s) in the AoE of all of them? The collective boost to Mfg and Research could end up being hundreds of percent over what the world(s) produce on its/their own.
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Showing 1-13 of 13 comments
ops Aug 27, 2023 @ 5:24pm 
Yup. Worked that way in galciv 3 too.
Astasia Aug 27, 2023 @ 6:44pm 
That is the main point of them, and how they've worked in GC2 and GC3. A single economy station is hardly worthwhile, but stacking a bunch of them on one planet is how you go "tall" basically.
captainpatch Aug 27, 2023 @ 7:30pm 
Hunh. Given that one of the devs (back during 1.55 or 1,6) informed me that one Starbase houses one population point, i could see LOTS of systems with >50 population points in residence.
Astasia Aug 27, 2023 @ 11:37pm 
In a previous version it required a pop to launch a constructor and make a station, the current version seems to have removed that.
captainpatch Aug 28, 2023 @ 1:28am 
Originally posted by Astasia:
In a previous version it required a pop to launch a constructor and make a station, the current version seems to have removed that.
Well, I'm pretty sure they're still thinking there WILL be people on board running the thing. I'm wondering if they're thinking it will be the same number of people , minus the Citizen.
frog_gamer Aug 28, 2023 @ 6:37am 
The mechanics of having a lot of Econ bases is good, as it is constrained by the cost in modules and the minerals involved (ex: 5 hyperSilicates for one the modules). This limit the OP consequences.
CBR JGWRR Aug 28, 2023 @ 1:51pm 
Originally posted by Astasia:
That is the main point of them, and how they've worked in GC2 and GC3. A single economy station is hardly worthwhile, but stacking a bunch of them on one planet is how you go "tall" basically.

And it worked in GC1 too, on all starbases in the same sector basis.
Pauk Oct 25, 2023 @ 1:07pm 
I think we need some limitation for Econ Starbases
Airmaster Oct 25, 2023 @ 1:44pm 
Originally posted by Pauk:
I think we need some limitation for Econ Starbases
Why would you even consider it?

Economic starbases are how your economy is jumpstarted before you can even begin adding planetary improvements economic buildings. Building up a sustainable economy is vital to improving all core world colonies. I certainly don't want any limits on how many economic starbases I can build around a single core world colony especially if play TALL.
Last edited by Airmaster; Oct 25, 2023 @ 1:50pm
Xcorps Oct 25, 2023 @ 2:47pm 
Originally posted by Astasia:
That is the main point of them, and how they've worked in GC2 and GC3. A single economy station is hardly worthwhile, but stacking a bunch of them on one planet is how you go "tall" basically.

A single economy station gives a 24% buff to manufacturing and an 18% buff to research in the game I'm looking at right now, plus trade and influence. That's pretty good for a constructor and 14 modules.

Constructor costs 100, 3 modules is 150. So total cost of less than 1k military production. Definitely worthwhile.
Astasia Oct 25, 2023 @ 8:54pm 
Originally posted by Xcorps:
Originally posted by Astasia:
That is the main point of them, and how they've worked in GC2 and GC3. A single economy station is hardly worthwhile, but stacking a bunch of them on one planet is how you go "tall" basically.

A single economy station gives a 24% buff to manufacturing and an 18% buff to research in the game I'm looking at right now, plus trade and influence. That's pretty good for a constructor and 14 modules.

Constructor costs 100, 3 modules is 150. So total cost of less than 1k military production. Definitely worthwhile.

Those bonuses are additive, a planet is typically going to have bonuses in the hundreds of percent range (if not near 1000) so that one economy station is providing like 5% or less actual improvement. You really need to stack them to see any benefit.
Frogboy  [developer] Oct 25, 2023 @ 8:59pm 
One thing I think Starbases should consume is food. Right now they don't.
Draver Oct 25, 2023 @ 9:07pm 
Originally posted by Frogboy:
One thing I think Starbases should consume is food. Right now they don't.
That could open the door to a very late game tech module you'd get from the Research line that lets an AI manage your starbases thus removing the food requirement.
Last edited by Draver; Oct 25, 2023 @ 9:07pm
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Date Posted: Aug 27, 2023 @ 5:20pm
Posts: 13