Galactic Civilizations IV

Galactic Civilizations IV

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Starbase spam
Finding game great, but starbases are one of the more annoying parts on mid to lategame.


First thing is, why have different types? Why not different modules? Any logical behind this? To me it just adds more micromanagement.

Second is, lategame there is too many.

Wished there was bigger radius stronger starbases with less spam. Shipyard could also be a form of basic starbase, so the economical/military/shipyard becomes the same thing, you just need to module.


To compare, i think stellaris does a better job at this limiting the amount and linking to the star (Here could be the planet)
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Showing 1-15 of 24 comments
General Jah Oct 17, 2024 @ 6:38pm 
Is there anything preventing you from building a star base next to another factions?
Illauna Oct 17, 2024 @ 7:42pm 
Originally posted by General Jah:
Is there anything preventing you from building a star base next to another factions?
A starbase can be built on any free or owned hex. They also must be built so many hexes from another.



Regarding the OPs issue. Building the starbases should be a choice. Building one type prevents you from building another type.

By allowing the player to build all modules on one starbase would actually lead to even more micro. You'll still want to build as many starbases as possible and now you have even more modules to click.

Also, you dont need to build maximum number of starbases. I limit myself to 1 econ and 1 communication starbase around any planet. I also limit myself to 1 military starbase.

Regarding Stellaris its an entirely different game with a different design. Paradox designed their starbases the way they did to handle a different problem or provide a different opportunity to the player. The Starbases in GalCiv 4 have worked this way as far as I can remember GC2 which was 20 years ago. I can't speak for GC1 but its my understanding they appeared late in the series.
Last edited by Illauna; Oct 17, 2024 @ 7:43pm
Overloadedcasu Oct 18, 2024 @ 10:33am 
For a better balance and less spam maybe starbase can be cost 1 citizen, it can be good I think.
Illauna Oct 18, 2024 @ 12:20pm 
Originally posted by Overloadedcasu:
For a better balance and less spam maybe starbase can be cost 1 citizen, it can be good I think.
It used to cost a citizen then was removed.

Personally, I liked the citizen cost. It put more pressure to work on citizen growth and keep pollution lower. However, there was a lot of requests at the time to remove the citizen requirement from the community.
Last edited by Illauna; Oct 18, 2024 @ 12:26pm
ghost88 Oct 18, 2024 @ 12:31pm 
Originally posted by Overloadedcasu:
For a better balance and less spam maybe starbase can be cost 1 citizen, it can be good I think.
As a player I disagree pop growth is too slow and Starbase "Spam" is a great and important part of my game play.
PanzerSkjegget Oct 18, 2024 @ 2:42pm 
The way starbases work atm is not working. Im in micro managment hell atm with over 100 starbases. COmbined with closing in on 50 core worlds with shipyards, im about to give up on this round as well. And this has always been a problem with GalCiv games. I've played them since GalCiv2 and have never finished a single game, bc it just gets too overwhelming. I love the begining and ealry mid of the game, but after that it is horrible. Which is sad, cause there are no other games like this.
andywarholscorpse Oct 18, 2024 @ 3:48pm 
I prefer the way Stellaris handled star bases and shipyards. It is a simple, functional and elegant system that worked. This is especially true with the huge and passionate modding community involved in the creation process.
Henrique Lique Oct 19, 2024 @ 5:06pm 
i understand the dev wanted to make starbases fluid, dynamic and allow multiple playstiles, but right now this comes with the cost that it makes the game too much micromanagement.

Stellaris does a better with starbases, making them more relevant. Even the choice illauna mentioned is not a thing here, 5 hex is nothing. I can easily find spots to put all 4 types super close.

Last thing is ai is pretty dumb placing starbases, except for mining, so it makes the game so much easier.

The starbase costing pop seems a lit bit better at least. Starbase costing pop, and having a bigger radius would be a lot better than current system
the_charch Oct 19, 2024 @ 7:56pm 
but it would also hamper slow growth races even more. or artificial
ashbery76 Oct 20, 2024 @ 2:04am 
GC2 had them limited based on tech logistics I recall.Might be a better solution.More powerful but less of them.

Using pops wont make any difference as they are too good not to.
Last edited by ashbery76; Oct 20, 2024 @ 2:07am
RJS Oct 21, 2024 @ 5:20am 
Originally posted by RJS:
Originally posted by ghost88:
As a player I disagree pop growth is too slow and Starbase "Spam" is a great and important part of my game play.
:steamthumbsup::steamthumbsup::steamthumbsup:

Pop for starbase was before I played but that does sound cool too.

In GC 2 you send constructor straight into resource and it autobuilds resource starbase, then you have military, economic and influence that you can freestyle anywhere. You didn't have a hard limit to amount but you started paying steep upkeep per base (or ship) past whatever research limit you had reached.
Last edited by RJS; Oct 21, 2024 @ 5:27am
kaiserp Oct 21, 2024 @ 5:27am 
Originally posted by Illauna:
... and now you have even more modules to click.
But this could easily be prevented by adding a button "build all availlable modules"
if it where a consern to prevent unnecessary clicks, but it obviously isnt.
Illauna Oct 21, 2024 @ 7:25am 
Originally posted by kaiserp:
Originally posted by Illauna:
... and now you have even more modules to click.
But this could easily be prevented by adding a button "build all availlable modules"
if it where a consern to prevent unnecessary clicks, but it obviously isnt.
You'll almost never click this button once you know that most modules especially defensive modules are just not worth adding to your starbase. Unless your starbase is getting attacked defense modules are a waste.
ghost88 Oct 21, 2024 @ 7:40am 
Originally posted by Illauna:
Originally posted by kaiserp:
But this could easily be prevented by adding a button "build all availlable modules"
if it where a consern to prevent unnecessary clicks, but it obviously isnt.
You'll almost never click this button once you know that most modules especially defensive modules are just not worth adding to your starbase. Unless your starbase is getting attacked defense modules are a waste.
I never build any modules except the mining drones, the precursor artifact ones, and the ones that increase the SB's range
The one exception is the military starbases I build to support my blockading fleets.
I rush out close to my Targets and blockade their Stream on their side of the Stream so they are not bothering my empire. Works better than a leave my territory button would as they cannot get into my territory to begin with.
Ruffio Oct 21, 2024 @ 10:06am 
Originally posted by ghost88:
Originally posted by Illauna:
You'll almost never click this button once you know that most modules especially defensive modules are just not worth adding to your starbase. Unless your starbase is getting attacked defense modules are a waste.
I never build any modules except the mining drones, the precursor artifact ones, and the ones that increase the SB's range
The one exception is the military starbases I build to support my blockading fleets.
I rush out close to my Targets and blockade their Stream on their side of the Stream so they are not bothering my empire. Works better than a leave my territory button would as they cannot get into my territory to begin with.

Doesn't that reflect how terrible starbases is though? A maxed out starbase with offensive and defense mods is a horrible cost vs what you get and its value. You can blow hard on them and they would keel over.

I don't like to compare games much, but if you look at starbases in Stellaris, with the right doctrines you could end up have them stand toe to toe with some quite huge fleets.
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Date Posted: Oct 17, 2024 @ 3:44pm
Posts: 24