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Brad's Starbase Thread...
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I've read many of the posts, but not all, so forgive me for any repeats.
- I prefer any thing that promotes "realism" (i.e. diminishing returns) over arbitraty hard limits.
- I feel that starbases that are further away from any of the player's planets should have a higher maintenence cost.
- Larger starbase = higher maint costs.
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Starbase maintence costs could be based on the type of modules that it contains. Trade and mining modules would be economically self-sustaining and reduce/eliminate maint costs. Military mods would have a maint cost associated, as with military ships. A starbase with a mix of mod types could be "balanced" by the player so that military module maintenence costs could be offset somewhat by economic modules.
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First off, very much like the idea of logistic costs and techs.
However this will obviously make the constructors or nothing issue a lot more of a problem (which I think someone mentioned previously).
I've heard people say that additonal money could be simply added to your taxes, the problem is you may end up with far too much money. Sure you can lower taxes to boost population but what happens when you want to start the military machine rolling again.
One sollution could be to give the player an option, say a slider that you can move between taxes and planet improvement (but make the slider empire wide). You could liken this to the balancing act that governments have to do in real life. Do you spend taxes on:
-large scale public works (star bases)
-city improvements (planet improvements)
-long term social stuff like education (planet quality)
-lowering taxes to keep people happy in the short term.
I think this would add a whole new level of strategy to the game, just an idea.
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oh yeah, I just realised you could put the money straight into tech, though a planet quality option would still be very cool 
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How about the ability to take over Starbases from other Races. Not sure how to govern this but it would require putting forces on bases.
During invasion, I collect a lot of enemy starbases in my territory (or for that matter during a cultural invasion). Instead of shooting them, I'd like to be able to take them over. Maybe Morale and Science would also start taking into effect. Maybe minimum amount of troops necessary to be able to create a deathstar outside of the cost. The pop growth on starbase extremely limited to none. Therefor the strategic value of a starbase is enhanced as population is important on planets also.
Just a few thoughts...
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