4 Starbase per Sector Limit = Bad Idea
I can think of at least 2 exploits with this off the top of my head
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GalCiv2 Forums
I know that Brad wanted to change the rule from there can be no starbase within 3 parsecs of any other starbases to a hard 4 starbase limit per sector. While I believe that this would be a great rule for Gal Civ 1, it doesn't make much sense for Gal Civ 2. Here is why:
In Gal Civ 1, the starbases were sector based. This meant that every star base in that sector would affect only that sector, but would affect it completely. A hard limit on starbases would make perfect sense here.
In Gal Civ 2, the starbases are area based. They affect things within an area, not just the sector. The current system of having a minimum distance between starbases makes perfect sense for area based bonuses. (Not for sector based bonuses however.) If there are problems with people exploiting this, you can easily fix this by ajusting either A) the area of effect, or
the minimum distance between starbases.
Here is where I really have a problem with enforcing a simple 4 starbase per sector hard limit: I can think of two simple exploits that this brings.
1) On small maps, it would be easy for the player to just spam the entire map with 4 basic starbases in every sector, and force the AI to destroy one of their starbases to build any of their own.
2) The player could easily spam a corner with SIXTEEN (16) starbases (4 on each sector where any four sectors meet), making a short trade route into a massive cash cow.
I don't understand what is wrong with the current system. I hope that someone will let me know, and tell me why the change is being made.
In Gal Civ 1, the starbases were sector based. This meant that every star base in that sector would affect only that sector, but would affect it completely. A hard limit on starbases would make perfect sense here.
In Gal Civ 2, the starbases are area based. They affect things within an area, not just the sector. The current system of having a minimum distance between starbases makes perfect sense for area based bonuses. (Not for sector based bonuses however.) If there are problems with people exploiting this, you can easily fix this by ajusting either A) the area of effect, or
Here is where I really have a problem with enforcing a simple 4 starbase per sector hard limit: I can think of two simple exploits that this brings.
1) On small maps, it would be easy for the player to just spam the entire map with 4 basic starbases in every sector, and force the AI to destroy one of their starbases to build any of their own.
2) The player could easily spam a corner with SIXTEEN (16) starbases (4 on each sector where any four sectors meet), making a short trade route into a massive cash cow.
I don't understand what is wrong with the current system. I hope that someone will let me know, and tell me why the change is being made.


. I really wouldn't mind sitting down for the first 40 or so turns with some of the regular posters here to see how they get started.