Starbase module limit law is too harsh . . .
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GalCiv2 Forums
Does anybody else dread seeing this law come up at the UP? While I find many of the proposals there to be far too trivial (anomaly rights anyone?) I think this one is just over the top.
There seem to be two versions of this particular law. The lesser version comes with a three year expiration date, so as much as I hate it I at least have the option of riding it out. The other version is the really nasty one since it stays in effect permanently, and its passage at a limit of two or four modules has prompted me to withdraw from the UP immediately on more than one occasion. Such a low module limit effectively renders new starbases completely useless except as refueling stations (unless you think your 5% econ bases are hot stuff), and this is a real shame since starbases are such an important and well-integrated part of the game.
Also, I'm under the impression that the law is intended to be used by weaker civilizations as a weapon to chip away at the power of the stronger ones. However, in practice it really just screws the weaker ones over. By the time this law shows up the strong civs have alread fortified their positions and established their bases of industry and economy, and since the law isn't retroactive its passage drives a permament wedge between those nations that have already built up their empires and those that haven't. Furthermore, the strong nations are usually in the best position to ram its passage through the UP if they wish. Still, I'm not really sure how the AI actually decides how to vote on this one . . .
I think a *much* more fair implementation would be a tax on all starbase modules in excess of the given limit. Such a law would correctly penalize the nations already possessing starbase networks while keeping the door open for other civs to construct their own.
I love this game though . . . I just think this particular law needs another look . . .
There seem to be two versions of this particular law. The lesser version comes with a three year expiration date, so as much as I hate it I at least have the option of riding it out. The other version is the really nasty one since it stays in effect permanently, and its passage at a limit of two or four modules has prompted me to withdraw from the UP immediately on more than one occasion. Such a low module limit effectively renders new starbases completely useless except as refueling stations (unless you think your 5% econ bases are hot stuff), and this is a real shame since starbases are such an important and well-integrated part of the game.
Also, I'm under the impression that the law is intended to be used by weaker civilizations as a weapon to chip away at the power of the stronger ones. However, in practice it really just screws the weaker ones over. By the time this law shows up the strong civs have alread fortified their positions and established their bases of industry and economy, and since the law isn't retroactive its passage drives a permament wedge between those nations that have already built up their empires and those that haven't. Furthermore, the strong nations are usually in the best position to ram its passage through the UP if they wish. Still, I'm not really sure how the AI actually decides how to vote on this one . . .
I think a *much* more fair implementation would be a tax on all starbase modules in excess of the given limit. Such a law would correctly penalize the nations already possessing starbase networks while keeping the door open for other civs to construct their own.
I love this game though . . . I just think this particular law needs another look . . .