Decommisioned Starbase value

should get more BCs back

I built an Influence Starbase along one of my early 'borders' with a rival civ to get a couple of thier colonies to flip. After the flip, I no longer needed the ISB there since my influence had extended well beyond where that ISB would be of any use, so I decided I would try to recoup some of the BC's and the logistics points that this now unneeded SB holds. I was shocked to discover that the value of the scrapped ISB would only generate 27BCs.

Huh!?!?!

The cost of even a minimally outfitted ISB is FAR greater than the return value. Now I understand that getting the full cost back is not realistic nor even expected. However in light of those costs, I think the return value should be greater than 2%!

Conservatively, the cost to build the ISB in question (I don't remember the name of all the components but I am sure you are familiar with them and these costs):
- Cost of 7 constructors ( est . 100bc each ) = 700
- Initial construction fee (I've seen anywhere from 250 to 700 BC) = 200
- Influence modules, 1st set of 3 modules = 500
- Influence modules, 2nd set of 3 modules = 200

700 + 200 + 500 + 200 = 1,600 BCs
27 / 1600 = 0.016875 or 1.6875% or 98.3125% loss of value

Even if I got the cost of constructors wrong, just taking out the 700 BCs the salvage value jumps to an unseemly 3% of the original cost. I'd guesstimate that the value of the raw material scrap would be more than 3% of the value.

For perspective, thats like buying a $25,000.00 car, and when you have paid it off in 60 months, its only worth $750.00
( @3% )

I am not looking for full value back, or even a significant portion, but even getting 1/4 of the cost back is from 8-15 times better than what we are getting now.

Does anyone else think this value is a tad low for the recovery of a 5 year old decommisioned starbase?

Was this value really thought out during development or was this overlooked?

Are we just not supposed to worry about obsolete starbases?

Or am I just out of touch?

Cheers,
Reaver
6,262 views 9 replies
Reply #2 Top
27 / 1600 = 0.016875 or 1.6875% or 98.3125% loss of value


Like buying an American Automobile and driving it off the lot...
Reply #3 Top
While we are at it, perhaps *SOME* recoupped BC of demolished buildings.
Reply #4 Top
Same goes for ships. Something that's 1700 bc, will net you like 44 BC.

Wow I should really think before I post 900 times.
Reply #5 Top
i agree its a little low for everything, but thats why i usually leave them intact, i guess you can think of it as think of all the effort your people would put into decommissioning it, you could just blow it up and leave, but they would likely take it apart bit by bit to scrap it, and that is time and cost intensive, so looking at it that way, a lot of money would be lost because of that, i doubt thats what stardock had in mind but im trying to defend an insanely low cost somehow
Reply #6 Top
Yeah Josh_88, those same justifications crossed my mind as well, but it is usually significantly cheaper/easier to salvage something than it was to build it in the first place, thats why salvage companies still exist. When a building is being brought down they gut all the plumbing and wiring for the copper and other things.

Again, I'm not asking for 75% of the original value, something better than 2%

As for leaving them intact, well, for Econ bases and Military bases, that might be feasible, but an influence base really has a comparatively limited lifetime of usefulness. Econ bases still provide vital trade/production bonuses and Mil bases still defend territory, but ISBs don't do such a great job of influencing your own populous, happiness structures planetside are far better at keeping folks happy at home compared to ISBs. And believe me, the chances of the enemy coming back for that world and my needing to flip it back? nil. I would just take it back with force at this point, it is so deep in my sphere of influence.

Cheers,
Reaver
Reply #7 Top
When it comes to Starbases ... well, frankly .... I cheat.

It never made sense to me that they couldn't move (except for the mining ones of course, since the resources are fixed at that location), so I just move them myself using the Teleport cheat (CNTRL+T). Now, I limit myself to 1 square every few turns but at least its something.
Reply #8 Top
If only I could invest my money in something that appreciates! Hey, how about this cool new candy made out of the blood of my citizens?

Wow. Haven't seen that since 1.0ish. Some of the wild randoms really have been turned down I guess?
Reply #9 Top
Any devs care to weigh in on this topic?

Cheers,
Reaver