influence bases are to much work
I enjoy a good influence victory. But I find the influence starbases too much maintenance on immense maps. I tend to use a great number of them to chop an anemy down to size. All of those constructors must be managed, then you must click,click,click for each one to select which option you want, or cancel,cancel ,cancel because you ran out of money and 10 more constructors have arrived. Since it makes no sense to select anything but the largest percent option anyways, why not do away with all the mumbo jumbo and simply have the power level increase every time a constructor is sent to it. Each construct would just increase the bases influence by "X" amount. No more useless choices.
In addition, when playing against the krynn, 4 fully loaded influence station are needed directly beside the planet to get them to flip within my lifetime! this just gets to be a source of agravation. A tech should be available to double your base influence levels, or maybe a second more expensive influence station, or just more constructors to make them more powerfull.
Last but not least, functional and weapons upgrades should be seperated. I have never used the weapons or sheilds on influence bases, after all, once the planet has fliped, who needs it anymore. This way you could send cunstructors to them and only see a notice that it was upgraded to level "X". It may be a nice improvement if the constructor could be loaded with influence energy similar to loading people on a colony ship.
Anyway, just a few ideas for you devs.