How To Install Modules

I, for the life of me, cannot figure out how to install modules on starbases. I assume that I need to posess certain technologies to install related modules. But, I have a message under my current starbases that states there is one module available. I guess it is either a standard, very low tech module of one that I have alread researched. I think most of my starbases have this message but when I select them I can't seem to figure out how to install them. The manual is very vague.

 

Thanks for any help!

8,665 views 10 replies
Reply #1 Top

To upgrade starbases, just send additional constructors to them.

Reply #2 Top

One more bit.

It may show only one module available, but it is quite possible that the addition of that module will make one or more others become available.  That is, the one module may be a pre-requisite for one or more others.  Oh, and some modules will cost money to add, and others will not.  Once you're Evil, I think all modules are free.

Reply #3 Top

The module you have available is most likely the one that gives +1 to all three attacks, because this is unlocked very early in the hull research line. This module is a prereq for quite a few others, so expect to see 6 or more modules available after you upgrade.

The other possibility is a sensor range upgrade, as all you need for that is Sensors I.

Reply #4 Top

I'm new to the game so bear with me...

Once a starbase is built it cannot be moved...right?

If I decide that a partticular starbase is no longer useful in its current postion, is there a way to recoup some of the cost of building said star base?

Thanks in advance.

BTW...this is one KickA** of a game! The folks at Stardock should be proud.

Reply #5 Top

IIRC, you do get some nominal amount back.  In my current game, I just flipped a planet and decommissioned the influence bases I had built around it and got 40 BCs fo9r each.  One had no extra modules and one had a 25% bonus module on it.

I do not know if one gets money back for destroying mining bases or asteroid field mining facilities.  It would be simple to test, but I won't be able to game until late today at the earliest.

One point to consider is that, after the first few non-mining bases, each successive base costs more and more.  Thus, even if you get ~0 back, destroying no longer needed bases reduces the cost of the next one you build.

Oh - and yes, they cannot be moved.

Reply #6 Top

Resource mines, yes you get money for decommisioning. Asteroid mines, to the best of my knowledge you do not. Why would you? You didn't pay for a one-use constructor to build it, it didn't cost you any bc to make, all it takes is time.

Reply #7 Top

Are you asserting game logic in the same game as the DA MCC?

Reply #8 Top

Yes, and I did it with a completely straight face, too. 8|

Reply #10 Top

Willy!  You're good!  What a straight guy you'd be for a Johnny Carson type!  ;-)