Why keep Influence Starbases

Once an Influence Starbase has accomplished it's purpose, why keep it? If everything inside the circle of effect has come over to your side, why keep the starbase?

In my current game I'm up against the logistics limit and I've started destroying influence starbases that have accomplished their purpose and replacing them with economic starbases. 

7,477 views 7 replies
Reply #1 Top

The only reason I can see would be if you have planets vulnerable to flipping/reflipping in the circle.  For example, if you flipped a planet in the circle, the Q would be if it could flip back w/o it.

Reply #2 Top

Scraping them is a good idea generally once you are done with them.

 

Reply #3 Top

I look at the report, though, and don't see any maintenance cost associated with the starbase.  So why destroy it? 

Reply #4 Top

Quoting SCampb29, reply 3
I look at the report, though, and don't see any maintenance cost associated with the starbase.  So why destroy it? 
End of SCampb29's quote

There's a logistics-based limit on how many starbases you can have - once you go over, it starts costing more and more to build each new starbase. Really, the question is why not destroy it?

Reply #5 Top

Starbases do cost 5bc each to maintain, if I recall correct.

Reply #6 Top

It's not a limit, it's a threshold.

Your first 10 are free; every successive SB costs (SB #-10) * (150-trunc(1.5*logistics)) to build.

What this means is if you have 100 logistics, all SB constructions are free, but as you normally cap around 57/58 with a Hyperion Logistics System, 100 is rather difficult to achieve in a "normal" game.

Perhaps a more useful piece of information is prices at 58 logistics:
150-(1.5*58)=150-87=63bc

1st SB = 63BC, by itself
11th SB = 693BC, by itself
100th SB = 6300BC, by itself

1st through 11th SBs = sum(1,...,11)*cost = (11+1)*(11/2) or 11*(11+1)/2
11*12/2=66*cost = 66*63=4,158BC

1st through 100th SBs = (100+1)*(100/2) or 100*(100+1)/2
100*101/2=5050*cost = 5050*63 = 318,150BC

So it can add up fast.

MarvinKosh is correct.

Reply #7 Top

 Redundant starbases can be worth keeping,  for their sensors;  and as a trap for any pirates.