Star Base Modules

In GC3 there was a limit to the number of star bases you could built without researching something to raise the limit but you could build as many modules on each star base that you wanted as long as you had the resources and had researched it.  In GC4 there seems to be some kind of a limit to the number of modules you can build on your star bases.  I had enough resources but it gave me an error message that I did not have enough modules.  What do I need to research to raise the limit on the number of modules I can build on a star base?

To give you some feedback, limiting the number of modules you can build on a star base isn't a good thing.  I am competing with multiple civilizations.  I am already resource and technology limited.  I don't need another limit.  Also, having to put a citizen on a constructor in order to build a star base isn't good.  It limits the number of colony ships and constructors you can build.  In GC3 you only had to put citizens on colony ships not constructors.  I think that is a better approach because population grows slowly especially early in the game.

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Reply #1 Top

Modules can be built in your shipyard.  There is no limit on how many you can build.  They are then treated like a resource you can use to improve your starbases.  You can even use them in trade with the other races.

You have to research the tech Starbase Modules before you can build them.  That tech is available to research on Turn 1.  If you're lucky, it will be one of the techs that takes 50% less research.

Note that the text for the tech is incomplete.  You also get two free constructors when you finish the research.

Reply #2 Top

Yes. You can build starbase modules at shipyards. You need to do research before you can unlock them.

I recommend building a surplus of maybe 10 modules so you always add modules to new starbases. Remember to build replacements.

Reply #3 Top

Thanks.  Yet another thing you didn't have to do in GC3.

Reply #4 Top

In GalCiv 3, you built dozens of constructors to max out all your starbases.  You could request a constructor from the starbase screen that would either summon one already built or cause one to be built but, that was still ship production and time to move to the base.  Additionally, you need to have prerequisite tech research to upgrade a starbase.  You'd need starbase defenses to build that module, regardless of if you have a constructor.  

In GalCiv 4: Supernova, there is a push to make Starbases more vital and more substantial to the early game.  Costing a population reflects the ability to extend your ship range to new systems, your empire borders, and your ability to land grab systems.  With the REALLY cheap draft colonists project, you still can send out colonists to setup your colonies and core worlds and you don't need to give up your pop.  The module/module pool system is a pretty nice way to upgrade your starbases quickly, efficiently, and safely.

I'm interested in seeing how everything will shake out in the end.

Reply #5 Top

Quoting Magus-K, reply 4
In GalCiv 3, you built dozens of constructors to max out all your starbases.  You could request a constructor from the starbase screen that would either summon one already built or cause one to be built but, that was still ship production and time to move to the base.  Additionally, you need to have prerequisite tech research to upgrade a starbase.  You'd need starbase defenses to build that module, regardless of if you have a constructor.
End of Magus-K's quote

Actually they changed that. Shipyards kept getting flooded with requests to build constructors to upgrade starbases. There was little room to build combat or other kinds of ships. It became a strategy to not upgrade starbases, or hold back a little so some combat ships could get built.

They changed it in Crusade. They changed it so building a constructor cost 1 admin point. Admin points were finite and required training a citizen into an administrator to get more. Citizens could be trained for other roles so you had to choose what you wanted. As a trade off, you could now build starbase closer together (since there was now a limit to how many you could have) and upgrading costed money and resources instead of constructors.