Frogboy Frogboy

Brad's Starbase Thread...

Brad's Starbase Thread...

Here are some notes on starbases and how they affect production:

When a planet reaches a certain level of production (10 times its planet quality) it starts to take significant penalties in gaining new production. I.e. the idea is that at a certain point the planet is like Corsucant and getting more production out of it becomes much harder. Not impossible, but increased production becomes the square root of what it would have been afterwards. I.e. A class 20 planet gets up to 200 production without penalties. But that next 10 production will take what would have been 100 more to provide. HOWEVER - bonus production is not affected by this.

Starbases that add production to star systems mostly provide it as BONUS productivity (increased efficiency) as opposed to production that costs money.

As expert players have found, you can greatly increase your production by building a LOT of starbases in a sector that enhance productivity.

Here are some suggestions:

1) Change the penalty phase to begin at 5X production rather than 10X.

2) Have penalty affect BONUS production as well.

3) Decrease the penalty so that instead of being the square root (.5 power) it is .75 power.

4) Have a starbase maint of 5 per turn per starbase.

5) Certain modules could have a maint. cost attached to them.



~SDC~
8,736 views 130 replies
Reply #26 Top
I think a simple limit to the number of starbases each player owns in a sector would be sufficient. i.e. one maybe two starbases per player in a sector.
Reply #27 Top
Brad,

your idea in your second post is a GREAT one! That makes sense, doesn't limit SB density, but does limit them overall. I LIKE that idea!

~SDC~
Reply #28 Top
"You could have a civilization limit on starbases based on population or economics or technology."

This sounds like the best idea of those mentioned here so far. The amount of starbases allowed overall should be tied to variables that take time and effort to increase: population would work well. One simple way would be to limit the amount of starbases allowed to the population only on planets, encouraging players to keep their popluation happy and growing, as opposed to using the "shuffle the population to the transports" method. Having technologies (and events, trade goods, etc.) that increase these limits would also give a way for players to work on that from a different angle.

Some of the other ideas (charging after a certain number of starbases/modules, more expensive constructors for some modules, etc.) may be helpful, but as was mentioned the charges could put an onerous restriction on newer players who generally already have a hard time getting a handle on the economics side of the game. Putting in limits that would only be seen as players advanced further into the game would certainly be the best approach.
Reply #29 Top
I like the population idea. If you could place one SB for free in any given sector, but then had to have 10 billion, or maybe even 20 billion, pop *in* a sector for each additional SB that would do wonders for eliminating the spam while also keeping things mind numbingly simple.
Reply #30 Top
I'm not sure the limitation of two resources per sector is needed, if the AI can be taught to covet those as much as we do. I've personaly never seen one of those yet, but I know it'd be the focal point of an eternal war if I found an AI sitting on one...
Reply #31 Top
I'm leaning towards a logistics ability.

That is, the # of starbases your civ can manage is based on your technology.

That way, it provides another path for players to take. My concern with the population or economics being the basis is that it just reinforces whoever is winning the game automatically, no effort required.

But having a new path in the tech tree would not only allow there to be a whole new option of techs to pursue in the game but allow people additional strategies and choices.

Reply #32 Top
I think limiting the # of starbases is an unappealing solution. I'd rather devise an economic solution that allows a player to build excessive starbases IF he is willing to pay the price.

I would suggesting a sliding scale for starbases to make them affordable in the early game and less affordable later.

Why not have the first starbase in a sector cost 1 maintenance, the second base cost 2, the third one 3, etc?

By the time you get 5 or so bases in a sector, you are thinking long and hard about adding more.

I think that a maintenance cost on starbases PER CONSTRUCTOR might be more sensible (i.e big starbases have more maintenance), but there's really not a lot to build besides constructors in the late game.
Reply #33 Top
I agree with tieing it to tech. It adds strategy into the game rather than limiting it. Right on!
Reply #34 Top
brad,

i REALLY like your "logistics" idea. treating starbases just like trade routes would be great. it would be a whole new strategic element.

cheers

h

Reply #36 Top
Overal logistical limits are a good idea. It actually opens up the strategic aspects of the game. You should probably include Map size to allow for more bases on big maps. You should probably also give the option of salvaging starbases back into some constructors (say 25% rounded up) because players would need to shuffle around their bases if they are up against the cap. For instance if you went from a very defensive stance to an all out culture attack you would need to decommision those defensive starbases and send your culture bombs to the enemy!

New techs would make things more fun, and you could even add a racial pick to increase your avail starbases ala trade routes.

If logistical limits are too much to code (the AI part will take some time I imagine), just make starbases cost maintainence which scales based on the number of upgrades it has. The base constructor and the first upgrade are free, then increase the cost each X upgrades by 1.

One thing I would caution is pegging planet class to tightly to this limit. PQ is already extremely powerful in just about every other area, including the new caps for free production.

Also the AI still doesn't seem to be spending much effort on building starbases in their own sectors. It should be considered important for builder type AIs to have at least 1 fully production upgraded starbase in each of their bigger sectors. Although I was extremely pleased to have the Torians notice I build a culture starbase in one of the sectors we share planets in, and immediately demand i hand it over to them or go to war. Of course I told them to stuff it, unfortunately I didn't realize they were allied with the Altarians, I happened to be at war with the Yor already .. sigh (I am winning anyway:> )

Reply #37 Top
Humm... most of these options... well, suck. They just emphasis the 'Rich get richer, the poor get poorer' and cut down on the strategies that are workable/available. That takes away from fun.

I can see the logic of diminishing returns. Where the second type of a module (on a duplicate base) does not return a full 100% effect. As stated here:

(QUOTE ------------------------------------------)
#22 by Citizen agillious - 4/18/2003 3:19:52 PM

To this end, would it be difficult to impose a diminished return on certain modules (or starbases) that are duplicated in the sector? For example... the first waterpark module has an X bonus, the next waterpark module created in that system makes the total bonus X + (X/#) where # is the total number of modules in the system. Using this formula, the third module would make the sector bonus X+(X/2)+(X/3). Etc. Etc.
(END QUOTE ------------------------------------------)

However, I see that this would complicate Brad and his team's job. They'd have to recomputer the effectiveness of every module every turn. After all, if you lost a dupe (or it moved out of sector), there is now more for the remaining models to be able to do.

Perhaps this factor of reduced efficeny could be overcome with tech, so that in the beginning, you have 0 Efficency, so all dupes are WORTHLESS ( Value / 0 = Nothing ), but as you improve in Efficency, you can begin to utilize duplication. Efficency improves as we learn more, allowing us to overcome previous ineffiecency barriers with new techniques, understanding, practices, and technology.

It would be counter-logic that constructor costs should go up as you build more, Brad. In reality, the more you do something, the cheaper it is for you to make more of those. Your efficency and understanding of it improves. Costs of scale work for you, the more you have.

Adding a costs per starbase would change strategy choices. If each starbase costs X amount, players will simply choose to blackmail the AIs more to get funds to support their starbases. And the AI already has trouble with its economy, as well as starbase utilization. This will just make the AI dumber and easier pickings. Adding a cost per module on starbase will just further emphasis the 'attractiveness' to players to further blackmail the AI. I like the fact I don't need to blackmail them now. Should blackmailing the AI become a required part of playing this game?

The reason the end game is a constructor rush, is the fact that there is nothing else useful to build from every minor planet. Simply having some form of capitalization/make consumer goods option will result in players choosing something OTHER then build Constructors. Combine that with some form of simple, diminishing returns on combined assist starbases, and you de-emphasis the cheese tactic of 8 production maxed starbases to let you crank our dreadnaughts every turn.

Now, if we could just terraform all those gas giants and other things, people would focus in on that as a late game strategy as well. Allow constructors to TERRAFORM (move an unsettled planet up in PQ, limited by some form of terraforming tech level from base).

Also, late game has a serious problem with population wildly out of control. The current answer is to just space them (build a colony, throw in all the waste pop, disband or sell). Terraforming worlds would give new space for those people.

Additionaly, if you can build such huge honking things as terror stars and what not, why cannot we just build residential (and living/support) modules? This would allow you to effectively create a floating world, again giving the player something else to focuse in on, and a possible new strategy path. If Culture bombing is determined TOO EASY, then set a limit to what Cultural models one can have WITHOUT having resident modules on the base? Again, players will then have something other then maxing out their catapult.

Add in being able to generate revenue from your residents on the star base (tax the population), and now you have a feasible means of players offsetting the costs of SB maintence. Which would make starbase maintanence cost something which becomes acceptable.

Speaking of which... if you are determined to have them cost, I'd suggest that starbases have a low base cost. Such as the base cost to maintain a *CONSTRUCTOR*. I'd suggest somewhere between 1 to 3 for each. You could shape players to not put starbases out and away from their settled worlds by having your Logistics rating determine how far away you can have your starbases (and ships) be for x1 maintenence cost. Then, every ring of distance out from that, it goes up. Logistics 1 means 1 sector out for normal cost of maintence. 2 sectors out? x2 costs. 4 sectors out? x4 costs. As your Logistics goes up, you can be further away from your. Logistics 2 means you are at x1 costs for being 2 sectors away. At 4 sectors, it would costs x2, etc.

Note... doing any form of Logistics will emphasis the War path. And bring down the Cultural path. Because worlds are the focus of the Logistics calcs.

If you add Logistics, some people are going to point out that it costs more to have your ships running around the farside of your opponents empire, doing whatever, then it is to have them doing so in your home sectors. At which point, you can repeat Logistics with ships, using settled worlds AND starbases as their Logistics nodes. This would mean economics dictate that you try and build a Logistics placement friendly starbase near where you plan to wage extended war to keep from going bankrupt when you send in the ships.

I don't think anyone can make a good case to limiting the SIZE of a starbase. You just weld on your new section, after all, and fit what you want inside. Now, you CAN make a case that they have to be able to provide power and life support needs to all the modules, and for every X amount of modules, you have to build a 'SUPPORT' module which will supply the power and life support. This would be your best 'realistic' limitor on starbase size, but all the effect it will have is to SLOW DOWN starbase build up. But add this together with a diminishing return factor, and you will effectively slow down the uber population of starbases in a single sector.

Personally, I don't understand why you are focused on this. The AI is cheesing it's production and effects. Not often, from what I've seen, but it is doing it. Is it you don't want the game so that players are building uber bases on every empty square in a sector? What is the 'problem' you are trying to address? I'm curious, as I find GalCiv to be fun as it is, warts and all. So I am wondering what 'Fun Ruiner' that is trying to be corrected here.
Reply #38 Top
The logistics tech sounds like the best method to me and I like the idea of tying it into N.

I also like the advanced module idea requiring something other than standard constructors.
Reply #39 Top
My suggestion is to go with a two tiered concept, since advanced constructors are going to be added to the game.

Regular constructors will do the basic upgrades: 3 to 5 per category, researched by tech.

The bonuses for constructors could decrease on a logarithmic scale per starbase, so that the overall boost you get for extra starbases becomes less and less toward the overall sector boost.

Either that or have a per starbase maintenance for any additional starbase built. If you own the sector everything that goes into the first starbase is free, but maintenance gets added to every starbase that is built after that. This can be boosted by the level of actual population on a star system. So if you reach (x) population, you can support 2+ starbases without penalty. However if you have 0 population even the first starbase requires maintenance.

Advanced constructors will do the upper level boosts(I recommend all the culture palace upgrades be advanced constructors). There are no maintenance fees or population limits on advanced constructors.

But there will be two limits, however:

(1)Location from your nearest stars, meaning that advanced constructors will lose considerable power if they are too far away from their own empire and sphere of influence.

(2)Advanced constructors REQUIRE regular constructors be constructed First. Which means that the maintenance penalties of the regular constructors would apply(maintenance per starbase).
Reply #40 Top
Maintenance fees are accrued due to the organizing of the various resources in outlying stars. The first starbase would get its resources from the nearby stars, but the additional starbases would have to ship from other systems. The costs of paying the shippers, paying various local taxes, buying protection from pirates would force them to charge maintenance.

Advanced constructors are built for galactic corporations interested in building large scale operations that affect a larger region. They have a set up infrastructure to handle the maintenance and other costs, but only build on an existing infrastructure and do not desire to deal with building up an area from scratch.

Anyway that is the way I see it....
Reply #41 Top
Star Pilot raises good points.
Here is my opinion:
Hard limit is bad.
A logistics tech sounds good but I won't usually build lots of constructors until late in the game, on planets which have nothing better to do. Why would I waste time researching that tech? I'd end up with planets totally useless by the end of the game, since they couldn't even crank out a constructor worth something. So although it is an interesting addition, it doesn't solve the problem.
To me, diminishing returns is the best solution. This raises problems however: For production, it makes sense to limit it somehow, same for military and probably culture. For trade, it is a bit of a problem because I feel the number of trade routes is so low that you really need starbases, plus they can be scattered in several sectors.
I think requiring some population to manipulate the starbase would be cool. This would mean constructors require population to grow in order for starbases to reach their potential. Makes them slower to take effect. It would also reduce the population of the building world, thus making it harder to crank out many of them as your pop decreases.
Reply #42 Top
First of all, here's a thread with several ideas i had explained in detail: http://www.galciv.com/forum.asp?BID=GF&id=41260

I kind of like limiting the number of starbases, i think 1 free per sector + 1 per colonized planet in the sector would be interesting. Is it worth colonizing a class 12 planet so you can put another starbase in the sector? It also puts a premium on heavily populated sectors, which makes sense to me. Densly packed populations are usually capable of a much larger scale of production than more isolated communities.

One thing i worry about is the economics. I'm not an expert player, so in order to maintain a 30-40% spending rate, i need to keep taxes at about 60-70%, and build a _ton_ of starbases with trade enhancements along my trade routes. If this system was implemented, i would see a _huge_ decrease in income. This might be made up for if there was some kind of capitalization project in both the military and social projects category. If i could have my planets producing money instead of producing (now unneeded) constructors i wouldn't need so many starbases along traderoutes.

I think making the module production more tree-like (as described in the thread i linked to) would be good, although not as necessary if hard limits were put in place.

If you fix the "unlimited free production" as you say in point one of your second post, then putting hard limits on starbases wouldn't be as necessary, and would still allow for things liek multiple "trade" starbases along trade routes.

As cheesy as building seven or eight starbases all with the max +50% trade in a sector is, it's the procution and cultural bonuses that are the real game killers. Fix those two and everything else would probably be relatively okay.

I like the idea of Advanced Constructors. You mentioned them just as being needed to add higher level modules on, but if you havne't considered the idea already, i think they should also include multiple upgrades. Rather than 500 for one advanced upgrade like your example seemed to say, i would prefer 1000 for two upgrades, or 2000 for four. In the early game every constructor produced was in some way a fairly big achievement. It would be nice if that carried over into the endgame as well.
Reply #43 Top
I think logistics brings a totally new and very interesting concept to the game. If applied to all ships, it can be realized as attrition to ships that aren't in a sector with a home world (realized as either damage or money or both). Attrition would apply to both starbases and ships.
I think this would be very cool. There should also be an offset to this for the War Party (wouldn't want to totally kill the Dregnin AI). Combined with logrithmic diminishing returns (basically at some point adding new modules is only contributing .01% of their stated ability) based upon some factor (nearness to the closest planet?) to starbases.
This would nerf starbase bombing.. which is a good thing. And would add a new strategic element to the game.. which in my opinion is a great thing.
Oh and the advanced contructor idea is also great. IMHO, starbases should be a rare, but very powerful, item in the game. A fully upgraded starbase SHOULD instill fear in other civilizations. However, you shouldn't be able to have 90 of them.
Reply #44 Top
Limiting starbases based on economic and technological factors sounds like a fair way to bring some balance to the current starbase overload situation. As does a scaled maintenance fee based on how large the starbase becomes and what modules are installed.

An extra thought about limits: Perhaps a per sector limit that takes into account how many planets you control in a sector? If you have no planets or there are only enemy planets, you might have a limit of 1 starbase in that sector. For every planet you have in the sector, your limit might be increased by 1. Therefore, in rich sectors where you own many planets, you can build several starbases. This "makes sense" since you have the nearby resources to actually build multiple floating fortresses in sectors where you have one or more planets.

This also ties in to the "wasted resources" thread, where the only reason many people are building so many starbases is that constructors are 0 maintenance and they are trying to keep all their planets' production queues full all the time. If you come up with a simple and elegant solution to the wasted resources issue/thread (plenty have been provided), then the issue of unlimited starbase construction will help correct itself. From the content of this thread, it still seems the starbase problem will need some tweaking, but not quite as drastic as it might w/o solving the wasted resources issue.

Here's hoping for a simple elegant solution for starbase/constructor overload and the wasted resources issue. I'm really hoping for a wasted resources solution first -- it really *REALLY* bugs me that money just evaporates into nothingness when social and military queues are left empty.

As always, thanks for your proactive and positive support of GalCiv. Makes spending the hard-earned dinero to buy it worth every penny.

~SDC~
Reply #45 Top
I like the idea of using techs to limit the number of maintenance-free starbases or modules per sector, and every additional starbase or module above that tech limit costs more than the last, like a binary progression starting with 5 bc.

It'll fit into the whole idea of 'logistics', in that an Empire's logistical capacity begins to become taxed once the number of starbases/modules in a sector exceeds a technological ability level to keep track of it all.

The simpler way would be hard per-sector or per-empire limits (I like the latter least since it doesn't make a lot of sense... the legalistic reasoning for trade route restrictions is a bit of a stretch already).

Or more complexity can be added, some people seem to like making things more complex.
Reply #46 Top
I like the idea of a maximum number of starbases per sector, and a penalty on bonus production.

As far as solving the "culture bomb" cheese, the AI has to learn to recognize and deal with this threat a little better. The 3 starbase limit will help, but 3 Party Palaces in one sector is enough to flip most planets in my experience.
Reply #47 Top
"I tend to view that limiting starbases on a per sector basis penalizes the cultural domination path. I think players should get to build as many as they can in a sector but have a global limit based on *something*.

I can say at this pint there is no way we'd arbitrarily limit the # of starbases in a given sector. It has to be a global limit or people lose out on too many different strategic paths."

Fair enough. I favor limiting SB on a global scale and cast my vote in that direction, BUT a couple of points to ponder:

1) Starbases shouldn't be able to built on top of other Starbases. Right now you can and it's a little silly (and useless)

2) One early game strategy / fun thing to do involves trying to pump out constructors fast to grab as many resources as you can. I can foresee stupid and cheesy tricks like surrounding resources with scouts, defenders, colony ships, what-have-you (not that people couldn't do that now... but they don't have any incentive to right now either :notsure:)

3) If players aren't building swarms of Constructors late game then they WILL building something... so keep that in mind. Limiting Starbases may shift the game to a more combat starship (even though military Starships do have maintenance and constructors don't).

Taking ques from Starpilot and LDiCesare what if late game allowed Terraformers. Constructor like ships that could be produced from mid-sized worlds. No maintenance, very slow speed (surely boosted though by late game), no weapons, little defense, but good range. A terraformer improves any planet under PQ15 by +1 PQ. They can only improve inhospitable environments and cannot further improve PQ15+ planets. This gives "constructor jockeys" something to do late game ;)

Also as LDiCesare pointed out a great way to make use of those extra ColonyShips might be to ship them to starbases...

4) Related, but indirectly - Starbase and ship stacks are ugly. Please consider giving Starbases and orbit like planets and in that vein maybe add a tiny ship icon to both stars and starbases to show that there are ships in orbit there. Would make it easier to tell on the main screen which stars have ships in orbit rather than clicking on every star to find out... :p


...at least that's my story and I'm stickin' to it LOL
Reply #48 Top
There's a lot of talk in this thread making me nervous. I find the fun balance of the game pretty nice. There's a few tactics I've found to be too 'cheesy', so I just don't do them anymore. Like going to war early on a race (shooting them up with my Survey), and when they come begging for peace, demanding they pay me all their tech, influence, and money (for 10,000 turns).

Just because you might not like being able to do something, doesn't mean we should decided everyone else shouldn't be allowed to do it. As it's Single Player, I don't see why the fact that you *can* build 8 uber Star Bases in one sector to be a big deal. Unless you *have* to to remain competitive against the AI, as it is doing it? So far, I've only seen it triple up on production cheese, and double up on culture attack.

If this is an issue to help *improve* the AI's use of star bases, then I'm all for it. It does currently like to build multiple 'empty' bases.

I like the idea of the Logistics stuff, and can understand the diminishing return factor. But the result of this would be to make *all* players not be able to do these things. Is this what Brad and team is after? And why? Are they wanting to play balance and tune the game for Multiplayer?

Remember, we are not playing each other. So what you do in your own game, is your own business. You aren't competing for Metaverse ranking and score, or you'd be cheesing your game to emphasis your game score rather then just enjoying your games and none of the changes here would matter in the slightest to you. And indeed, the direction of limiting starbases is just liable to encourage more players to migrate to cheesing their metaverse scores, as they will want to have more worlds to support more economy and more starbases.

For those that want to hard code the limit... if the limit is 3, and you have 3 already, then you are not going to be able to move your terror stars through that sector. Would be a pain. And why? How logical is that? Space is huge, and empty. But you cannot enter that block because you have your 2 bases in it already. That's going to *CHEESE* you some players off, at a minimal...
Reply #49 Top
We don't want to give the AI a mental breakdown, that's true, but I would like to see diminishing returns on some level. Either you penalize the player for building starbases, esp. in foreign sectors, have the AI become aggressive against destroying starbases(esp. in their own 'controlled' sectors), or have it become aggressive in building counter-weight starbases.

Oddly enough, in my current game, we voted to increase the constructors speed to 7 parsecs/sector and that has made the constructor rush very, very hard. I found that the enemy gets to most of the resources much faster.
Reply #50 Top
Hello,

Here is something that I don’t believe has been suggested already(if so I apologize):

How about tying each star base to a colony with a line of supply like a trade route?

Say that each colony can support X amount of star bases that maybe depends on planet quality, population, economy or production (whichever makes the most sense) and which can be improved with various researched Techs. In addition to this global upper limit that can grow as your empire grows there is a definite line of supply between the star base and the colony that supports it that visually acts like a trade route. This way there is a definite limit on the total number of star bases that can easily be calculated and makes sense in a ‘suspension of disbelief’ sort of way (How else does a star base sustain itself?). Also with the ‘supply route’ one has the option to create star bases in sectors far away from the supplying colony and wouldn’t arbitrarily constrain the player insofar as where he wants to put them, but adds a layer of strategy on where a star base goes and what colony will supply it. Also it would address the hard to believe (IMHO) tactic of star bases that are put deep into enemy territory since the ‘supply route’ is now vulnerable to enemy attack just like a trade route. If a ‘supply route’ were to be sufficiently disrupted then the star base would have to go into an emergency mode of operation whereby it concentrates all of its energy on sustaining itself and therefore gives no outside bonuses until the route resumes. In other words it is not lost but is does nothing positive until the line of supply is restored. (An enemy race may not be powerful enough to destroy that fully decked out military complex/party palace, but it can starve it out.) Another thing related to this would be to allow the researching and building of modules that eventually lead to a self sustaining star base, something like a hydroponics farm and such. These modules would give no outside bonus but would reduce the dependence on the supply route until at some point it no longer needs one. Now if the player wants to build a party palace or whatever in a sector deep within an enemy’s territory it has to decide between defending a long supply line or spending the research points and module upgrades on a self-sustaining star base.

One way to determine how the ‘supply route’ works would be to have Y number of turns that a star base can go without a supply ship before resorting to reserves and Z amount of reserves before it has to essentially shut down. Then the arrival schedule of a supply ship and number of ships in a supply route is determined by the distance from the supplying colony and the ship speed and is set according to its Y re-supply rate. (The farther away a star base from its supplying colony the more ships have to be in transit at any given time.) If a ship is destroyed by an enemy race or pirates/monster/other event, then the star base must use its Z reserve until the next supply ship arrives. If enough supply ships are destroyed to burn through a star base’s Z reserve then it shuts down until ships start to arrive again at which time the reserve is replenished at some rate. This would open up a lot of Tech research options as you could choose to improve its Y re-supply rate and/or its Y reserve amount with the Tech eventually leading to a self-sustaining star base. Also the supply ships could be effected by existing Tech improvements in speed so that fewer are needed etc. Since theoretically one would not simply give up on a supply route like one would a trade route this method would allow for disruption without the hassle of reestablishing a route. (Perhaps the replacement of a supply ship might have a one time cost to place value on ships on the return trip and may contribute to a decision to abandon a star base altogether.) This method may be calculation heavy but the scaling of ships according to distance, ship speed, and re-supply rate would prevent there being a ton of ships on the screen at once and be a discrete way to determine how much you are being disrupted or how well you are disrupting an enemy’s star base.

The downside is that it may take a bit of programming to accomplish, though I think one can at least copy the graphics used for trade routes and maybe some of the code as well. It also may be too complex, but a simpler way to implement the basic idea can obviously be used and shouldn’t require more micromanagement than it takes to create and protect a trade route as most of the complicated stuff is 'under the hood'. Also of utmost importance is how hard it would be to ‘teach’ the AI how to use it.

I think this ‘star base supply route’ method dovetails nicely with Brad’s current leanings on a logistics approach and opens up new strategic avenues without shutting any current ones out completely. This method also has a lot of ancillary potential in that you can have UP resolutions, events, trade goods, buildings, wonders, capitols, and obviously star base modules that modify the supply routes in some way. Also as stated before a whole branch of technologies could be created that improve upon various aspects of the supply routes and how a star base interacts with them. Finally, I believe that it would be fairly intuitive to the player as it would leverage off of the functionality and mechanics of a trade route that most should be familiar with by now.

I apologize if this post is a bit rambling and cryptic. I hope it makes sense.

Thank you.