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:
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#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.
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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.