Better Starbases

If you liked this item, please rate it up on Steam Workshop page.

Author: Mordachai

Last revision: 4 Nov, 2020 at 02:05 UTC (3)

File size: 5.6 MB

On Steam Workshop

Description:

Increases the base health & gun slots on each starbase size.
Instead of adding medium mounts as you level up your starbases, each level adds +1 large and +1 missile mount, creating the progression: 1/1, 2/2, 3/3, 4/4, 6/6

You gain modules and buildings as follows: 2/2, 4/4, 6/6, 10/10
(note: this also means you gain more modules & buildings than in vanilla).

You have stronger and more varied modules available:
* Large gun module = 2 large
* Mixed gun module = 1 large, 1 medium, 2 PD
* Missile module = 4 missile launchers
* Hangar module = 2 hangars
* Point defense module = 8 PD mounts
* Shipyards (+2 per module)
* Mining hub (+2 mining jobs, requires colony in system)
* Anchorage +4 naval capacity (+6 with naval logistics office)
* Solar Panels (+6 energy – gestalt civs only)

Extra buildings or modified buildings:
* Uplink Facility (+25% range, +15 accuracy, +8 tracking)
* Crew Quarters (10% ship maintenance savings, +100 crew exp when building new ships)
* Science Labs (+4/+4/+4 cost of 2 goods)
* Fleet Academy (+1000 crew exp when building new ships – requires shipyard or dockyard)
* Parts Manufactory (-10% ship cost, -20% ship build time – requires shipyard or dockyard)
* Trading Company: +1 trade range (does NOT require an trading hub module, but provides +2 trade each)
* Naval Logistics: +4 naval capacity (does NOT require an anchorage module, but provides +2 naval capacity each)
* Hydroponics (+6 food cost of 2 energy)
* Foundry (+3 alloys cost of 6 minerals and 2 energy)
* Fusion Reactor: +6 energy cost of 1 minerals
* Dockyard (+3 shipyard facilities – does NOT require a shipyard)

Gives no defense platforms for each starbase size until Citadel!
In other words, platforms can only be added by techs that add them, or buildings that add them, or ascension perks that add them, until you upgrade to a Citadel, but the base firepower, shields, armor, and hull of the starbase itself is substantially improved for each level of starbase.

Compatibility:
* Overwrites ‘starbase.txt’ ’00_starbase_buildings.txt’ ’00_starbase_modules.txt’ and ’00_starbase_types.txt’
* Basically – should work with anything that does NOT mess with starbases. Those that do are a poor choice to mix with this mod.
* [NSC2 compatible version here: https://steamcommunity.com/sharedfiles/filedetails/?id=1880217885]

Design Philosophy:
* Starbases are stronger
* Starbases offer more options to fit your needs

New technology:
* Adds 4 new techs to raise starbase capacity.

Edict:
* Prioritize Starbases temporarily raises starbase capacity at expense of some influence

Balance:
* Mildly increases the number of starbases you can support based on how many systems you control.
* Reduces the penalty for being over your starbase capacity limit to 10% per starbase over the limit (normally 25% each)

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.