Also posted to "Suggestions to fix Starbase problems" - Citizen Daetrinn
For SB not built on resources:
1) Starbases built in sectors without stars can only build defense, military, trade, and refueling modules. (No raw material for production, too far for influence or morale benefits.) Starbases outside inhabited sectors should have a maintenance cost. (Re-supply, crew rotation and morale, parts and equipment maintenance.)
2) Starbases built in sectors under complete alien control (you have no planets there) can only build defense, military, and cultural modules. The only reason to build there is to influence the alien culture.
3) Starbases built in colonized sectors (you inhabit and possibly control the sector) can only build defense, military, economic (not trade), morale, and production modules. (No need or benefit from influence.)
These first three are based on the premise that an inhabited system is its own trade center. Therefore, trade modules on starbases in inhabited sectors are both redundant and ineffective.
4) Limit starbases in inhabited sectors to 1 per star plus 1 per planet (type of planet doesn't matter). First come, first served. For example, a sector two systems you control 1 system with 3 planets, the Drengin control the other system, which has 2 planets. The maximum non-resource starbases in that sector would be 2 (stars) + 5 (planets) = 7. If the Drengin build 4 starbases, you can only build 3.
5) Add Repair Modules. Have damage reduce starbase functionality across the board – less defense, fewer HP, less offensive abilities, and no trade, morale, influence, economic benefits until the starbase is repaired. This would have to take upgrades in to account so that benefits were only lost from genuine damage and not as a result of discovering Tri-strontium Steel, for example.
6) This was brought up during beta testing, but I'll reintroduce it here. Add Terraforming starbases. Terraforming starbases are built next to a star system and require special, more expensive modules. These starbases require one module for every class improvement you want to make to a given planet, to a maximum of 15.
For example, your home system has 4 planets at classes 22, 11, 5, and 2. You want to terraform the class 11 planet so you build a starbase and add 4 terraforming modules to it. The first module costs 100, the second costs 200, the third costs 300, the fourth costs 400. When it's complete you pay a fee and move the starbase "on to" the class 11 planet (like moving a colony ship on to a planet). The starbase is used up and 4 turns later, you have a class 15 planet instead of a class 11 planet. Theoretically, you could do this with all the planets in a system.
End transmission.
~SDC~