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Galactic Civilizations III Wiki
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Starbases
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=== Starbase Types in Detail === '''Cultural''': Cultural starbases are created for the purpose of increasing one's influence in the vicinity of the starbase. They tend to be of greatest use near the borders between rival factions, in an attempt to extend one's Zone of Influence (ZOI) into another factions territory or to prevent the other faction from doing the same thing to you. As with any starbase modules appropriate technologies must be researched before upgrades can be performed that increase influence. Appropriate technologies will be found in the lowest branch (blue) of the technology tree. For example, "Universal Translator" provide the "Cultural Forum" module for a starbase, the first upgrade module available. '''Economic''': This is the most common type of starbase; economic modules provide colony boosts for factories, laboratories, wealth buildings, approval buildings, and trade. All of these modules may be added to the same starbase if they provide a benefit to a colony or colonies. It should be immediately apparent that if a colony or colonies being supported are specialized for a particular kind of production (say research) that in that case only one kind of production module need be added. Of course whether one chooses to specialize their colonies is a game situation decision, but this is pointed out to indicate one advantage of so doing. Trade modules, for example trade stations, are useful if a colony connecting a trade route is in range of the starbase, and increase that value of any such trade routes. Approval buildings, for example, recreation centers, will help improve the morale of any colonies in range and will have increasing value as the size of one's empire grows (unless one has the racial trait which eliminates the large empire penalty). '''Military''': Military starbases allow the addition of modules that enhance the combat power of friendly ships in range of the starbase. Because starbases are stationary, this use of a starbase becomes a special case that will not often be used. There are situations in which such a starbase might suggest itself; for example, during an invasion of an enemy territory the placement of a military starbase in range of target enemy colonies may prove useful in overcoming the enemy defense. On the other hand, once a battle is completed the military starbase may be seen to have little further use. Employment of military starbases is therefore a special case requiring careful judgement. '''Mining''': Adding mining modules allows an empire access to resources, such as Durantium, Prothenium, Elerium, Anti-Matter, and Thulium, that are used to build special ship parts or buildings. A typical first such module is the Mining Ring. Researching the appropriate technology allows additional mining modules to be added which increases the number of resources obtained. In addition, all mining resources in range of a mining starbase are obtained using a single module. For example, in a fortunate situation a starbase might be in range of three Durantium nodes. The first mining module placed in this starbase would then provide three Durantium for use as desired. Adding a Mining Barracks will give an additional amount of Durantium for each node; in this example, this starbase with a Mining Barracks would then obtain six Durantium. Types of mining resources can be mixed; if a mining starbase accesses both Durantium and Elerium, for example, the starbase mining modules will obtain use of both types of resource. Obviously, locations that are in range of multiple mining resources have high priority. Note that the only ways to replace an enemy mining starbase with your own is either to buy the starbase from the other faction or to destroy it in combat and replace it with your own starbase. Furthermore, once a starbase accesses a node, any new starbases are not eligible to mine those resources until the initial starbase is removed. Therefore, adding additional starbases near mining resources that are already active is fruitless. '''Relic''': A starbase can access precursor relics in its range by adding precursor modules, such as the Xeno Archeology Lab. These benefits apply to the entire empire and are therefore quite powerful. Additional modules can be added as the appropriate precursor technology is added by sending a constructor to the starbase. The presence of precursor modules does not preclude the addition of other types of modules, so that it may be possible to add economy modules, for example, in addition to precursor modules if a colony is in range. '''Outpost''': A starbase can be constructed only for the purpose of extending the range of a faction's fleet. In so doing, fleets with inadequate range can be enabled to reach their goal. Examples would include enabling colony ships to reach planets that would otherwise be out of range. A starbase or a string of starbases can be constructed as "stepping stones" to allow a fleet to reach a goal. That goal may be the invasion of another faction's colonies that would otherwise be unreachable. For this latter reason, among others, the construction of enemy starbases near one's territory is a serious matter. Construction of a starbase in another faction's Zone of Influence (ZOI) will provoke a demand from that faction to remove the starbase or face a worsening of that faction's opinion of the player. In some cases this may even provoke a war.
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