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Dev Diary #91: Starbases

Hello everyone and welcome to another Stellaris development diary. Today's dev diary marks the start of dev diaries about a major upcoming update that we have named the 'Cherryh' update after science fiction author C.J. Cherryh. This is a major update that will include some very significant reworks to core gameplay systems, reworks that we have been prototyping and testing for some time. Right now, we cannot say anything about the exact nature of the update or anything at all about when it will be released, other than that it's far away. Normally, we wouldn't be doing dev diaries on an update at this stage at all, but there's simply so much to talk about that we have to start early. Cherryh will be a massive update, the largest one we've done to date, and there are many new and changed things to talk about in the coming weeks and months.

Please bear in mind that screenshots are from an early internal build and will contain art and interfaces that are WIP, non-final numbers, hot code and all that business.

Border Rework
We've never been entirely happy with the border system in Stellaris. While it generally works fine from a gameplay perspective, it has some rather quirky elements, such as being able to claim ownership of systems that you have never visited and indeed have no ability to reach and making it hard to tell what the exact border adjustments will be when planets are ceded or outposts are built. For this reason, we have decided to fundamentally rework the Stellaris border system to be based on solar system ownership. Each system will have a single owner, with complete control of the system, and borders are now simply a reflection of system ownership rather than a cause for it to change. In the Cherryh update, who owns a system is almost always based on the owner of the Starbase in said system.
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Starbases
A Starbase is a space station orbiting the star of said system. Each system can only have a single Starbase, but this can be anything from a remote Outpost to a massive Citadel with its own 'fleet' of orbiting defense stations. Starbases can be upgraded and specialized in a variety of ways (more details on this below), and is the primary means of determining system ownership. This means that wars are no longer fought for colonies controlling a nebulous blob of border that may not actually include the systems you really want, but rather for the exact systems you are interested in, and their starbases. This change of course would not be possible if we kept the wargoal system that exists in the live version of the game (just imagine the size of that wargoal list...), but more on that in a couple weeks.
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As Starbases now determine system ownership, it will no longer be possible to colonize or invade primitives outside your borders in the Cherryh update, but if a system contains a colony and no starbase, it will still count as being inside the borders of the colony's owner. These restrictions are moddable. Since Starbases now cost influence to construct (see below), we have removed the influence cost for colonizing and attacking primitives.

Starbases entirely replace the old system of Frontier Outposts.

Starbase Construction
With borders from colonies gone, empires now start only owning their home system, with a Starbase already constructed around their home star. To expand outside their home system, empires will have to construct Outposts in surveyed systems. An Outpost is a level 'zero' Starbase that has only very basic defenses and cannot support any buildings or modules, but also does not count towards your maximum Starbase Capacity (more on that below). Building an Outpost in a system costs influence, with the cost dependent on how far away the system is and how contigous it is to your empire as a whole, so 'snaking' or building starbases to ring in a certain part of space will be more influence-costly than simply expanding in a natural way. Starbases do not cost any influence upkeep, just an up-front cost when first building one in a system. As this change makes influence far more important in the early game, there will also be significant balance changes to empire influence generation in the Cherryh update.
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As an aside note, because we felt it made very little sense to have a home system with a fully built Starbase but no surveyed planet, empire home systems will now start surveyed, with a only slightly randomized amount of resources, and mining/research stations for some of those resources already in place. This should also help make player starts a little less random, ensuring that you are never *completely* without resources in your home system.
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Another thing we have been wary about when working on this is making sure that building the Outposts for each system does not simply feel like adding tedium. Right now, between the fact that which systems you choose to spend your limited influence on is an extremely important choice, and various tweaks and interface improvements we are making to ease up the process of developing your systems, we are confident that this will not be the case. We've also made it so that there are no entirely 'empty' systems (systems with no resources at all), as we discovered during playtesting that spending influence to claim such a system felt extremely unrewarding.

Upgrades and Capacity
Each empire will have a Starbase Capacity that represents the number of upgraded Starbases they can support. There are five levels of Starbases:
Outpost: A basic Outpost that exists only to claim a system. Costs no energy maintenance and does not count towards the Starbase Capacity, and cannot support buildings or modules. Outposts will also not show up in the outliner or galaxy map, as they are not meant to be interacted with at all unless it is to upgrade the Outpost to a Starport.
Starport: The first level of upgraded Starbase, available at the start of the game. Supports 2 modules and 1 building.
Starhold: The second level of upgraded Starbase, unlocked through tech. Supports 4 modules and 2 buildings.
Star Fortress: The third level of upgraded Starbase, unlocked through tech. Supports 6 modules and 3 buildings.
Citadel: The final level of upgraded Starbase, unlocked through tech. Supports 6 modules and 4 buildings.
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Regardless of the level of the Starbase, so long as it is not an Outpost, it will use 1 Starbase Capacity and will show up on the map and in the outliner. Overall, the design goal is for the vast majority of Starbases to be Outposts that you never have to manage, with a handful of upgraded Starbases that are powerful and critical assets for your empire. Going over your Starbase Capacity will result in sharply increased Starbase energy maintenance costs. Starbase Capacity can be increased through techs, traditions and other such means. You also gain a small amount of Starbase Capacity from the number of Pops in your empire. If you end up over Starbase Capacity for whatever reason, it is possible to downgrade upgraded Starbases back into Outposts. It is also possible to dismantle Starbases entirely and give up control of those systems, so long as they are not in a system with a colonized planet.
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Spaceports and Ship Construction
Starbases fully replace Spaceports in the role of system/planet defense and military ship construction. Spaceports still exist, but are no longer separate stations but rather an integrated part of the planet, and can only build civilian ships (Science Ships, Construction Ships and Colony Ships). To build military ships you will need a Starbase with at least one Shipyard module (more on that below). Starbases also replace Spaceports/Planets in that they are now the primary place to repair, upgrade, dock and rally ships, though civilian ships are also able to repair at planets.
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Modules and Buildings
All non-Outpost Starbases can support Modules and Buildings. Some of these are available from the start of the game, while others are unlocked by tech. Some modules and buildings are only available in certain systems, for example Trading Hubs can only be constructed in colonized systems.

Modules are the fundamental, external components of the Starbase, and determine its actual role. Module choices include Trading Hubs (for improving the economy of colonized systems), Anchorages (for Naval Capacity), Shipyards (for building ships, duh), and different kinds of defensive modules such as gun turrets and strike craft hangar bays that improve the Starbase's combat ability. There is no restrictions on the number of modules you can have of a certain type, besides the actual restriction on module slots itself. This means, for example, that you can have a Starbase entirely dedicated to Shipyards, capable of building up to 6 ships in parallell. Modules will also change the graphical appearance of the Starbase, so a dedicated Shipyard will look different from a massive defensive-oriented fortress brimming with dozens of gun turrets.
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Buildings represent internal structures inside the Starbase proper, and typically work to enhance modules or provide a global buff to the Starbase or system as a whole. Building choices include the Offworld Trading Company that increases the effectiveness of all Trading Hub modules, and the Listening Post that massively improves the Starbase's sensor range. You cannot have multiples of the same building on the same Starbase.
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Defenses
One of the fundamental problems with the military stations in the live version of the game is that they simply do not have enough firepower. Even with impressive hit points and shields, a station with at most a dozen or so guns simply cannot match the firepower of a whole fleet. An another issue is the ability to build multiple defense stations in the same system, meaning that no single station can be strong enough to match a fleet, as otherwise a system with several such stations will be effectively invulnerable. For this reason we decided to consolidate all system defenses into the Starbase mechanics, but not into a single station. Starbases come with a basic array of armaments and utilities (gun and missile turrets, shields and armor, etc), with the exact number of weapons based on the level of the Starbase. These are automatically kept up to date with technological advances, so your Starbases won't be fielding red lasers and basic deflectors when facing fleets armed with tachyon lances.
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Additionally, Starbases (with the exception of Outposts) have the ability to construct defense platforms to protect them. Constructed defense platforms will form a 'fleet' around the Starbase, supporting it with their own weapons and giving Starbases the firepower needed to engage entire fleets. The amount of defense platforms a Starbase can support may depend on factors such as starbase size and modules/buildings, technology, policies, and so on. The exact details here are still being worked on, but the design intent is that if you invest into them, Starbase defenses will scale against fleets across the whole game rather just being completely outpaced in the late game as military stations and spaceports currently are in the live version.
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One last note on Starbases: For a variety of reasons (among them to avoid something like the tedious rebuilding of Spaceports that happens at the end of wars) Starbases cannot be destroyed through conventional means. They can, however be disabled and even captured by enemies. More on this in a couple weeks.

... whew, this was a long one but that's all for today! Next week we'll continue talking about the Cherryh update, with the topic being Faster than Light travel...
 
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How on earth would anyone ever exert a "border" outside of a solar system?

The same way you enforce a border on Earth, or laws against robbing banks or counterfeiting money for that matter: with enforcement that makes it reasonably likely you'll get caught and punishments that make getting caught a reasonable deterrent.

Take robbing a bank (since it's less politically charged). The cops can't watch all the banks all the time, they don't even try. Instead we have relatively few bank robbers not by active defenses but by consequence-based deterrence. If you do rob a bank, you'll probably get caught and go to jail. Indeed, many banks actually have stopped posting guards at all and instruct tellers to hand over the money to anybody who asks. I once saw a guy who got arrested for robbing three banks by threatening to beat the teller up. Across the counter. Through the glass window. But policy was policy, and I did see him on his way to jail.

Same with space borders. Sure, maybe you can't watch that whole vastness all at once (although this is also a game with psychics, tachyon lances, FTL travel and carnivorous space fungi, so let's be careful about throwing around the concept of "realism"). If you do run the border though, you'll probably get caught and will probably get punished. Maybe you'll get stopped making port because you don't have papers, maybe they've put sensor beacons near anything of value. Maybe they have subspace sensors. This is a space empire after all. But however they do it, consequences and deterrence mean an active border.

Until someone sends across a fleet of very realistic battleships armed with antimatter weapons and blows your border patrol officers to smithereens. Then you have an active war.
 
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The old border system makes no sense. I saw someone compare it to Africa, which is absurd. Africa is a landmass, humans are a land dwelling species. Space is space, and every empire in Stellaris are solar system dwellers. If we want an analogy comparing Stellaris to humans on Earth, each solar system is an island about 1km wide, and between each island is a stretch of ocean 10 000km wide. No matter how developed that island is it doesn't exert control of neighbouring islands.
 
The same way you enforce a border on Earth, or laws against robbing banks or counterfeiting money for that matter: with enforcement that makes it reasonably likely you'll get caught and punishments that make getting caught a reasonable deterrent.

Take robbing a bank (since it's less politically charged). The cops can't watch all the banks all the time, they don't even try. Instead we have relatively few bank robbers not by active defenses but by consequence-based deterrence. If you do rob a bank, you'll probably get caught and go to jail. Indeed, many banks actually have stopped posting guards at all and instruct tellers to hand over the money to anybody who asks. I once saw a guy who got arrested for robbing three banks by threatening to beat the teller up. Across the counter. Through the glass window. But policy was policy, and I did see him on his way to jail.

Same with space borders. Sure, maybe you can't watch that whole vastness all at once (although this is also a game with psychics, tachyon lances, FTL travel and carnivorous space fungi, so let's be careful about throwing around the concept of "realism"). If you do run the border though, you'll probably get caught and will probably get punished. Maybe you'll get stopped making port because you don't have papers, maybe they've put sensor beacons near anything of value. Maybe they have subspace sensors. This is a space empire after all. But however they do it, consequences and deterrence mean an active border.

Until someone sends across a fleet of very realistic battleships armed with antimatter weapons and blows your border patrol officers to smithereens. Then you have an active war.

Except this is a very myopic view. If we are going with the conceit that we are actually encountering aliens and not just funny looking human beings, why would cultural and disciplinary conventions, which are in no way natural, normal or universal, be relevant? Why would a plastic shelter and a couple hundred poor sods dumped on a planet imply full physical and political control over a system with potentially over a dozen stellar bodies of some sort? Not all governments are empires. Borders, by and large, are imaginary in the sense that they only have the meaning that we collectively, either explicitly or implicitly, grant to them.

For this change, I think Paradox is viewing the outpost as more than just flag. It is a significant investment of infrastructure the implies the ability to coordinate a number of operations in a system. Even then, the ability to defend that claim is limited until you upgrade the outpost or have a significant enough fleet presence to deter or answer aggression. I suppose the abstraction is that without this central infrastructure, mining and other activities becomes prohibitively expensive or dangerous (maybe no one will underwrite mining operations or transport ships that operate out of non-outposted systems, and the government can't take the chance of working with uninsured companies, or make up whatever other nonsense floats your boat).
 
The old border system makes no sense. I saw someone compare it to Africa, which is absurd. Africa is a landmass, humans are a land dwelling species. Space is space, and every empire in Stellaris are solar system dwellers. If we want an analogy comparing Stellaris to humans on Earth, each solar system is an island about 1km wide, and between each island is a stretch of ocean 10 000km wide. No matter how developed that island is it doesn't exert control of neighbouring islands.
Your post is just under the one making the most sense out of the old border system. Just because there is no actual representation doesn't mean it doesn't exist. You can easily rp the border guard into existence. I mean, spacebase does the same thing only on smaller scale. Just because you have that shiny base on the sun doesn't mean you can say anything on me colonizing a planet in the system. But, we can easily rp that the spacebase actually exerts space patrols and stuffs that actually maintains your sovereignty over the system even if they don't have an actual representation on the game.
Not against the new border system btw. Just saying the old border system can make sense as well. Granted, the old system has some absurdities like stealing a FE system just because of border exertion alone, but I'm willing to bet there will be absurdities found in the new system as well, sooner or later.
 
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Your post is just under the one making the most sense out of the old border system. Just because there is no actual representation doesn't mean it doesn't exist. You can easily rp the border guard into existence. I mean, spacebase does the same thing only on smaller scale. Just because you have that shiny base on the sun doesn't mean you can say anything on me colonizing a planet in the system. But, we can easily rp that the spacebase actually exerts space patrols and stuffs that actually maintains your sovereignty over the system even if they don't have an actual representation on the game.
Not against the new border system btw. Just saying the old border system can make sense as well. Granted, the old system has some absurdities like stealing a FE system just because of border exertion alone, but I'm willing to bet there will be absurdities found in the new system as well, sooner or later.

So the border guards go into neighbouring systems that your empire has never even been to, let alone surveyed? Even when those systems are inaccessible using the hyperlanes that are your empire's only means of interstellar transport? It's theoretically possible to have systems in your boarders that you couldn't get to with warp as well.
I have to point out that the difference in scale between reaching the edge of a solar system (which varies depending on what you count as the edge) and reaching a neighbouring system is several orders of magnitude. That was the point of my island analogy. You build a guard tower on the middle of a 1km wide island and you can pretty effectively control that island, but to control neighboring islands as well you would need some kind of ICBM launcher. Or in the space setting, something like Starkiller Base.
The most sense you can make out of the old border system is not very much. It's a game mechanic with no in universe justification.
 
I can concede the first point about not actually able to reach the system with a particular FTL method, that one never made sense to me as well. But you're an FTL race. Exerting sovereignty over several stars is really not that outrageous. If you can maintain supply for a 1000 fleet size armada deep in enemy territory, maintaining sovereignty in your border shouldn't be too hard.
 
Wiz literally has to come out and clarify that Outposts ARE Starbases that cant be destroyed through conventional means. But the same people are like "But are they REALLY starbases Wiz? Please, I need more confirmation! You saying that Outposts are starbases isnt clear enough!"

The way the human brain works really is "amazing" sometimes. I dont even think its trolling.
 
I can concede the first point about not actually able to reach the system with a particular FTL method, that one never made sense to me as well. But you're an FTL race. Exerting sovereignty over several stars is really not that outrageous. If you can maintain supply for a 1000 fleet size armada deep in enemy territory, maintaining sovereignty in your border shouldn't be too hard.
Well, I'm not saying so much that they couldn't exert control over neighbouring systems. Just that they can't with whatever a frontier outpost is supposed to be. It would require something to be stationed in those systems, or some kind of interstellar wunderwaffe. At the very least it requires a lot of assumptions for it to make sense.
The more practical way to claim those system/islands would be with a level 0 starbase/flag. It's enough to say, "Hey, this is mine." It could be kind of neat if there were some mechanic for contesting low level claims without outright war. Anyone who's ever been forward settled in Civ can attest to that.
 
And like I said, why would anyone comply with your demands to not colonize a system just because you have a shiny base in the sun? For it to be really really realistic, you need to build something over every asteroid and planet before you can say for certain that those are yours, but we simply have to assume those things have been done by the act of building that star base in the sun. Even if what you see in the game is just the starbase, it implies a lot of things as well to make the effect we see happening in the game.
 
And like I said, why would anyone comply with your demands to not colonize a system just because you have a shiny base in the sun? For it to be really really realistic, you need to build something over every asteroid and planet before you can say for certain that those are yours, but we simply have to assume those things have been done by the act of building that star base in the sun. Even if what you see in the game is just the starbase, it implies a lot of things as well to make the effect we see happening in the game.
I kind of agree with that. I imagine the level 0 starbase will be some sort of sensor array slash flagpole. It keeps an eye on the system to make sure nobody starts mining it's resources without permission, and acts as sort of dibs until you can get your own stuff set up thereby hailing every ship that enters the system telling them this is your space and unauthorised use will have consequences. The game should let players attempt to colonise planets in another empire's territory. Like sometimes happens in Star Trek. But the claimant to that territory should be able to disable the colony ship, or even bomb the colony to oblivion without going to war. It should let you enter closed borders as well. Just at the risk having the trespassers captured or killed.
 
At the very least it requires a lot of assumptions for it to make sense.

I would think of it the other way around. The fact of the border means those assumptions have to be made. If the border exists, and if there are certain assumptions which could let that border exist (patrol ships, generally broadcast messages, a galactic cartographer's society, what have you), and if those assumptions have to be made in order for the border to exist, then the mere fact of the border's existence means those assumptions are true.

Whatever is involved with setting up an outpost, its construction represents a system politically, structurally and militarily sufficient to claim a system.
 
The game should let players attempt to colonise planets in another empire's territory. Like sometimes happens in Star Trek. But the claimant to that territory should be able to disable the colony ship, or even bomb the colony to oblivion without going to war. It should let you enter closed borders as well. Just at the risk having the trespassers captured or killed.
When diplomacy is finally being fleshed out, I'm hoping this will be implemented, along with other ways of breaking "rules"/agreements.
 
Incorrect on three points. First, linking three quotes just isn't inference, that's not even close to what inference means, and it doesn't even imply inference. Secondly, I didn't quote three sentences to prove one point, I made three quotes to prove two points. I didn't know what you were talking about for certain so I address Frontier Outposts and Starports. Thirdly, you are the one confused here.

I blame myself for your confusion. I made three quotes, but my post about Frontier Outposts got away from me somewhat and I felt adding information about Starports would just muddy the waters. In hindsight I should have just removed those two quotes entirely.



Because clearly you did get confused. Somehow, probably because you read the quotes and not the paragraph, you seem to think the section you quoted is about destructibility and is irrelevant. You have reached this conclusion without the word destructible being in that paragraph or the concept of destructibility being addressed even in the abstract. So I'll try briefly to explain again.

There is currently a system in game called "Frontier Outposts." Frontier Outposts will be entirely replaced by Starbases.

So the answer to any question about "Frontier Outposts" in the next expansion will be, "This has been entirely replaced by Starbases."

I can't make it any more simple than that. And you're not doing yourself any favors when you misunderstand other people and then claim they are confused.

hey, this isn't a PM. I wanted to not keep pulling this thread into a weird tangent, besides i doubt the majority of people care about this side track.

SERIOUSLY

https://forum.paradoxplaza.com/foru...ry-91-starbases.1052064/page-38#post-23445559

https://forum.paradoxplaza.com/foru...ry-91-starbases.1052064/page-38#post-23446116

you consistently misjudge my position.

I disagree with that. I'm fairly sure that they used the term "starbases" as a generalised term.

please just PM me.
*face in hands*
 
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- What will happen to Enigmatic Fortress?
- Will a captured Starbase will be considered "dead" until the end of the war (like a chess piece) or will it temporarily change the owner (like a strategic fortification that can shoot and all the other good stuffs)? The latter case seems unlikely considering we have global buildings but the former case doesn't work at all.
 
Just some random thoughts from a new player here. Been playing about a week. Now I hear a complete re-write is coming. Ugh.

Let's go through some topics to improve the game without a total rework, shall we?:

- unlimited fleet range. Needs hit hard with a nerf bat. If the Dev's would change this, I believe a lot of issues with wars, in your face AI, etc. would disappear. It's silly to have resources in the game that either aren't strategically important to increase your range or ship capabilities for warp. Add a fuel tech tree, limit range. This will force players and AI to act strategically, and not just build punk stacks that mysteriously show up with zero warning right after you throw your fleet at that ringworld. A second thing this does is give new players a chance to manage their growing empire without fatal consequences by year 100. Getting some time to "build up" isn't always a bad thing.

- wars and influence. I really, really, really wanna hit someone with a nerf bat on this one. In your face AI as soon as you run into them. Added random antagonistic computer for addition fun. First battle is crucial. Lose it, and you're likely to get CONSTANT influence demands, that eventually will lose you the war. Silly. Successful attacks or defenses should simply gain or lose influence. War is fluid and demands and strategy change over time for various reasons. A computer losing should not be able to make influence demands, especially not 100 at a time. Go look at MOO and you'll see computer's that sued for a few credits, conceding one system, etc. You shouldn't get your clock constantly cleaned since the aggressive AI (even when set non-aggressive) forced you to attack it. What they should have done is a kind of influence tug of war. A larger empire would have more influence, therefore is a more daunting opponent and would be less likely to get attacked for the heck of it. Consequently, a larger empire would be able to take a serious influence beating, whereas smaller ones, not so much. Set victory conditions to something like a loss of 50%-60% of your total influence. Loser would probably have forced government reform, loss of some key systems or limits on ability to wage war for a time, etc.

- Empire Borders. One aspect of the game I actually like and think is great. Now you're changing it entirely. Facepalm. Huge mistake getting rid of this feature. Some of us enjoy our empire having a "fence". If you fixed the other two issues, borders as is would be fine. They help one act strategic without actually having to pop a starbase or outpost at every location.

- Tech tree. Silly if you have a researcher that is good at physics but his/her only research options are biology. Likewise, how can one develop proton torpedoes before even developing the torpedo? I see that the devs may want a little randomness, but apply some logic here. There seems to be little ability to guide your tech tree in a certain direction. You might need your physics guy to research powerful lasers to fight that new empire that just got in your face, but instead your options are research improvement and hydroponic farms II. Ugh. Should have techs broken down into three or four areas, physics/social/engineering, with the ability to have sub areas of improvement like weapons, construction, etc. Maybe it's done randomly now? Need to be able to guide it more. Also, primitive techs cost more if developed later just because you might have "more systems". Silly. The more complicated the tech costs the more expensive it should be, and vice versa.

- Sector Management. I like this feature a lot, but what I don't like is not being able to see physically the boundaries I've set to my sectors at the galactic map level. Please consider changing this.

Shame that an entirely new way of doing things is coming. This game only needed a few minor tweaks to improve it, but now we're getting what looks like a massive change. Let me lay some advice on you devs: If it ain't broke, don't "fix" it.
 
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And like I said, why would anyone comply with your demands to not colonize a system just because you have a shiny base in the sun? For it to be really really realistic, you need to build something over every asteroid and planet before you can say for certain that those are yours, but we simply have to assume those things have been done by the act of building that star base in the sun. Even if what you see in the game is just the starbase, it implies a lot of things as well to make the effect we see happening in the game.

Well doesn't that shiny base give you a reason for taking it out for military and strategic planning reasons?
 
Another thing I tend to dislike a bit is how sloppy the defenses look around the Starport - hoping this is just placeholder graphics.

Like the teasers I saw on wormholes!