Final Frontier is packed with new and different ideas, some of which aren't obvious to new players -- and maybe not even after several games.
Starbasing: Starbases are a wonderfully cool idea, but how they work can be tricky. Starbases are indestructable (*), securing territory and resources.
*: I've never seen the AI take a Starbase out. They aren't that easy to kill for a human player, but there are ways to do it, but OTOH a human would be able to defend them better than the AI does.
Starbases on Strike: You'll face this if you get another Civ to capitulate, or establish a permanent alliance. All of your starbases will lose their cultural borders, and thus, you'll lose all your resources. Don't worry, they come back the next turn. Consider this a bit of political chaos in FF. You can't avoid it. You need to take it into consideration though, and take steps to recover on the next turn.
First, reestablish any trades you wish to renew. It can be easy to forget that and lose some income or other resources. Second, go over all of your high population star systems which lost productive population due to unhappiness, if you lost happiness resources.
Starbases can exist within the borders of another Civ. If you build a starbase near the border, cultural expansion can engulf it. Starbase culture doesn't count against that generated by a star system. The starbase will work fine, with two exceptions. First, as it is no longer in friendly territory, you can't upgrade it, nor upgrade units at it (and it heals slower). Second, and more serious, if your units get kicked out of the territory of the Civ which has enveloped it, the starbase and all of its cargo - missiles and squadrons - are lost. If you have a starbase enveloped in enemy territory, then make peace, it is instantly destroyed. If you are at peace with open borders then declare war, it is likewise destroyed.
Starbases have a cultural border of 5 x 5 squares. But they have a generally larger range with their bombardment attack. This attack is blocked by asteroids in its line of sight. However, the AI doesn't seem to suffer from this vision problem, so take care near AI starbases.
Starbases can't steal territory (assuming you're using the current patch and post-patch files). If you build one near another civ's territory, you won't get any of their squares when you complete it.
Starbases work under a deficit spending program. You must have the money to pay for one starbase -- the current one being built -- before you can start building one. You don't pay for it, however, until it finishes construction. It takes eight turns to complete the starbase, and if you don't have enough money, you'll go into the red -- deficit, triggering a unit strike and generally messing with your economy and plans.
You can start several starbases at once, with only the funds needed to build one of them. So if you start 10 starbases at 200 each, and have only 200 in the treasury, you'll need to come up with another 2000 within 8 turns or suffer. Plan ahead, know how much you can make per turn, and you can get your starbases done while you generate the cash needed to pay for them.
Starbase price is progressive. It goes up as the game goes on.
Starbases are worker projects, and if the construction ship is destroyed or moves away, you can go back to it and finish the job. If you were one turn from finishing and your construction ship buys it, it will only take one turn for the next one to do the job. This can be important if you're building starbases to defend a hostile frontier, and can't keep them alive for the entire 8 turns.
AI starbases are almost invariably placed to grab resources, which means they are in asteroid belts. That means +50% defense, on a unit which is already tough. But the AI can't use squadrons on them, nor does it tend to stack units with them for defense.
As the asteroids block the field of fire, the ideal starbase location is a one-square "island" of asteroids. You get the defense bonus with no reduction in field of fire. The next best combat position is in open space, with no obstructions. Neither site is generally ideal for resource grabbing. If you happen to have a resource located in a one-square island (or even two), it will make a fine defense site.
In the early game, starbases are so expensive you'll only want to use them for resource grabbing. If you have a choice, though, place them on the outer edge of asteroid fields, and facing toward a competitor, so they can shoot at attackers.
Starbasing: Starbases are a wonderfully cool idea, but how they work can be tricky. Starbases are indestructable (*), securing territory and resources.
*: I've never seen the AI take a Starbase out. They aren't that easy to kill for a human player, but there are ways to do it, but OTOH a human would be able to defend them better than the AI does.
Starbases on Strike: You'll face this if you get another Civ to capitulate, or establish a permanent alliance. All of your starbases will lose their cultural borders, and thus, you'll lose all your resources. Don't worry, they come back the next turn. Consider this a bit of political chaos in FF. You can't avoid it. You need to take it into consideration though, and take steps to recover on the next turn.
First, reestablish any trades you wish to renew. It can be easy to forget that and lose some income or other resources. Second, go over all of your high population star systems which lost productive population due to unhappiness, if you lost happiness resources.
Starbases can exist within the borders of another Civ. If you build a starbase near the border, cultural expansion can engulf it. Starbase culture doesn't count against that generated by a star system. The starbase will work fine, with two exceptions. First, as it is no longer in friendly territory, you can't upgrade it, nor upgrade units at it (and it heals slower). Second, and more serious, if your units get kicked out of the territory of the Civ which has enveloped it, the starbase and all of its cargo - missiles and squadrons - are lost. If you have a starbase enveloped in enemy territory, then make peace, it is instantly destroyed. If you are at peace with open borders then declare war, it is likewise destroyed.
Starbases have a cultural border of 5 x 5 squares. But they have a generally larger range with their bombardment attack. This attack is blocked by asteroids in its line of sight. However, the AI doesn't seem to suffer from this vision problem, so take care near AI starbases.
Starbases can't steal territory (assuming you're using the current patch and post-patch files). If you build one near another civ's territory, you won't get any of their squares when you complete it.
Starbases work under a deficit spending program. You must have the money to pay for one starbase -- the current one being built -- before you can start building one. You don't pay for it, however, until it finishes construction. It takes eight turns to complete the starbase, and if you don't have enough money, you'll go into the red -- deficit, triggering a unit strike and generally messing with your economy and plans.
You can start several starbases at once, with only the funds needed to build one of them. So if you start 10 starbases at 200 each, and have only 200 in the treasury, you'll need to come up with another 2000 within 8 turns or suffer. Plan ahead, know how much you can make per turn, and you can get your starbases done while you generate the cash needed to pay for them.
Starbase price is progressive. It goes up as the game goes on.
Starbases are worker projects, and if the construction ship is destroyed or moves away, you can go back to it and finish the job. If you were one turn from finishing and your construction ship buys it, it will only take one turn for the next one to do the job. This can be important if you're building starbases to defend a hostile frontier, and can't keep them alive for the entire 8 turns.
AI starbases are almost invariably placed to grab resources, which means they are in asteroid belts. That means +50% defense, on a unit which is already tough. But the AI can't use squadrons on them, nor does it tend to stack units with them for defense.
As the asteroids block the field of fire, the ideal starbase location is a one-square "island" of asteroids. You get the defense bonus with no reduction in field of fire. The next best combat position is in open space, with no obstructions. Neither site is generally ideal for resource grabbing. If you happen to have a resource located in a one-square island (or even two), it will make a fine defense site.
In the early game, starbases are so expensive you'll only want to use them for resource grabbing. If you have a choice, though, place them on the outer edge of asteroid fields, and facing toward a competitor, so they can shoot at attackers.