heres my thoughts on starbases
first i would like to see a constructor to start a chain of upgrades
example
if i want to build the research upgrades in the economy starbase i need 3 constructor modules. 1 for the starbase, 1 for the economy ring, and 1 for the research module.
after that the upgrades to the research building would take time and an upgrade cost
second a starbase governor screen
this screen would allow me to set a spending on starbases the more money you set aside the faster these starbases get upgraded.
then it should show all starbases organized by type and then individually and allow me to set prioritys based on type and individual starbases
example
i set military to priority 1 and economy to priority 5
i then set
Border military starbase-1 to priority 1
Core world Military starbase-1 to priority 10
and core world economy starbases 1-5 to priority 3
the governor would send resources to try and upgrade my Border military starbase first since its total priority is 2.
then it would send resources to my core world economy starbases since they have a total priority of 8.
and finally my core world military starbase at priority 11.
some other options could include adding the number of built module's to the priority value which would give you a more rounded fleet of starbases. or even giving priority values to specific modules or modules types (kinetic/missile/beam, offense/defense, economy/research/manufacturing)
third decreasing resources based on range from a friendly world this could use the same formula as the shipyard uses so the further away a starbase is from any of your worlds the more modules would cost to upgrade.
you could have a treaty option where you could use an allied races world as opposed to your own world for calculating this cost but then the allied player would ask for a tax on the resources sent.
you should also be able to upgrade a module by sending an additional constructor to it