So other than bugs, I'm going to try and review balance areas that can be tweaked before going live. This thread is dedicated to starbases.
Note: This is mainly a balance discussion. This is not meant to brainstorm wholesale changes to the starbase system, as that is not practical so close to relase.
Base Starbase Defenses
I feel that the current defenses, while strong, are appropriate. However, I think the fact that you can instantly build a starbase that can fully defend itself right off the bat is the problem. It makes me less wary of pirates early game, and makes starbase hopping strategies into enemy territories too easy.
So the most radical of the changes I am proposing: Have the starbase build a "default defense suite" module and have it take 1 (preferably 2) turns to build. This means starbases start at helpless for a few turns, and then gain their defenses.
This makes starbases a bit more vulnerable to early pirates, and if people plop down starbases in enemy territory with no support, it gives that enemy a few turns to shut it down.
Economic Starbases
I agree with many on the forums that the economic yields (aka manu, research, and wealth) of these starbases are on the weak side. Specialization is the normal in Gal Civ 3 as it stands, so even the most basic buildings are getting me about a 35% bump (25 + 10 for adjacency). So a 10%, followed by a few 5% bumps, feel pretty weak, even if I get a few planets in the ring.
I don't mind the 10% off the bat, I don't want starbases to start too strong. But I think the next tiers should also bump by 10%.
On the other side is the approval bonuses. I feel that these are actually pretty good, and right now is the main way I use economic bases.
Mining Starbases
Mining Bases serve their purpose well, and are probably the most common starbase in the early game.
I think they are fine as is, no change.
Archaeology Base
The bonuses of these are good and strong, I always want the relics (as I should). The fact that I can get these and another ring is a nice touch...but does ask the question of why the other types need to be exclusive.
I wouldn't change anything here.
Influence Base
I think the influence bases are actually on the strong side right now...but that may be a factor in the whole influence system. Because influence buildings are static bonuses, a lot of influence buildings + the percentage bonuses of influences bases gives me a dramatic increase in influence. And unlike economic bonuses that require growth time to accumulate, influence can be acquired through manufacturing and purchasing...which I can do much faster.
The counterargument is that influence is a much more specialized resource, and unless you are flipping planets or trying for an influence win they are fairly worthless. That is a valid point, but its so easy to specialize in influence right now on just one or two planets and get dramatic bang for your buck.
So I would give influence bases a 5% nerf across tiers. Or...at least at the initial tier if you want to go less radical.
Military Starbases
These are currently the weakest starbases imo. The problem with military bases is that they are the base you never "want" to build. You are giving up on the bonuses of the other bases (unless you have constructed all of the other bases and upgrades that you possibly can), and the return is okay, but not amazing. Overall I think the base needs to be more generally useful to be competitive.
My first recommendation, increase the range the bonus provides. Keep the normal 5 hex distance limit, but let the military bonus extend by default to 8 hexes. This makes them more flexible, gives them something "special", but allows for some "kill zone" overlaps that create neat chokepoints in space. Also, if it doesn't already (I haven't checked), make sure their bonus applies to their own defenses and defenses of starbases they overlap with.
Second, consider allowing them to overlap with other rings like the Archeology ring does. This is more radical, but immediately makes them more useful. If you go this route I wouldn't recommend my other ideas.
Third, give them a big bump to sensor range. Recreate the "listening post" concept using military bases.
Fourth, provide a repair range bonus in the military bases influence (default or a module).
Fifth: Consider a military manufacturing bonus to either a planet OR starport in their influence. So you can get some economic benefit out of them.
Sixth: Provide some default resistance bonuses. Helps counter influence starbases a bit, as well as making planets harder to crack.
Starbase Sensors
As we have debated long on the forums, right now the "SONAR SHIP" puts all starbase sensors to shame. This makes starbase sensors a "newbie trap". New players will build those sensor modules, feeling very cool about their "listening post". Until they find out on the boards that they could have parked one cheap sonar ship in that starbase and gotten more bang for the buck than all the starbase sensors everywhere provided.
I recommend:
1) Dramatically increasing the sensor range of the sensor bonuses (honestly 15 hexes a pop would not be outrageous the way it works now). If this is "too good", make it a perk of the military base as I mentioned above.
2) Dropping this module. It has no use right now except to suck in constructors that more seasoned players know better to put elsewhere. If they can't be upgraded strongly enough, just drop them.
Starbase Defenses
Personally, I hate upgrading starbase defenses over time, but I am not the most warlike player and so that may be a personal preference.
I would recommending provide a hitpoint bonus for each of these "defense modules". I think right now that fleet offense scales much more strongly than starbase offense does, so a hitpoint adjustment would help it scale better with time.
So those are my general thoughts. Lets see what everyone else thinks.