Military star bases are command centers for fleet operations, maintenance and repair. They are home to a local "fleet" which IRL, unlike the wide definition used in GalCivIII, refers to a formidable collection of warships. Like most prepared stationary fortifications the military SB can be simply avoided, but it means leaving a fortified position behind you to serve Fleet Ops for the enemy, as well as leaving whatever the base protected in enemy hands. A fully developed SB at equal tech level
AChallenge
If anything the nacelles might be one section too long, but they are supposed to be bright and blinggy... It's the Federation, for crying out loud.
I rather like having a certain amount of imbalance in a 4X game. It encourages variation in play. When you have only a few planets, terraform tech, ship life support for range, and engines for speed become major research priorities. When you have a good number of planets you develop other tech first. Keeps the game from getting too predictable. That said, I was a bit surprised to see that there were only two habitable wolds withing range of the starting scouts (as the Yor) at the unco
Love the designs, even the Federation ones. While I do think the Feds have the most boring design concept in the entire Star Trek universe, the ones here are very well done. Now the question... How? I find it hard to believe you work through the game to max out the available sizes and components, especially since save games go away with each iteration of the Beta. Since I don't have a designer available from the main menu, I'd like to know what you're using so I can play t