Multiple Starports

I have noticed when I invade an AI planet it will often have mulitple starports. Is there any advantage to having more than one on a planet?

PS I wouls also like to know how to transport citizens from one of my planets to another, if that is possible.

THX!!
6,539 views 5 replies
Reply #1 Top
ithink that this is probably a bug(multiple starports, that is)

As for "re-zoning" your citizens use your combat troop ships.

good luck newbie
Reply #2 Top
I have noticed when I invade an AI planet it will often have mulitple starports. Is there any advantage to having more than one on a planet?


I think that is fixed and is just a bug with the icon for Soil Improvement and/or Habitat improvement etc.

Try upgrading to the Beta (Archive whatever version you are using just in case, and backup save games) and I think it is fixed. If so, just wait until 1.1 because it will then be fixed then.

PS I wouls also like to know how to transport citizens from one of my planets to another, if that is possible.


You can make colony ships and/or troop transports. Troop transports are better because you can use the Adv Troop Modules if you have them to hold more troops.

Hope that helps

Reply #3 Top
The new beta has this problem . I even had the opposite, a got a planet off the AI which didn't have a starport, and I couldn't build one either. It was really annoying as it had awesome production bonuses, including a pro capitol, but couldn't build ships....
Reply #4 Top
The new beta has this problem . I even had the opposite, a got a planet off the AI which didn't have a starport, and I couldn't build one either. It was really annoying as it had awesome production bonuses, including a pro capitol, but couldn't build ships....


Hehe, sounds like they built over the starport. You can only ever build one on a planet, and them building over it means you can't build one again. The AI is incredibly sneaky.
Reply #5 Top
I remember seeing a dev post that mentioned the AI was treating starports as a soil enhancement/farm or some such odd bug like that......I also remember it being mentioned that i was either fixed in the latest beta, or would be for 1.1 final.