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== Warfare behavior == Systems with starbases bigger than outposts require a higher influence cost to claim ('''25''' influence). Consequently, those starbases grant a higher war-score if occupied successfully ('''10''' occupation value). An additional benefit of upgraded starbases manifests in their including an FTL inhibitor which, as long as the starbase remains active, prevents enemy ships from leaving the system via any hyperlane other than the one they arrived through. This allows an FTL inhibitor-equipped starbase to turn strategically important systems into efficient choke points, delaying hostile fleets from leaving the system and advancing further by forcing them into an engagement which may last long enough for reinforcements to arrive. During war, an attacker must disable the enemy's starbase within the system in order to be able to seize control of any planets within said system. As starbases cannot be destroyed, this is achieved by reducing their {{icon|health|21px}} Hull points down to 0, disabling them. The starbase will then remain incapacitated for a duration of {{icon|time|21px}} 30 days (after the latest attack), during which time any military ships in close proximity to the starbase will be able to gain control over it. If the starbase is left unoccupied and is not attacked, it will enter a self-repair phase and become operational again as soon as it regains {{icon|health|21px}} 5% Hull points. If there are multiple empires fighting on one side of the war, the newly occupied system will then be assigned to the empire with the strongest claim, even if the system wasn't conquered by them. Occupied starbases are fully operational and can repair ships of the side that controls it, inhibit FTL for "enemy" ships, and manage [[#Defense platforms|defense platforms]], all empire-wide bonuses will also be applied, including ''home territory'' modifiers (The [[Eternal Vigilance]] ascension perk's platform cap of the original owner is also temporarily retained). However their buildings and modules cannot be changed, and they cannot be upgraded or downgraded, although they can be returned to the owner. It's worth noting, that auto-upgrading a starbase can "gift" higher tech components to occupied starbases (including FTL inhibitors), while keeping their own more advanced components. They will stay equipped even if said starbase is reclaimed back, so repeated re-conquering might become harder both sides. Systems containing an unoccupied starbase or unoccupied colonized planets will not be transferred in a forced status-quo peace.
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