I have also this pie-in-the-sky wish of having more starbases, ya know.
0.01% chance of seeing it actually implemented is already optimistic.
Still, here ya go:
STARBASES
TEC - ring station
The station is not hand-placeable, it is always automatically placed at the center of the gravwell, and is pretty much comprised of a man-made , erm, ring station, making one turn around the whole planet.
It focuses on planetary defense, but is so big it can house a large colony in it.
Upgrades:
weapons:
0 - short range powerful lasers
1 - gauss guns around the station
2 - very long range missiles
3 - increases damage & number of targetable enemies on all weapons systems.
hull - 3 levels
hangars - 3 levels
colonies: 2 levels
trade ports: 2 levels
aux. government
planetary shield: 2 levels
missile barrage: 1 level - like the capship skill, but targeting is like the advent's meteor strike skill.
Repair bots - 1 level - repair facility-like ability.
Vasari - Energy Advanced Research Lab (EARL)
Stationary starbase/advanced lab research facility specialized in various methods of energy manipulation
Upgrades:
Weapons:
0 - medium range wave weapons
1 - long range pulse weapons
2 - very long range phase missiles
Hull - 3 levels
Hangars: 3 levels
Civilian Research Lab: 2 levels
Military Research lab: 2 levels
Phased disintegrator: 2 levels - similar to the short range Orkulus disintegrator, but is a single extremely powerful blast. Phasing the energy allows the beam to be targeted at extremely distant targets - anywhere in the gravwell. Being an effectively teleported energy blast, ignores shield on the primary target. Second level increases the damage output, and gives area damage around the primary target. the secondary (area) damage does not ignore shields.
Zero point energy field: 2 levels (passive) - harnesses zero-point energy and propagates it in a coded field, increasing energy available to empire's ships (area effect, centered on station, increased AM/shield regen, reduced cooldown).
Enforced Loyalty: 1 level
Energy destabilizer: 1 level - detonates antimatter on enemy ships, dealing damage. Area effect, Ignores shields.
Advent Asteroid Temple
This station must be placed on a crystal resource asteroid. If the asteroid did not have an extractor, the starbase will make it behave as if it had one. If it already had an extractor, it will be replaced by the starbase. Cannot be placed over enemy extractors.
Weapons:
0: laser guns
1: plasma guns
2: increases weapon banks
Hull: 3 levels
Hangars: 4 levels
Enhanced preservation: 1 level
Domination: 1 level - like the capship skill.
Telekinesis attraction - very long range skill, targets one ship. instead of repulsing enemies, attracts it, causing the ship to collide against the rocky body of the asteroid. The starbase does not occupy the entire asteroid surface, so it is not damaged. The impact paralyzes the ships operations (maneuvering, weapons, skills) briefly, as the crew recovers from the shaking and take back control of the ship. Can target frigates, cruisers and capital ships.
Friend or Foe: 2 levels - masks one enemy ship as being your own, and alerts all nearby enemies, causing them to attack their own ship and diverting them from attacking you. Area effect centered on one enemy ship. second level increases the area and duration of the illusion.
Purification Temple: 2 levels - greatly increases crystal output on the gravwell. Each level equals to the effect of 2 trade-port-in-refinery-mode, but does not add to the stacking limit.
Chant of Victory: 2 levels - psychics in a frenzied trance emit a psychic blast from the starbase's temple that refills shields and imbues all operator in the starbase with a renewed will to vanquish the enemy. The lingering after-effect reduces cooldown, making weapons fire faster, with longer range, and increases antimatter and shield regen.