Emergency propulsion does work for bases and the movement points can be raised above the maximum standard movement. But only, if their standard movement is already greater than zero. The same is true for ships, btw. Meaning that if you have a ship that has all engines destroyed, the emergency propulsion will not work. Bug, y/n? I tend to say yes.
Trajan, the emergency propulsion already can only be repaired by space yards (fac. or comp.) and not repair bays/engineering components. That is the (hardcoded) way it works.
So, in order for the rocket boosters to work, the base must have the ability to move in the first place. Hrmpf.
What do you (all of you) reckon would be a good requirement to make the base engines available? (if they get put in): right from the start? very high tech? something in between? or maybe an ancient ruins tech?
Mylon, I like the idea of adding solar supply generation to the engineering component, but have to be careful not to cause any conflicts with the solar collectors. Maintenance reduction of 5% seems a little low. I think I like the 10-20% better

. Have to check that out, how it works with crystalline. Of course the components would be for bases (maintenance) and ships (repair) only. If bases get strategic movement, they will also be able to warp. No way to restrict that. Hehe, the image of 50 battlestations closing in with some turns to prepare the defense, is kinda cool, IMHO.
Comments on fighters? Yes, they are a lot more useful at first than in the stock game. If you don't have the anti-fighter-missile, you are pretty much toast. But of course battleships will still bLast quite a few of them away. Have you tried the maximum level (50kT) fighters, yet? With the heavy mounts and a couple of shields a small stack of them can be very dangerous even to capital ships.
Rollo