Console:Starbase
A starbase is the primary space station used throughout the game and is used for determining the ownership of a star system; construction, repair and maintenance of ships; collection and transportation of Trade Value; as well as acting as a strategic fortress during warfare.
Mechanics[edit source]
Constructing a starbase requires first fully surveying the desired system. The build cost is 100 alloys and an additional
influence cost on top of that. The influence cost is a base of 75, multiplied by the number of hyperlane jumps, including bypasses, between the target systems and the empire's closest owned system. This is reduced the
Slingshot to the Stars origin, which reduces the distance multiplier by 75%. For example, an adjacent system (1 jump) costs 75 influence, a system 2 jumps away costs 150 influence, or 94 influence with Slingshot to the Stars. Other modifiers to the total influence cost can be found below.
Once built, the starbase will appear orbiting the center point of the system. It cannot be destroyed by any regular means, but it can be dismantled by its owner during peacetime if it is of no more than outpost level (higher-level starbases will need to be downgraded first) and the system is not colonized. If a starbase is dismantled, the system reverts to being neutral and unowned and can then be claimed by any empire. Crisis factions, including the Khan and Gray Tempest, destroy starbases when they reduce it to 0 hull, though it is rebuilt as an outpost if their fleet leaves and a colonized world remains in the system. Star-Eaters also destroy the starbase when they crack the star.
Besides the initial influence cost, upgrading the starbase to a higher level costs only alloys. Aside from making the starbase more powerful due to better base stats and the addition of more weapon components, the upgrade also allows the owner to fit the starbase with different buildings and modules to increase its defensive capabilities and improve its contribution to the empire beyond its basic role of system control and defense. One such important module is the Shipyard which enables the construction of ships at the starbase. Having multiple shipyards on a starbase allows it to effectively act as a "fleet manufactory" by constructing several ships simultaneously in parallel. Shipyard build order is independent from the main build order of starbase.
Though it is not possible to design a starbase, its components will be auto-fitted with the latest advanced technology as soon as they are made available (at no additional cost to the owner).
Starbase capacity[edit source]
The number of upgraded starbases an empire can support without penalty is determined by the starbase capacity. Every upgraded starbase exceeding that capacity adds
25% upkeep for all starbases. This modifier also affects the upkeep of modules and buildings on starbases. Regardless of their level, each starbase above outpost level occupies only one capacity slot and if the need arises, an empire can always downgrade existing starbases back to outpost level to reduce the number of upgraded starbases to within the cap.
The base starbase capacity is 3. This is increased by the following:
Warfare behavior[edit source]
Systems with starbases above outpost level require a higher influence cost to claim ( 25 influence). Additionally, those starbases grant a higher war-score if occupied successfully (10 occupation value). An additional benefit of upgraded starbases comes from their including an FTL inhibitor which prevents enemy ships from leaving the system via any hyperlane other than the one they arrived through until the starbase is disabled or occupied. This allows an FTL inhibitor-equipped starbase to turn strategically important systems into efficient choke points, preventing hostile fleets from bypassing the system without engaging the starbase and thereby 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 the Hull points down to 0, disabling the starbase. The starbase will then remain incapacitated for a duration of
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 control of the starbase is uncontested, it will enter a self-repair phase and then become operational again as soon as it regains
5% Hull points. When a starbase is disabled, control of the starbase will be assigned to its owner, the war participant with the strongest system claim, or the war participant with the nearest fleet, in that order.
Occupied starbases are fully operational and can repair ships of the side that controls it, inhibit FTL for "enemy" ships, and manage 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, the buildings and modules cannot be changed, and the starbase cannot be upgraded or downgraded, although it can be returned to the owner.
It is 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 for both sides.
Level[edit source]
A starbase is auto-fitted with the latest components as soon as they are available to the empire. This is done automatically and has no additional cost for the empire - as such this also does not affect a starbase's level upgrade cost.
The weapon slots are fitted with the most effective kinetic and energy weapons (though not necessarily by equal division). The utility slots are divided equally between shield and
armor components (auto-fitting does not add hull components here), while the
auxiliary slot uses standard auto-fitting of a shield capacitor or auxiliary fire-control (whatever is available in order of priority).
Upgrading a starbase requires the technology of the same name and can only be done in sequential order - meaning that upgrading a basic outpost to a citadel requires going through every level in between to get to the desired level. Downgrading a starbase, however, reduces it to outpost level immediately, which removes all buildings and modules and any defense platforms over the outpost's capacity limit. Any resources invested into the starbase prior to downgrading will not be refunded.
Starting from starport level, all starbases have an FTL inhibitor if the
FTL Inhibition technology has been researched.
Note: The table lists the base properties of each starbase level. The actual values themselves will differ due to one's progress in-game (technology, tradition, and etc.), existing modifiers (if any) as well as individual starbase composition (buildings, modules, and etc.).
Affecting modifiers[edit source]
Additional modifiers which affect various starbase stats are summarized below. Note that general modifiers to ship hull, armor, shield, and damage also apply to starbases.
- Construction and maintenance modifiers
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Outpost alloys cost |
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−15% | ![]() |
+50% | ![]() |
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Upkeep cost |
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−20% | ![]() |
−20% | ![]() |
+25% | "Exceeding starbase capacity" modifier per excess starbase |
- Upgrade related modifiers
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Upgrade cost |
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−50% | ![]() |
−20% | Has ![]() |
−15% | ![]() |
−10% | ![]() |
−10% | ![]() |
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Upgrade speed |
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+100% | ![]() |
+50% | ![]() |
+25% | ![]() |
+20% | Has ![]() |
- Military properties related modifiers
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Damage |
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+100% | ![]() |
+75% | ![]() |
+50% | ![]() |
+50% | ![]() |
+33% | ![]() |
+25% | ![]() |
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Hull points |
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+100% | ![]() |
+75% | ![]() |
+50% | ![]() |
+50% | ![]() |
+33% | ![]() |
+25% | ![]() |
+10% |
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Armor hit points |
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+10% | Each: |
Modules[edit source]
A fully upgraded starbase can support up to 6 modules. It is possible to construct multiple modules of the same type and the starbase will be described in the outliner depending on the majority module type. Each module costs 50 Alloys, which can be reduced by the following:
Buildings[edit source]
A fully upgraded starbase can support up to 4 buildings. Unlike modules, it is only possible to construct a single building of any type. Building cost is reduced by −25% by the Modular Engineering technology. Many starbase buildings can also be built on Orbital Rings.
Building | ![]() |
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Effects | Orbital Ring | Requirements | Description | |
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Resource Silo | 50 | 180 | 0 | ![]() |
Massive resource silos and energy storage facilities where large quantities of minerals and energy can be safely kept. | ||
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Target Uplink Computer | 100 | 360 | 2 | ![]() |
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An advanced targeting computer that collects and analyzes data from all friendly sensor sources in-system. This makes it far easier for the Starbase to achieve targeting solutions. | |
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Communications Jammer | 50 | 180 | 1 | ![]() |
Max 1 per system | These powerful jammers interfere with enemy ship-to-ship communications, making it difficult to coordinate fleet movements. | |
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Disruption Field Generator | 100 | 180 | 2 | ![]() |
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Max 1 per system | Generates localized fields of agitated subatomic particles around hostile ships in the system, significantly reducing the effectiveness of their shields. |
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Crew Quarters | 50 | 180 | 1 | ![]() |
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Provides accommodation and support for spaceship crews, reducing the logistical burden on fleets that are berthed here. |
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Crew Gestation Chambers | 50 | 180 | 1 | ![]() |
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The ability to birth and gestate crew drones directly on-site is a logistical boon to local fleets. |
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Service Umbilicals | 50 | 180 | 1 | ![]() |
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Service Umbilicals connect berthed fleets directly to the core intelligence of the station, allowing it to assist with repairs and refits. |
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Fleet Academy | 100 | 360 | 2 | ![]() |
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For our newly recruited crews to be truly combat ready, they must have capable officers leading them. The Fleet Academy will ensure those officers have up-to-date knowledge on the doctrines and practice of interstellar warfare. | |
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Battle Simulators | 100 | 360 | 2 | ![]() |
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Repeated simulation of various battle scenarios will better prepare our shipboard combat drones for real combat. | |
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Black Hole Observatory | 100 | 360 | 2 | ![]() |
By building a specialized science facility dedicated to studying a black hole, our empire will surely be able to see improvements in our understanding of Physics. | ||
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Colossal Assembly Yards | 1000 | 720 | 20 | ![]() |
Abandoning the traditional concept of drydocks, colossal spaceships are assembled by a number of highly mobile independent construction platforms. | ||
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Command Center | 250 | 360 | 5 | ![]() |
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All system defense efforts are coordinated from this large facility, buried deep within the hull of the Starbase. Map arrays and 3D projections track all space traffic passing through the system at any given time. | |
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Deep Space Black Site | 100 | 360 | 2 | ![]() |
A large part of this Starbase has been set aside as a Black Site that does not officially exist. The entire system is closely monitored from here, while intelligence operatives carefully manipulate local media and social events to the best of their ability. | ||
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Defense-Grid Supercomputer | 150 | 360 | 2 | ![]() |
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A powerful supercomputer coordinating the relative orbit and firing arcs of the Starbase's defensive platforms, increasing the number of defensive platforms that can be supported. |
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Hydroponics Bay | 50 | 180 | 1 | ![]() |
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By dedicating a section of this Starbase to Hydroponic farming, the station will be able to feed itself and even export excess produce to other systems. |
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Hyperlane Registrar | 100 | 180 | 2 | ![]() |
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Assists friendly ships in the system with FTL travel by identifying ideal conditions for entering the hyperlanes and optimizing projected travel routes. | |
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Listening Post | 100 | 360 | 2 | ![]() |
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The Listening Post houses a team of dedicated operators tasked with analyzing hyperlane reverberations, functionally extending the range of the Starbase's sensors. | |
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Naval Logistics Office | 100 | 360 | 2 | ![]() ![]() |
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A minimal-but-extant bureaucratic layer increases the theoretical capacity of the Starbase's Anchorages. | |
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Nebula Refinery | 100 | 360 | 2 | ![]() |
By processing the dust clouds of a nebula, we are able to refine and extract valuable minerals. | ||
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Offworld Trading Company | 100 | 360 | 0 | ![]() ![]() |
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The offices of a non-governmental organ dedicated to improving the conditions of interstellar trade. | |
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Titan Assembly Yards | 500 | 720 | 10 | ![]() |
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Specialized drydocks erected on the Starbase's hull allow for the construction of gargantuan Titan-class ships. | |
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Transit Hub | 100 | 180 | 3 | ![]() |
Dedicated infrastructure for non-military vessels, enabling a smooth and convenient transit network. | ||
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Offspring Outlook | 150 | 180 | 2 | ![]() |
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A starbase module allowing an Offspring to oversee and administrate ongoing battles within the system. | |
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Ice Mining Station | 100 | 360 | 0 | ![]() |
This system is a plentiful source of unexploited ice. By setting up a harvesting station here, we could see it put to better use, creating habitable oceans for our kind. Ice asteroids can be mined once, frozen worlds up to 3 times. | ||
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Dragon Hatchery | 750 | 720 | 10 | ![]() |
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Cutting-edge facilities for the rearing of young dragons. | |
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Curator Think Tank | 100 | 360 | 2 | ![]() |
By constructing a research facility entirely focused on learning from, and cooperating with, the Curators, we are able to make significant contributions to our scientific progress. | ||
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Art College | 200 | 360 | 2 | ![]() |
This zero-g Art College, operated in conjunction with the nearby Artisan Enclave, celebrates the beauty of outer space in the works produced by its talented students. | ||
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Trader Proxy Office | 100 | 360 | 0 | ![]() |
The Trader Enclave enjoy special privileges on the Galactic Market, which can also benefit us. | ||
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Salvage Works | 100 | 360 | 3 | ![]() |
This bustling annex equips our engineering teams with a cornucopia of tools and spare parts, facilitating closer collaboration with the nearby Salvager Enclave. | ||
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Mercenary Garrison | 100 | 360 | 20 | ![]() |
A collection of barracks hosting military contractors. These grizzled veterans organise regular drills for the rest of the crew, and stand ready to defend the station - as long as we pay them. | ||
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Shroud Beacon | 500 ![]() 25 ![]() |
720 | 3 |
|
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A psionic Beacon used to spawn a Shroud Tunnel in system. While the Shroud Beacon may be dismantled (or destroyed), the Tunnel itself cannot be removed. |
Defenses[edit source]
Because starbases are vital targets during warfare, an empire must ensure that they can maintain control over their own starbases to prevent their opponents from seizing control of the system. Investing resources into arming a starbase can allow it to function as a strong deterrent to enemy invasions, a powerful supporting power during a fleet battle in the system, and a starbase that is heavily armed enough can potentially even repel an entire enemy fleet by itself. Successfully maintaining control over every single starbase in the empire is by itself enough to allow an empire to end the war through a status-quo without losing any systems, earning them a defensive victory.
A starbase's self-defense capabilities can be reinforced with the construction of defense platforms. Defense platforms are smaller military stations that are deployed around the starbase and act as weapons platforms.
Defense platforms have two sections for weapon slots which can be outfitted with a wide variety of weapon configurations. They will engage any incoming hostile ships, effectively acting as a supporting weapon, by attacking and distracting them from focusing their efforts on the starbase itself, allowing the starbase to engage the enemies and support the defense platform(s). When compared with ships, platforms are situated between Destroyer and Cruiser classes, their hull and armament slightly better than the former, while their armor-potential is equivalent to the latter. However, due to them having no evasion whatsoever, individual platforms are still very vulnerable, and if a strong, sustainable firepower is a priority, it is wiser to put more turrets on the base itself and only add in defense platforms once the starbases available armaments have been maxed out.
As opposed to the auto-fitting of the starbase's components, defense platforms can be modified through the ship designer allowing for several designs to be built based on the different needs on each front and to be upgraded based on these designs. However, unlike ships, their designs cannot be switched once built, necessitating dismantling and completely rebuilding in order to change designs. It also renders any transferred platforms non-upgradeable.
The defense platform capacity for starbases can be increased by the following:
Empire Sources | ![]() |
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+50% |
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+5 |
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+2 |
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+5 |
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+8 |
+1 | |
+2 | |
+4 | |
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+4 |
Starbase/Orbital Ring Sources | ![]() |
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Per Starbase level (see above) | +3 |
Per Orbital Ring level | +2 |
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+8 |
+1 | |
+2 |
If all of these modifiers are applied, a single starbase can support up to 69 Defense platforms when upgraded to Citadel level before even considering the Bulwark bonuses. Capturing additional Strategic Coordination Centers will also increase the maximum capacity significantly.
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Available only with the Apocalypse DLC enabled. |
In addition to the regular defense platforms, a citadel-level starbase is also capable of hosting an Ion Cannon, a more powerful platform type that carries a weapon identical to the Perdition Beam titan weapon. It is titan-class hull-wise, but only battleship-class armor-wise. Each Ion Cannon has an upkeep of 8 energy.
An ion cannon platform is equivalent to 8 defense platforms in terms of capacity slots and can only be constructed on citadel-level starbases.
- Defense platform modifiers
Additional modifiers which affect various defense platform parameters are summarized below. Note that general modifiers to ship hull, armor, shield, and damage also apply to defense platforms.
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Build cost |
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−75% | ![]() |
−50% | ![]() |
−33% | ![]() |
−25% | ![]() |
−25% | ![]() |
−15% | ![]() |
+25% | ![]() |
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Build speed |
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+100% | ![]() |
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Upkeep |
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−75% | ![]() |
−50% | ![]() |
−25% | ![]() |
−25% | ![]() |
+25% | ![]() |
Orbital rings[edit source]
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Available only with the Overlord DLC enabled. |
- See also: Orbital ring
Orbital Rings are megastructures which can be built around colonized planets and have similar functions and capabilities to Starbases. Other than system control and trade collection and protection, nearly anything that applies to a starbase also applies to an orbital ring.
References[edit source]
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