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This article has been verified for the current PC version (3.2) of the game.
Mammalian Citadel

A starbase is the primary space station used throughout the game and is used for determining the ownership of a given star system, construction, repair and maintenance of ships, collection and transportation of Trade Value in addition to it acting as a strategic fortress during warfare.

Mechanics[edit | edit source]

Constructing a starbase requires first fully surveying the desired system. The build cost is 100 Alloys.png Alloys and an additional Influence.png influence cost on top of that. The influence cost is determined by a fixed cost which is then multiplied by the shortest path of hyperlane jumps (gates and wormholes act as "shortcuts") between the target systems and the empire's closest owned system.

Once built, the starbase will appear orbiting the center point of the system. It cannot be destroyed by any regular means but it can still 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 unclaimed and can then claimed by any empire.

Besides the initial influence cost, upgrading the starbase to a higher level above outpost level will cost 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 Spaceport 1.png Shipyard which enables the construction of military ships in the starbase. Having multiple shipyards on a starbase allows it to effectively act as a "fleet manufactory" by constructing several ships in parallel, simultaneously. Shipyards 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 | edit source]

An empire can in theory have as many starbases as their economy can support but an empire can only maintain a limited number of upgraded starbases bigger than outposts. The number of upgraded starbases an empire can support is dictated by the starbase capacity and exceeding that capacity will cause all upkeep costs for starbases to increase by +25% Upkeep Upkeep for every starbase exceeding the cap. This is an empire-wide modifier, and thus affects all starbases owned by the empire. This modifier also affects the maintenance of any modules and buildings on the starbases. Regardless of their level, each starbase bigger than an outpost 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 limit.

The base starbase capacity is 3, which can be increased by the following:

  • +1 for every 10 systems owned by the empire
  • +2 Menu icon traditions.png adopting the Unyielding tradition tree
  • +2 Tradition unyielding fortress doctrine.png Fortress Doctrine from Tradition icon unyielding.png Unyielding tradition tree
  • +2 Tech galactic ambitions.png Stellar Expansion technology
  • +2 Tech manifest destiny.png Manifest Destiny technology
  • +2 Menu icon edicts.png Fortify the Border edict
  • +4 Civic trading posts.png Trading Posts civic
  • +5 Ap reach for the stars.png Grasp the Void ascension perk
  • +10 Mod shroud unavailable.png Covenant: End of the Cycle
  • +1 Tech repeatable improved starbase capacity.png Interstellar Expansion repeatable technology (can only be researched 5 times)
  • +2 for each Strategic Coordination Center level, except the site of the megastructure (Total: +6)

Warfare behavior[edit | edit source]

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 Health Hull points down to 0, disabling them. The starbase will then remain incapacitated for a duration of Time 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 Health 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, 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.

Level[edit | 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 shield and Armor 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 if one started with a basic outpost and wants to upgrade it to a citadel, they have to go through every single level in between in order to get to the desired level. Downgrading a starbase, however, reduces its level to the basic outpost level (outpost) straight away - regardless of what level the starbase initially was - and removes any present buildings, 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 the starport level all starbases can have an FTL inhibitor FTL inhibitor onboard if technology is available.

Constructing a new Starbase requires 75 Influence.png Influence per hyperlane jump from the nearest owned system.

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.).

Level Alloys.png Cost Time Time Energy.png Upkeep Modules Buildings Defense platform cap Platforms Mod starbase trade protection add.png Trade protection Health Hull Armor Armor Damage Weapons Utilities Mod ship auto repair add.png Repairs docked fleets
Tech starbase 1.png Outpost 100 100 1 0 0 3 0 5000 1000 Guided 1
  • Large 2
  • Auxiliary 1
Tech starbase 2.png Starport 200 360 2 2 1 6 8 10000 2000
  • Guided 1
  • Medium 2
  • Large 6
  • Auxiliary 1
Tech starbase 3.png Starhold 500 720 3 4 2 9 16 20000 5000
  • Guided 1
  • Medium 4
  • Large 10
  • Auxiliary 1
Tech starbase 4.png Star Fortress 1250 1080 4 6 3 12 24 40000 10000
  • Guided 1
  • Medium 6
  • Large 14
  • Auxiliary 1
Tech starbase 5.png Citadel 3500 1440 5 6 4 15 32 80000 20000
  • Guided 1
  • Medium 12
  • Large 26
  • Auxiliary 1

Affecting modifiers[edit | edit source]

Additional modifiers which affect various starbase parameters are summarized below:

Construction and maintenance modifiers
Influence.png Outpost influence cost
−50% Civic devouring swarm.png Devouring swarm
−40% Fanatic Xenophobe.png Fanatic xenophobe
−30% Civic machine terminator.png Determined exterminator
  • Xenophobe.png Xenophobe
  • Ap interstellar dominion.png Interstellar Dominion
−15% Trait ruler expansionist.png Expansionist
−10% Tradition expansion reach for the stars.png Reach for the Stars
Cost Outpost build cost
−15% Trait ruler expansionist.png Expansionist
+50% Machine Empire
Upkeep Upkeep cost
−20% Tradition expansion galactic ambition.png Galactic Ambition
−20% Tradition icon unyielding.png Unyielding Finisher Effect
+25% "Exceeding starbase capacity" modifier per excess starbase
Upgrade related modifiers
Cost Upgrade cost

Tradition unyielding fortress doctrine.png Fortress Doctrine

−15% Tech space defense station improvement.png Corps of Engineers
  • Trait ruler fortifier.png Fortifier
  • Trait ruler home in the sky.png Home in the Sky
Speed Upgrade speed
+100% Menu icon edicts.png Fortress Proclamation
+50% Tradition icon unyielding.png Unyielding Adoption Effect
+25% Tech space defense station improvement.png Corps of Engineers
Military properties related modifiers
Damage Damage
+25% Ap eternal vigilance.png Eternal Vigilance
+33% Tradition unyielding defensive zeal.png Defensive Zeal
Health Hull points
+33% Tradition unyielding defensive zeal.png Defensive Zeal
+25% Ap eternal vigilance.png Eternal Vigilance
  • Spaceport 1.png Gun Battery
  • Spaceport 1.png Hangar Bay
  • Spaceport 1.png Missile Battery
Armor Armor hit points
  • Spaceport 1.png Gun Battery
  • Spaceport 1.png Hangar Bay
  • Spaceport 1.png Missile Battery

Modules[edit | 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 called in the outliner accordingly. Each module takes 180 Time days to build and costs 50 Alloys.png Alloys. The alloy cost can be lowered by the following:

  • −25% Tech modular engineering.png Modular Engineering technology
  • −20% Trait ruler home in the sky.png Home in the Sky
  • −10% "Zero-G Innovations" modifier
Module Upkeep Upkeep Effects Requirements
Shipyard icon
A Shipyard may build one ship at a time, in parallel with other Shipyards.
Energy.png −1 Mod starbase shipyard capacity add.png +1 Shipyard capacity None
Anchorage icon
Fleet anchorages are necessary to support the growth of our navy.
Energy.png −1 Mod navy size add.png +4 Naval capacity None
Gun Battery icon
Gun Battery
Adds two medium-size weapon slots to the Starbase.
Energy.png −1
  • Medium +2 Medium weapon components
  • Mod starbase trade protection add.png +5 Trade protection
  • Protection range +1 Protection range
  • Mod ship armor mult.png +10% Starbase armor hit points
  • Mod ship hull mult.png +10% Starbase hull points
Missile Battery icon
Missile Battery
Adds two torpedo weapon slots to the Starbase.
Energy.png −1
  • Guided +2 Guided weapon components
  • Mod starbase trade protection add.png +5 Trade protection
  • Protection range +1 Protection range
  • Mod ship armor mult.png +10% Starbase armor hit points
  • Mod ship hull mult.png +10% Starbase hull points
Hangar Bay icon
Hangar Bay
Adds a hangar for strike craft to the Starbase.
Energy.png −1
  • Hangar +1 Hangar weapon components
  • Mod starbase trade protection add.png +10 Trade protection
  • Protection range +1 Trade protection range
  • Mod ship armor mult.png +10% Starbase armor hit points
  • Mod ship hull mult.png +10% Starbase hull points
Tech strike craft 1.png Carrier Operations technology
Solar Panel Network icon
Solar Panel Network
Advances in solar panel technology cound offset the operating costs of our starbases.
  • Energy.png +6 Energy
  • With Resolution galactic studies.png Unchained Knowledge resolution 3:
    • Energy.png +6 Energy
Trade Hub icon
Trade Hub
A civilian docking area where merchants and traders can conduct business.
Energy.png −1 Collection range +1 Collection range No.pngGestalt consciousness.png Gestalt Consciousness

Buildings[edit | 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 Tech modular engineering.png Modular Engineering technology.

Building Mod planet building cost mult.png Cost Mod planet building build speed mult.png Time Upkeep Upkeep Effects Requirements DLC
Crew Quarters icon
Crew Quarters
Provides accommodation and support for spaceship crews, reducing the logistical burden on fleets that are berthed here.
Alloys.png 50 Time 180 Energy.png –1 Mod ship upkeep mult.png –25% Docked ship upkeep No.pngGestalt consciousness.png Gestalt Consciousness
Crew Gestation Chambers icon
Crew Gestation Chambers
The ability to birth and gestate crew drones directly on-site is a logistical boon to local fleets.
Alloys.png 50 Time 180 Energy.png –1 Mod ship upkeep mult.png –25% Docked ship upkeep Auth hive mind.png Hive Mind Utopia.png
Service Umbilicals icon
Service Umbilicals
Service Umbilicals connect berthed fleets directly to the core intelligence of the station, allowing it to assist with repairs and refits.
Alloys.png 50 Time 180 Energy.png –1 Mod ship upkeep mult.png –25% Docked ship upkeep Auth machine intelligence.png Machine Intelligence Synthetic Dawn.png
Fleet Academy icon
Fleet Academy
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.
Alloys.png 100 Time 360 Energy.png –2 Ship starting experience +100 Ship starting experience
  • Sb shipyard.png Shipyard module
  • Tech interstellar fleet traditions.png Interstellar Fleet Traditions technology
  • No.pngGestalt consciousness.png Gestalt Consciousness
Battle Simulators icon
Battle Simulators
Repeated simulation of various battle scenarios will better prepare our shipboard combat drones for real combat.
Alloys.png 100 Time 360 Energy.png –2 Ship starting experience +100 Ship starting experience
  • Sb shipyard.png Shipyard module
  • Tech interstellar fleet traditions.png Interstellar Fleet Traditions technology
  • Gestalt consciousness.png Gestalt Consciousness
Utopia.pngSynthetic Dawn.png
Resource Silo icon
Resource Silo
Massive resource silos and energy storage facilities where large quantities of minerals and energy can be safely kept.
Alloys.png 50 Time 180 None
  • Mod country resource max add.png +2000 Resource storage capacity
Sb naval logistics.png
Naval Logistics Office
A minimal-but-extant bureaucratic layer increases the theoretical capacity of the Starbase's Anchorages.
Alloys.png 100 Time 360 Energy.png –2 Mod navy size add.png +2 Naval Capacity from Sb anchorage.png Anchorages
  • Sb anchorage.png Anchorage module
  • Tech interstellar fleet traditions.png Interstellar Fleet Traditions technology
Sb titan assembly yard.png
Titan Assembly Yards
Specialized drydocks erected on the Starbase's hull allow for the construction of gargantuan Titan-class ships.
Alloys.png 500 Time 720 Energy.png –10 Feature Titan construction enabled
  • Spaceport 1.png Citadel
  • Sb shipyard.png Shipyard module
  • Titans Titans technology
Sb colossus assembly yard.png
Colossal Assembly Yards
Abandoning the traditional concept of drydocks, colossal spaceships are assembled by a number of highly mobile independent construction platforms.
Alloys.png 1000 Time 720 Energy.png –20
  • Apocalypse.png Colossus construction enabled
  • Federations Juggernaut construction enabled
  • Nemesis.png Star-Eater construction enabled
  • Spaceport 1.png Citadel
  • Sb shipyard.png Shipyard module
  • Tech colossus.png Colossi technology or Tech juggernaut.png Juggernaut technology
Sb dragon hatchery.png
Dragon Hatchery
Cutting-edge facilities for the rearing of young dragons.
Alloys.png 750 Time 720 Energy.png –10 Origin here be dragons.png Allows the construction of Fledgling Dragons if the starbase also has a Sb shipyard.png Shipyard module (does nothing otherwise)
  • Spaceport 1.png Citadel
  • Origin here be dragons.png Here Be Dragons origin conclusion
Sb communication jammer.png
Communications Jammer
These powerful jammers interfere with enemy ship-to-ship communications, making it difficult to coordinate fleet movements.
Alloys.png 50 Time 180 Energy.png –1
  • Mod ship disengagement.png –20% Enemy Combat Disengagement Chance in system
  • Mod ship speed mult.png –20% Enemy Sublight Speed in system
Sb disruption field generator.png
Disruption Field Generator
Generates localized fields of agitated subatomic particles around hostile ships in the system, significantly reducing the effectiveness of their shields.
Alloys.png 100 Time 180 Energy.png –2 Shield –20% Enemy Shield Hit Points in system
Sb target uplink computer.png
Target Uplink Computer
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.
Alloys.png 100 Time 360 Energy.png –2 Mod ship weapon range mult.png +50% Starbase and Defense Platform Weapons Range
Sb command center.png
Command Center
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.
Alloys.png 250 Time 360 Energy.png –5 Mod ship fire rate mult.png +10% Allied Fire Rate in system
  • Spaceport 1.png Star Fortress
  • Tech doctrine command matrix.png Command Matrix technology
Sb defense grid supercomputer.png
Defense-Grid Supercomputer
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.
Alloys.png 150 Time 360 Energy.png –2 Mod starbase defense platform capacity add.png +8 Defense platform cap Synchronized Defenses Synchronized Defenses technology
Sb hydroponics bay.png
Hydroponics Bay
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.
Alloys.png 50 Time 180 Energy.png –1 Food.png +10 food Sb hydroponics bay.png Eco Stimulation technology
Black Hole Observatory
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.
Alloys.png 100 Time 360 Energy.png –2
  • Physics Research
  • With Tech mine dark matter.png Dark Matter Drawing technology:
    • Dark Matter.png +1 Dark Matter
  • Black Hole.png Star is a black hole
  • Subspace Sensors Subspace Sensors technology
Sb nebula refinery.png
Nebula Refinery
By processing the dust clouds of a nebula, we are able to refine and extract valuable minerals.
Alloys.png 100 Time 360 Energy.png –2
  • Minerals.png +10 Minerals
  • With Tech exotic gases.png Exotic Gas Extraction technology:
    • Exotic gases.png +1 Exotic Gases
  • Yes.png System is inside a nebula
  • Tech space mining 1.png Zero-G Refineries technology
Sb deep space black site.png
Deep Space Black Site
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.
Alloys.png 100 Time 360 Energy.png –2
  • Unity.png +1 Unity
  • Mod pop government ethic attraction.png +25% System Governing Ethics Attraction
  • Stability.png +5 System Stability
  • Job colonist.png System has a colony
  • Tech living state.png The Living State technology
  • No.pngGestalt consciousness.png Gestalt Consciousness
Spaceport module pioneering terminal.png
Transit Hub
Dedicated infrastructure for non-military vessels, enabling a smooth and convenient transit network.
Alloys.png 100 Time 180 Energy.png –3 Mod planet resettlement unemployed mult.png +100% Automatic resettlement chance for every colony in system Tech hyper drive 2.png Hyperlane Breach Points technology
Sb hyperlane registrar.png
Hyperlane Registrar
Assists friendly ships in the system with FTL travel by identifying ideal conditions for entering the hyperlanes and optimizing projected travel routes.
Alloys.png 100 Time 180 Energy.png –2 Mod starbase trade collection range add.png +1 Collection Range
  • Tech interstellar economics.png Interstellar Economics technology
  • No.pngGestalt consciousness.png Gestalt Consciousness
Sb listening post.png
Listening Post
The Listening Post houses a team of dedicated operators tasked with analyzing hyperlane reverberations, functionally extending the range of the Starbase's sensors.
Alloys.png 100 Time 360 Energy.png –2
  • Mod planet sensor range mult.png +2 Sensor Range
  • Mod planet sensor range mult.png +4 Hyperlane detection range
Tech sensors 2.png Gravitic Sensors technology
Sb offworld trading company.png
Offworld Trading Company
The offices of a non-governmental organ dedicated to improving the conditions of interstellar trade.
Alloys.png 100 Time 360 None Trade value.png +2 Trade value per Sb trading hub.png Trading Hub module
  • Sb trading hub.png Trading Hub module
  • Tech space trading.png Space Trading technology
Sb ice mining station.png
Ice Mining Station
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.
Alloys.png 100 Time 360 None
  • Minerals.png +15% System Mining Station Output
  • Decision arctic planet.png Enables the Expand Planetary Sea decision
  • Ap hydrocentric.png Hydrocentric ascension perk
  • Planet frozen.png System has a frozen world or ice asteroids
Sb curator think tank.png
Curator Think Tank
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.
Alloys.png 100 Time 360 Energy.png –2 Research.png +5 Research
  • Enclaves flag curator.png System has a Curator enclave
  • Diplomacy opinion.png A diplomatic agreement with the Curators
Leviathans.pngDistant Stars.png
Sb artist college.png
Art College
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.
Alloys.png 200 Time 360 Energy.png –2 Unity.png +10 Unity
  • Enclaves flag artist.png System has an Artisan Troupe enclave
  • Diplomacy opinion.png A diplomatic agreement with the Artisan Troupe
Sb offworld trading company.png
Trader Proxy Office
The Trader Enclave enjoy special privileges on the Galactic Market, which can also benefit us.
Alloys.png 100 Time 360 None Navbar icons market.png -5% Market Fee
  • Enclaves flag trader.png System has a Trader enclave
  • Yes.png Galactic Market access
  • No.pngGestalt consciousness.png Gestalt Consciousness

Defenses[edit | edit source]

Mammalian Ion Cannon

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 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 Destroyers and Cruisers 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 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 altered through the ship designer allowing for several designs to be built based on the different needs in each front and upgraded based on this designs. However, unlike ships, their designs cannot be switched once built, necessitating dismantling and complete rebuilding. It also renders any transferred platforms non-upgradeable.

Each starbase can support only a certain number of defense platforms based on its level. However, the defense platform capacity can be increased with the following:

  • Globally: +5 Ap eternal vigilance.png Eternal Vigilance, +4/+8/+12 Tech mega engineering.pngStrategic Coordination Center galactic wonder, +50% Tradition icon unyielding.png Unyielding tradition finisher
  • Locally: +8 Spaceport 1.png Defense-Grid Supercomputer

If all of these modifiers are applied, a single starbase can support up to 60 Defense platforms when upgraded to Citadel level. And more if a player gets more than 1 Strategic Coordination Center galactic wonders.

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.png 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[edit | edit source]

Additional modifiers which affect various defense platform parameters are summarized below:

Mod shipclass military station damage mult.png Defense platform damage
  • Ap eternal vigilance.png Eternal Vigilance
  • Agenda Secure the Borders
+10% Tech repeatable improved military station damage.png Synchronized Firing Patterns
Mod shipclass military station hull mult.png Defense platform hull points
+25% Agenda Secure the Borders
  • Tech repeatable improved military station health.png Fortified Core Layers
+500 Tech defense platform hull 1.png Improved Structural Integrity
Armor Armor hit points
Mod shipclass military station build cost mult.png Defense platform build cost
−33% Trait ruler fortifier.png Fortifier
−15% Agenda Secure the Borders
Speed Build speed
+100% Menu icon edicts.png Fortress Proclamation

Types[edit | edit source]

Non-outpost starbases have a designation type automatically assigned to them. This has little effect on a human player aside from aesthetics, but AI empires use these rules to determine what to build on their starbases.

Type Requirements Weight AI type ratio AI design priorities
Shipyard Either:
    • Sb shipyard.png Shipyard module
    • No owned starbase has a shipyard module[1]
100 per Shipyard module
  • 1100 if no owned starbase has a shipyard module
  • 0.25 base
    • Militarist.png +0.10 Militarist
    • Fanatic Militarist.png +0.05 Fanatic Militarist
    • 1.00: Shipyard
    • 0.50: Anchorage
    • 0.45: Hangar Bay
    • 1.00
      • Colossal Assembly Yards
      • Crew Quarters
      • Dragon Hatchery
      • Fleet Academy
      • Hydroponics Bay
      • Ice Mining Station
      • Titan Assembly Yards
Anchorage Sb anchorage.png Anchorage module 100 per Anchorage module
  • 0.45 base
    • Militarist.png +0.05 Militarist
    • Fanatic Militarist.png +0.02 Fanatic Militarist
    • 1.00:
      • Anchorage
      • Solar Panel Network
    • 2.00:
      • Art College
      • Curator Think Tank
      • Dragon Hatchery[2]
      • Hydroponics Bay
      • Ice Mining Station
      • Nebula Refinery
    • 1.00: Naval Logistics Office
    • 0.05:
      • Communications Jammer
      • Defense-Grid Supercomputer
Trade Hub
  • Sb trading hub.png Trade Hub module
  • No.pngGestalt consciousness.png Gestalt Consciousness
100 per Trade Hub module
  • 0.30 base
    • Materialist.png +0.05 Materialist
    • Fanatic Materialist.png +0.10 Fanatic Materialist
    • 1.00: Trade Hub
    • 1.00:
      • Offworld Trading Company
      • Nebula Refinery
      • Art College
      • Curator Think Tank
      • Ice Mining Station
      • Dragon Hatchery[2]
      • Hydroponics Bay
    • 0.25: Resource Silo
    • 0.05:
      • Defense-Grid Supercomputer
      • Communications Jammer
Bastion Sb gun battery.pngSb missile battery.pngSb hangar bay.png any weapon module 75 base
  • +75 per weapon module
  • 0.25 base
    • Militarist.png +0.10 Militarist
    • Fanatic Militarist.png +0.10 Fanatic Militarist
    • 1.00:
      • Gun Battery
      • Missile Battery
    • 0.80: Hangar Bay
    • 3.00:
      • Dragon Hatchery[2]
      • Ice Mining Station
    • 1.00:
      • Command Center
      • Defense-Grid Supercomputer
      • Target Uplink Computer
    • 0.90:
      • Communications Jammer
      • Disruption Field Generator
      • Hyperlane Registrar[3]
    • 0.25: Hydroponics Bay

References[edit | edit source]

  1. If you delete all shipyard modules from all your starbases, perhaps because you've built a Mega Shipyard, all of your starbase will change designation to shipyard.
  2. 2.0 2.1 2.2 Dragon Hatcheries have no effect when built on a starbase with no Shipyard.
  3. Bug (3.2.2): AI treats Hyperane Registrar as a military building and only builds it on Bastion starbases in chokepoints.
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