Starbase

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This article has been verified for the current PC version (3.6) 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 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 | edit source]

Constructing a starbase requires first fully surveying the desired system. The build cost is Alloys.png 100 alloys and an additional Influence.png 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 Origins slingshot to the stars.png 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 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 | edit source]

The number of upgraded starbases an empire can support without penalty is determined by the Mod country starbase capacity mult.png starbase capacity. Every upgraded starbase exceeding that capacity adds Upkeep 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 Mod country starbase capacity mult.png starbase capacity is 3. This is increased by the following:

Source Mod country starbase capacity add.png
Per 10 owned systems +1
Menu icon traditions.png Adopting the Tradition icon unyielding.png Unyielding tradition tree +2
Fortress Doctrine Fortress Doctrine tradition +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 +2
Civic trading posts.png Trading Posts civic +4
Grasp the Void Grasp the Void ascension perk +5
Mod shroud unavailable.png Covenant: End of the Cycle +10
Tech repeatable improved starbase capacity.png Interstellar Expansion repeatable technology (max 5 times) +1
MegaCorp.png Per stage of a Strategic Coordination Center (Total: +6) +2

Warfare behavior[edit | edit source]

Systems with starbases above outpost level require a higher influence cost to claim (Influence.png 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 Health Hull points down to 0, disabling the starbase. 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 control of the starbase is uncontested, it will enter a self-repair phase and then become operational again as soon as it regains Health 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 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 | 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 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 magnet.png FTL inhibitor if the Tech aura snare.png 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.).

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 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
No.png
Tech starbase 2.png Starport 200 360 2 2 1 6 8 10000 2000
  • Guided 1
  • Medium 2
  • Large 6
  • Auxiliary 1
Yes.png
Tech starbase 3.png Starhold 500 720 3 4 2 9 16 20000 5000
  • Guided 1
  • Medium 4
  • Large 10
  • Auxiliary 1
Yes.png
Tech starbase 4.png Star Fortress 1250 1080 4 6 3 12 24 40000 10000
  • Guided 1
  • Medium 6
  • Large 14
  • Auxiliary 1
Yes.png
Tech starbase 5.png Citadel 3500 1440 5 6 4 15 32 80000 20000
  • Guided 1
  • Medium 12
  • Large 26
  • Auxiliary 1
Yes.png

Affecting modifiers[edit | edit source]

Starbases have Mod ship fire rate mult.png +50% Fire Rate and Mod ship weapon range mult.png +20% Weapons Range. 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
Mod country starbase influence cost mult.png Outpost influence cost
−50% Civic devouring swarm.png Devouring swarm/Terravore
−40% Fanatic Xenophobe.png Fanatic xenophobe
−30% Civic machine terminator.png Determined exterminator
−20% Xenophobe.png Xenophobe
−20% Interstellar Dominion Interstellar Dominion
−15% Trait ruler expansionist.png Expansionist ruler trait
−10% Reach for the Stars Reach for the Stars
Mod country spaceport cost mult.png Outpost alloys cost
−15% Trait ruler expansionist.png Expansionist ruler trait
+50% Auth machine intelligence.png Machine Empire
Upkeep Upkeep cost
−20% Galactic Ambition Galactic Ambition
−20% Tradition icon unyielding.png Unyielding Finisher Effect
+25% "Exceeding starbase capacity" modifier per excess starbase
Upgrade related modifiers
Mod starbase upgrade cost.png Upgrade cost
−50% Fortress Doctrine Fortress Doctrine
−20% Has Bulwark Bulwark subject
−15% Tech space defense station improvement.png Corps of Engineers
−10% Trait ruler fortifier.png Fortifier ruler trait
−10% Trait ruler home in the sky.png Home in the Sky ruler trait
Mod starbase upgrade time mult.png 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
+20% Has Bulwark Bulwark subject
Military properties related modifiers
Damage Damage
+100% Bulwark Bulwark Tier 3
+75% Bulwark Bulwark Tier 2
+50% Bulwark Bulwark Tier 1
+50% Bulwark Bulwark with A Voice for All Resolution
+33% Defensive Zeal Defensive Zeal
+25% Eternal Vigilance Eternal Vigilance
Health Hull points
+100% Bulwark Bulwark Tier 3
+75% Bulwark Bulwark Tier 2
+50% Bulwark Bulwark Tier 1
+50% Bulwark Bulwark with A Voice for All Resolution
+33% Defensive Zeal Defensive Zeal
+25% Eternal Vigilance Eternal Vigilance
+10%
  • Each:
    • Sb gun battery.png Gun Battery
    • Sb hangar bay.png Hangar Bay
    • Sb missile battery.png Missile Battery
Armor Armor hit points
+10% Each:
  • Sb gun battery.png Gun Battery
  • Sb hangar bay.png Hangar Bay
  • Sb missile battery.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 described in the outliner depending on the majority module type. Each module costs Alloys.png 50 Alloys, which can be reduced by the following:

  • −25% Tech modular engineering.png Modular Engineering
  • −20% Trait ruler home in the sky.png Home in the Sky ruler trait
Module Time Time Energy.png Upkeep Effects Requirements Description
Sb shipyard.png Shipyard 180 1 Mod ship build speed mult.png +1 Shipyard Capacity A Shipyard may build one ship at a time, in parallel with other Shipyards.
Sb anchorage.png Anchorage 180 1
  • Mod navy size add.png +4 Naval capacity
  • Mod navy size add.png +2 Naval capacity with Naval Logistics Office
Fleet anchorages are necessary to support the growth of our navy.
Sb gun battery.png Gun Battery 180 1
  • Medium +2 Medium weapon components
  • Mod starbase trade protection add.png +5 Trade Protection
  • Mod starbase trade protection range add.png +1 Protection Range
  • Armor +10% Starbase armor hit points
  • Health +10% Starbase hull points
Adds two medium-size weapon slots to the Starbase.
Sb missile battery.png Missile Battery 180 1
  • Guided +2 Guided weapon components
  • Mod starbase trade protection add.png +5 Trade Protection
  • Mod starbase trade protection range add.png +1 Protection Range
  • Armor +10% Starbase armor hit points
  • Health +10% Starbase hull points
Adds two torpedo weapon slots to the Starbase.
Sb trading hub.png Trade Hub 180 1 Mod starbase trade collection range add.png +1 Collection Range No.pngGestalt consciousness.png Gestalt Consciousness A civilian docking area where merchants and traders can conduct business.
Solar Panel Network.png Solar Panel Network 180
  • Energy.png +6 Energy
  • Energy.png +12 total with Unchained Knowledge resolution level 2 or above
Gestalt consciousness.png Gestalt Consciousness Advances in solar panel technology could offset the operating costs of our starbases.
Sb hangar bay.png Hangar Bay 180 1
  • Hangar +1 Hangar weapon components
  • Mod starbase trade protection add.png +10 Trade Protection
  • Mod starbase trade protection range add.png +1 Protection Range
  • Armor +10% Starbase armor hit points
  • Health +10% Starbase hull points
Tech strike craft 1.png Carrier Operations technology Adds a hangar for strike craft to the Starbase.

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. Many starbase buildings can also be built on Orbital Rings.

Building Cost Time Upkeep Effects Orbital Ring Requirements
Resource Silo.png Resource Silo Alloys.png 50 Time 180
  • Mod country resource max add.png +5000 Resource storage capacity
  • Mod country resource max add.png +10000 Total with Tech construction templates.png Construction Templates
Yes.png
Sb communication jammer.png Communications Jammer 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
Yes.png Max 1 per system
Sb disruption field generator.png Disruption Field Generator Alloys.png 100 Time 180 Energy.png 2 Shield –20% Enemy Shield Hit Points in system Yes.png Max 1 per system
Crew Quarters.png Crew Quarters Alloys.png 50 Time 180 Energy.png 1 Mod ship upkeep mult.png –25% Docked ship upkeep Yes.png No.pngGestalt consciousness.png Gestalt Consciousness
Crew Quarters.png Crew Gestation Chambers Alloys.png 50 Time 180 Energy.png 1 Mod ship upkeep mult.png –25% Docked ship upkeep Yes.png Auth hive mind.png Hive Mind
Crew Quarters.png Service Umbilicals Alloys.png 50 Time 180 Energy.png 1 Mod ship upkeep mult.png –25% Docked ship upkeep Yes.png Auth machine intelligence.png Machine Intelligence
Fleet Academy.png Fleet Academy Alloys.png 100 Time 360 Energy.png 2 Mod leader species exp gain.png +100 Ship Starting Experience No.png
  • Tech interstellar fleet traditions.png Interstellar Fleet Traditions
  • Sb shipyard.png Shipyard
  • No.pngGestalt consciousness.png Gestalt Consciousness
Fleet Academy.png Battle Simulators Alloys.png 100 Time 360 Energy.png 2 Mod leader species exp gain.png +100 Ship Starting Experience No.png
  • Tech interstellar fleet traditions.png Interstellar Fleet Traditions
  • Sb shipyard.png Shipyard
  • Gestalt consciousness.png Gestalt Consciousness
Observatory.png Black Hole Observatory Alloys.png 100 Time 360 Energy.png 2
  • Physics Research +15 Physics Research
  • Physics Research +30 total with Unchained Knowledge resolution level 2 or above
  • Dark Matter.png +1 Dark matter with Tech mine dark matter.png Dark Matter Drawing
Yes.png
  • Subspace Sensors Subspace Sensors
  • Black Hole.png Star is a black hole
Sb colossus assembly yard.png Colossal Assembly Yards Alloys.png 1000 Time 720 Energy.png 20
  • Apocalypse.png Colossus construction enabled
  • Federations Juggernaut construction enabled
  • Nemesis.png Star-Eater construction enabled
No.png
  • Sb shipyard.png Shipyard
  • Spaceport 1.png Citadel
  • Tech colossus.png Colossi or Tech juggernaut.png Juggernaut technologies
Sb command center.png Command Center Alloys.png 250 Time 360 Energy.png 5 Mod ship fire rate mult.png +10% Allied Fire Rate in system Yes.png
  • Tech doctrine command matrix.png Command Matrix
  • Spaceport 1.png Star Fortress or Orbital Ring Tier 3
  • Max 1 per system
Sb deep space black site.png Deep Space Black Site Alloys.png 100 Time 360 Energy.png 2
  • Unity.png +1 Unity
  • Mod pop government ethic attraction.png +25% System Governing Ethics Attraction
  • Mod planet stability add.png +5 System Stability
No.png
  • Tech living state.png The Living State
  • Yes.png System is colonized
  • No.pngGestalt consciousness.png Gestalt Consciousness
Sb defense grid supercomputer.png Defense-Grid Supercomputer Alloys.png 150 Time 360 Energy.png 2 Mod starbase defense platform capacity add.png +8 Defense Platform Capacity Yes.png Synchronized Defenses Synchronized Defenses
Sb hydroponics bay.png Hydroponics Bay Alloys.png 50 Time 180 Energy.png 1 Food.png +10 Food Yes.png Tech hydroponics.png Hydroponics Farming
Sb hyperlane registrar.png Hyperlane Registrar Alloys.png 100 Time 180 Energy.png 2 Mod starbase trade collection range add.png +1 Collection Range No.png
  • Tech interstellar economics.png Interstellar Economics
  • No.pngGestalt consciousness.png Gestalt Consciousness
Sb listening post.png Listening Post 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
  • Mod planet sensor range mult.png +1 Sensor and Hyperlane detection range with Unchained Knowledge resolution level 2 or above
No.png Tech sensors 2.png Gravitic Sensors
Sb nebula refinery.png Nebula Refinery Alloys.png 100 Time 360 Energy.png 2
  • Minerals.png +10 Minerals
  • Exotic gases.png +1 Exotic Gases with Tech exotic gases.png Exotic Gas Extraction
Yes.png
  • Tech space mining 1.png Zero-G Refineries
  • Yes.png System is inside a nebula
Sb offworld trading company.png Offworld Trading Company Alloys.png 100 Time 360 Mod trade value add.png +2 Trade value from Sb trading hub.png Trading Hubs No.png
  • Tech space trading.png Space Trading
  • Sb trading hub.png Trading Hub
Sb titan assembly yard.png Titan Assembly Yards Alloys.png 500 Time 720 Energy.png 10 Feature Titan construction enabled No.png
  • Titans Titans
  • Sb shipyard.png Shipyard
  • Spaceport 1.png Citadel
Spaceport module pioneering terminal.png Transit Hub Alloys.png 100 Time 180 Energy.png 3
  • Mod planet immigration pull mult.png +100% Automatic Resettlement Chance for every planet in system
  • Pop cat slave.png Slaves and non-sapient robots can automatically resettle from this system
Yes.png
  • Tech hyper drive 2.png Hyperlane Breach Points
  • Max 1 per system
Sb offspring aura.png Offspring Outlook Alloys.png 150 Time 180 Energy.png 2
  • Mod ship tracking add.png +65% Accuracy in system
  • Mod ship evasion mult.png +65% Evasion in system
  • Mod ship fire rate mult.png +65% Fire rare in system
  • Mod ship speed mult.png +65% Sublight speed in system
  • No.png Does not stack with Offspring ship auras
No.png Origins progenitor hive.png Progenitor Hive
Sb cordyceptic reanimation facility.png Cordyceptic Reanimation facility Alloys.png 100 Time 180 Food.png 10
  • Menu icon fleet manager.png Creates a fleet of 8 large and 8 small Tiyanki Space Whales every 5 years if built in Tiyun Ori or Tiyana Vek
  • Menu icon fleet manager.png Creates a fleet of 12 large and 6 small Space Amoeba every 5 years if built in Amor Alveo
No.png
  • Civic hive cordyceptic drones.png Cordyceptic Drones
  • Tiyana Vek, Tiyun Ori or Amor Alveo system
Sb ice mining station.png Ice Mining Station Alloys.png 100 Time 360
  • Minerals.png +15% Mining Station Output
  • Decision arctic planet.png Enables the Expand Planetary Sea decision
No.png
  • Ap hydrocentric.png Hydrocentric ascension perk
  • Planet frozen.png Frozen world or ice asteroids in system
Sb dragon hatchery.png Dragon Hatchery Alloys.png 750 Time 720 Energy.png 10 Aquatics.png Allows the construction of Fledgling Dragons No.png
  • Spaceport 1.png Citadel
  • Origin here be dragons.png Here Be Dragons origin conclusion

Enclave buildings[edit | edit source]

The following starbase buildings require an agreement with an enclave and/or the enclave's presence in the system. They cannot be constructed on orbital Rings.

Building Cost Time Upkeep Effects Requirements
Sb curator think tank.png Curator Think Tank Alloys.png 100 Time 360 Energy.png 2
  • Research.png +5 Research
  • Research.png +10 total with Unchained Knowledge resolution level 3 or above
  • Leviathans.pngDistant Stars.png Agreement with the Curator enclave
  • Leviathans.pngDistant Stars.png System has a Curator station
Sb artist college.png Art College Alloys.png 200 Time 360 Energy.png 2
  • Unity.png +10 Unity
  • Unity.png +20 total with Unchained Knowledge resolution level 3 or above
  • Leviathans.png Agreement with the Artisan enclave
  • Leviathans.png System has an Artisan station
Sb offworld trading company.png Trader Proxy Office Alloys.png 100 Time 360
  • Navbar icons market.png −5% Market fee
  • Mod trade value add.png +5 Trade value with Unchained Knowledge resolution level 3 or above
  • Leviathans.png System has a Trader enclave
  • Yes.png Galactic Market access
  • No.pngGestalt consciousness.png Gestalt Consciousness
Sb salvager workshop.png Salvage Works Alloys.png 100 Time 360 Energy.png 3
  • Mod ship upkeep mult.png –20% Docked ship upkeep
  • Mod ship hull regen.png +30% Docked ship hull repair speed
  • Mod ship hull regen.png +30% Docked ship armor repair speed
  • Alloys.png +5 Alloys with Unchained Knowledge resolution level 3 or above
  • Overlord Agreement with the Salvager enclave
  • Overlord System has the Salvager enclave
Sb mercenary garrison.png Mercenary Garrison Alloys.png 100 Time 360 Energy.png 20
  • Mod ship fire rate mult.png +15% Allied Fire Rate in system
  • Mod navy size add.png +5 Naval capacity with Unchained Knowledge resolution level 3 or above
Overlord Agreement with a Mercenary enclave
Sb shroud beacon.png Shroud Beacon Alloys.png500
Rare crystals.png 25
Time 720 Energy.png 3
  • Feature Creates a Shroud Tunnel bypass
  • Feature Allows use of Shroud Tunnel bypasses
  • Overlord Agreement with the Shroud-Touched Coven enclave
  • No.png Wormhole in system
  • Max 1 per empire

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 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 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 class 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 cap defense platform capacity for starbases can be increased by the following:

Empire Sources Defense platform cap
Tradition icon unyielding.png Unyielding finisher effect +50%
Eternal Vigilance Eternal Vigilance +5
Bulwark Bulwark Tier 1 +2
Bulwark Bulwark Tier 2 +5
Bulwark Bulwark Tier 3 +8
  • Vigil Command Holding with
  • Bulwark Bulwark Tier 1 subject
+1
  • Vigil Command Holding with
  • Bulwark Bulwark Tier 2 subject
+2
  • Vigil Command Holding with
  • Bulwark Bulwark Tier 3 subject
+4
MegaCorp.png Per stage of a Strategic Coordination Center (Total: +12) +4
Starbase/Orbital Ring Sources Defense platform cap
Per Starbase level (see above) +3
Per Orbital Ring level +2
Defense-Grid Supercomputer Defense-Grid Supercomputer +8
  • Each:
    • Sb gun battery.png Gun Battery
    • Sb hangar bay.png Hangar Bay
    • Sb missile battery.png Missile Battery
+1
  • With an Orbital Assembly Complex Holding
  • Each:
    • Sb gun battery.png Gun Battery
    • Sb hangar bay.png Hangar Bay
    • Sb missile battery.png Missile Battery
+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 Bulwark bonuses. Capturing additional Strategic Coordination Centers will also increase the maximum capacity significantly.

Ion Cannon[edit | edit source]

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 Energy.png 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[edit | edit source]

Defense platforms have Mod ship weapon range mult.png +30% Weapons Range. 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.

Defense platform damage Damage
+100% Bulwark Bulwark Tier 3
+75% Bulwark Bulwark Tier 2
+50% Bulwark Bulwark Tier 1
+50% Bulwark Bulwark with A Voice for All Resolution
+33% Defensive Zeal Defensive Zeal
+25% Eternal Vigilance Eternal Vigilance
+25% Agenda Secure the Borders
+10% Tech repeatable improved military station damage.png Synchronized Firing Patterns
Defense platform hull points Hull points
+100% Bulwark Bulwark Tier 3
+75% Bulwark Bulwark Tier 2
+50% Bulwark Bulwark Tier 1
+50% Bulwark Bulwark with A Voice for All Resolution
+33% Defensive Zeal Defensive Zeal
+25% Agenda Secure the Borders
+10% Tech repeatable improved military station health.png Fortified Core Layers
+500 Tech defense platform hull 1.png Improved Structural Integrity


Defense platform build cost Build cost
−75% Bulwark Bulwark Tier 3
−50% Bulwark Bulwark Tier 2
−33% Trait ruler fortifier.png Fortifier ruler trait
−25% Bulwark Bulwark Tier 1
−25% Bulwark Bulwark Prefabs (overlord)
−15% Agenda Secure the Borders
+25% Bulwark Bulwark Prefabs (subject)
Speed Build speed
+100% Menu icon edicts.png Fortress Proclamation
Upkeep Upkeep
−75% Bulwark Bulwark Tier 3
−50% Bulwark Bulwark Tier 2
−25% Bulwark Bulwark Tier 1
−25% Bulwark Bulwark Prefabs (overlord)
+25% Bulwark Bulwark Prefabs (subject)

Orbital Rings[edit | edit source]

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 | edit source]


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Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs