Difference between revisions of "Starbase"

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(Starbase Capacity)
(Clarified which levels of the Coordination Center provide Starbase Capacity)
 
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{{Version|2.2}}
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{{Version|2.7}}
[[File:Mammalian Citadel.png|thumb|270px|Mammalian Citadel]]
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[[File:Mammalian Citadel.png|thumb|260px|Mammalian Citadel]]
{{hatnote|For the construction of civilian ships see [[Spaceport]].}}
+
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|Trade Value]] in addition to it acting as a strategic fortress during warfare.
A starbase is the primary space station used throughout the game. Its main functions are: determining the ownership of star systems, construction of military ships, ship repair, and strategic fort-like use during warfare.
 
  
 
== Mechanics ==
 
== Mechanics ==
{{SVersion|2.2}}
+
{{SVersion|2.7}}
A starbase's most fundamental function lies in asserting ownership over star systems. Doing so requires fully surveying the desired system and an additional varying {{iconify|influence|21px}} cost (on top of the regular mineral costs). The influence cost is determined by a fixed cost 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.
+
A starbase's most fundamental function lies in asserting ownership over a star system. Doing so requires fully surveying the desired system and then constructing a starbase in it. The build cost is 100 {{iconify|Alloys}} and an additional {{iconify|influence|21px}} 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, however, it may still be dismantled if it is controlled by its owner, done during peace time, and the starbase in question is an outpost level (may require level downgrading).
+
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 to outpost in order to be dismantled). If a starbase is dismantled, the system reverts back to being neutral and unclaimed and can then claimed by any empire.
  
Besides the initial influence cost, upgrading the starbase to one of a higher level will cost only alloys and time. Aside from making the starbase more powerful due to better base stats and increased component slots, the upgrade also allows to fit the starbase with different buildings and modules increasing its contribution to the empire beyond its basic role of system control. One such important module is the {{icon|starbase|21px}} Shipyard which enables the construction of military ships in the starbase. Having multiples of this module allows a starbase to effectively act as a "fleet manufactory" by constructing several ships simultaneously. Shipyards build order is independent from the main build order of starbase.
+
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 {{icon|starbase|21px}} 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).
 
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).
  
=== Warfare behavior ===
+
== Warfare behavior ==
Systems with upgraded starbases require higher influence cost to claim ('''25''' influence) than simple outposts. Consequently, those starbases grant a higher war-score if occupied successfully ('''10''' occupation value). An additional benefit of upgraded starbases manifests in them including an FTL inhibitor. Such an upgraded starbase can 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.
+
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, it is required to disable the enemy's starbase within the system in order to seize control of their planets. As starbases cannot be destroyed, this is achieved by reducing them to {{icon|health|21px}} 0 Hull points. The starbase will remain incapacitated for a duration of {{icon|time|21px}} 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 without a ship attacking it from time to time, it will enter a self-repair phase and become operational again as soon as it regains {{icon|health|21px}} 5% Hull points. Occupier empire is assigned depending on [[claims]], e.g. it will be transferred to the ally with the strongest claim, even if conquered not by them.
+
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 {{icon|health|21px}} Hull points down to 0, disabling them. The starbase will then remain incapacitated for a duration of {{icon|time|21px}} 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 {{icon|health|21px}} 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 occupiers ships, inhibit FTL, and manage [[#Defense platforms|defense platforms]], all empire-wide bonuses also will be applied, including ''home territory'' ([[Eternal Vigilance]] perk's platform cap of 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 back to the owner.
+
Occupied starbases are fully operational and can repair ships of the side that controls it, inhibit FTL for "enemy" ships, and manage [[#Defense platforms|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 back to the owner.
  
It worth noting, that auto-upgrading can "gift" higher tech components to occupied starbases (including FTL inhibitors!), while keeping their own more advanced components. They will stay equipped even if starbase is reclaimed back, so repeated re-conquering might be slightly more challenging to the both sides.
+
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.
 
Systems containing an unoccupied starbase or unoccupied colonized planets will not be transferred in a forced status-quo peace.
 +
 +
=== Armament ===
 +
{{SVersion|2.7}}
 +
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. 
 +
 +
When initially constructed, an Outpost-level starbase is armed with just a single {{icon|slot g}} Guided weapon slot for self-defense, which combined with the starbase's complete lack of {{iconify|Evasion}}, makes it rather weak. Every upgrade level above outpost, however, will add in {{green|+2}} {{icon|slot m}} medium weapon slots (except for the last upgrade level, which adds {{green|+6}} {{icon|slot m}} medium slots), making it stronger and more capable of defending itself against enemy ships.
 +
[[File:Mammalian Ion Cannon.png|thumb|Mammalian Ion Cannon]]
 +
A starbase's self-defense capabilities can be further 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 [[Ship designer#Defense platform sections|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 [[Ship_designer#Types|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 {{iconify|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. Economically defense platforms are, again, comparable to destroyers, but they cost no [[alloys]] upkeep.
 +
 +
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'': {{green|+5}} [[File:ap_eternal_vigilance.png|21px]] Eternal Vigilance, {{green|+4/+8/+12}} {{icon|mega-engineering|24px}}Strategic Coordination Center galactic wonder
 +
* ''Locally'': {{green|+8}} {{icon|starbase}} Defense-Grid Supercomputer
 +
If all of these modifiers are applied for a total of '''+25''' platforms, a single starbase can support up to '''40''' Defense platforms when upgraded to Citadel level.
 +
{{expansion|apc}}
 +
In addition to the regular defense platforms, a citadel-level starbase is also capable of hosting a more powerful platform type that carries a singular weapon, which is stat-wise identical to the ''[[Perdition Beam]]'' weapon. This means that it is capable of destroying an enemy warship of any size (except for Titans) in a single shot from very far away and '''cannot''' be changed. It is titan-class hull-wise, but only battleship-class armor-wise. Economically it is also comparable to the latter without alloy upkeep, and it is deployed quite slowly.
 +
 +
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:
 +
 +
{{box wrapper}}
 +
{| class="mildtable plainlist" style="float:left; margin-right: 30px;"
 +
! width=30px | {{icon|damage}} !! width=250px | Damage
 +
|- VALIGN=top
 +
| {{green|+25%}} ||
 +
* [[File:ap_eternal_vigilance.png|21px]] Eternal Vigilance
 +
* {{icon|agenda|21px}} Secure the Borders
 +
|-
 +
| {{green|+10%}} || {{icon|Synchronized Firing Patterns|21px}} {{tech|repeat|Synchronized Firing Patterns}}
 +
|}
 +
 +
{| class="mildtable plainlist" style="float:left; margin-right: 30px;"
 +
! width=30px | {{icon|health}} !! width=250px | Hull points
 +
|-
 +
| {{green|+25%}} || {{icon|agenda|21px}} Secure the Borders
 +
|- VALIGN=top
 +
| {{green|+10%}} ||
 +
* {{icon|Fortified Core Layers|21px}} {{tech|repeat|Fortified Core Layers}}
 +
* {{icon|starbase|21px}} Gun Battery
 +
* {{icon|starbase|21px}} Hangar Bay
 +
* {{icon|starbase|21px}} Missile Battery
 +
|-
 +
| {{green|+500}} || {{icon|Improved Structural Integrity|21px}} {{tech|rare|Improved Structural Integrity}}
 +
|}
 +
 +
{| class="mildtable plainlist" style="float:left; margin-right: 30px;"
 +
! width=30px | {{icon|Armor}} !! width=250px | Armor hit points
 +
|- VALIGN=top
 +
| {{green|+10%}} ||
 +
* {{icon|starbase|21px}} Gun Battery
 +
* {{icon|starbase|21px}} Hangar Bay
 +
* {{icon|starbase|21px}} Missile Battery
 +
|}
 +
 +
{| class="mildtable plainlist" style="float:left; margin-right: 30px;"
 +
! width=30px | {{icon|cost}} !! width=250px | Build cost
 +
|-
 +
| {{green|−33%}} || {{iconify|Fortifier|21px}}
 +
|-
 +
| {{green|−15%}} || {{icon|agenda|21px}} Secure the Borders
 +
|}
 +
 +
{| class="mildtable plainlist" style="float:left; margin-right: 30px;"
 +
! width=30px | {{icon|speed}} !! width=250px | Build speed
 +
|-
 +
| {{green|+100%}} || {{icon|edict|21px}} Fortress Proclamation
 +
|}
 +
{{end box wrapper}}
  
 
=== Starbase Capacity ===
 
=== Starbase Capacity ===
Although it is possible for an empire to have a high number of starbases, it can support only a limited number of them above the outpost level. Exceeding the capacity will result in {{red|+25%}} {{iconify|Upkeep|21px}} per starbase exceeding the cap. This is an empire modifier, and thus affects all of that empires starbases, this also factors in the maintenance of any modules and buildings on their starbases. Regardless of their level, each starbase above outpost level occupies only one capacity slot.
+
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 {{red|+25%}} {{iconify|Upkeep|21px}} 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:
 
The base Starbase Capacity is 3, which can be increased by the following:
* {{green|+1}} per 10 systems in the empire
+
* {{green|+1}} for every 10 systems owned by the empire
* {{green|+2}} {{icon|tradition}} adopting Supremacy tradition tree
+
* {{green|+2}} {{icon|tradition}} adopting the Supremacy tradition tree
* {{green|+2}} {{iconify|Galactic Ambitions|24px}} technology
+
* {{green|+2}} {{iconify|Stellar Expansion|24px}} technology
 
* {{green|+2}} {{iconify|Manifest Destiny|24px}} technology
 
* {{green|+2}} {{iconify|Manifest Destiny|24px}} technology
 +
* {{green|+2}} {{icon|edict}} Fortify the Border edict
 
* {{green|+4}} {{iconify|Trading Posts}} civic
 
* {{green|+4}} {{iconify|Trading Posts}} civic
 
* {{green|+5}} [[File:ap grasp the void.png|24px]] Grasp the Void ascension perk
 
* {{green|+5}} [[File:ap grasp the void.png|24px]] Grasp the Void ascension perk
 
* {{green|+10}} [[File:Mod shroud unavailable.png|24px]] Covenant: End of the Cycle
 
* {{green|+10}} [[File:Mod shroud unavailable.png|24px]] Covenant: End of the Cycle
* {{green|+1}} {{iconify|Interstellar Expansion|24px}} repeatable technology
+
* {{green|+1}} {{iconify|Interstellar Expansion|24px}} repeatable technology (can only be researched 5 times)
* {{green|+2}} for each Strategic Coordination Center level
+
* {{green|+2}} for each Strategic Coordination Center level, except the site of the megastructure
  
 
== Level ==
 
== Level ==
{{SVersion|2.2}}
+
{{SVersion|2.7}}
 
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.
 
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 {{icon|shield|21px}} shield and {{icon|armor|21px}} 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)<!-- other auto-design priorities? i believe it sticks in hull regen too, no sure on priority tho-->.  
 
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 {{icon|shield|21px}} shield and {{icon|armor|21px}} 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)<!-- other auto-design priorities? i believe it sticks in hull regen too, no sure on priority tho-->.  
  
Upgrading a starbase can only be done in a sequential order - meaning, one would require to upgrade through all the levels in order to get to the highest level available. Downgrading a starbase, however, reduces its level to the basic level (outpost) straight away - regardless of what level the starbase was - and removes any present buildings, modules, and any defense platforms over the outpost's capacity limit.
+
Upgrading a starbase can only be done in a sequential order - meaning that if one were start 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 initally 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  '''repair''' parked ships (shipyards are not required) and ''[[File:FTL magnet.png|24px|link=|FTL inhibitor]] [[FTL inhibitor|inhibit FTL]]'' if technology is available.
+
Starting from the starport level all starbases can  '''repair''' docked ships (regardless of whether or not it has a shipyard onboard) and have an ''[[File:FTL magnet.png|24px|link=|FTL inhibitor]] [[FTL inhibitor]]'' onboard if technology is available.
  
'''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.) as well as individual starbase composition (buildings, modules, and etc.).
+
'''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.).
  
 
{| class="mildtable plainlist"
 
{| class="mildtable plainlist"
Line 65: Line 138:
 
| 5000 || 1000
 
| 5000 || 1000
 
| {{icon|slot g}} 1 || {{icon|slot l}} 2<br/>{{icon|slot a}} 1
 
| {{icon|slot g}} 1 || {{icon|slot l}} 2<br/>{{icon|slot a}} 1
|
+
| {{icon|influence}} {{red|75}} Influence per hyperlane jump from closest owned system
* {{icon|Starbase Construction|21px}} {{tech|start|Starbase Construction}}
 
* {{icon|inf}} {{red|75}} Influence per hyperlane jump (from closest owned system)
 
 
| ''The most basic kind of Starbase, Outposts are lightly-armed stations built in stellar orbit to extend national borders. Outposts can not support any Buildings or Modules and are not listed in the Outliner.''
 
| ''The most basic kind of Starbase, Outposts are lightly-armed stations built in stellar orbit to extend national borders. Outposts can not support any Buildings or Modules and are not listed in the Outliner.''
 
|- id="Starport"
 
|- id="Starport"
Line 75: Line 146:
 
| 10000 || 2000
 
| 10000 || 2000
 
| {{icon|slot m}} 2<br/>{{icon|slot g}} 1 || {{icon|slot l}} 6<br/>{{icon|slot a}} 1
 
| {{icon|slot m}} 2<br/>{{icon|slot g}} 1 || {{icon|slot l}} 6<br/>{{icon|slot a}} 1
|  
+
| {{icon|Starbase}} Outpost
* {{icon|Starport tech|21px}} {{tech|start|Starport}}
 
* {{icon|Starbase}} Outpost
 
 
| ''Upgrading the Outpost, Starports can house one Building and support two Modules.''
 
| ''Upgrading the Outpost, Starports can house one Building and support two Modules.''
 
|- id="Starhold"
 
|- id="Starhold"
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|-
 
|-
 
| {{green|−10%}} || [[File:Tradition expansion_reach_for_the_stars.png|21px]] Reach for the Stars
 
| {{green|−10%}} || [[File:Tradition expansion_reach_for_the_stars.png|21px]] Reach for the Stars
|-
 
| {{green|−5%}} || [[File:Tradition domination star lords.png|21px]] The Chosen
 
 
|}
 
|}
  
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|-
 
|-
 
| {{green|−15%}} || {{iconify|Expansionist|21px}}
 
| {{green|−15%}} || {{iconify|Expansionist|21px}}
 +
|-
 +
| {{red|+50%}} || Machine Empire
 
|}
 
|}
  
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|-
 
|-
 
| {{green|−20%}} || [[File:Tradition_expansion_galactic_ambition.png|21px]] Galactic Ambition
 
| {{green|−20%}} || [[File:Tradition_expansion_galactic_ambition.png|21px]] Galactic Ambition
|-
 
| {{green|−10%}} || [[File:Tradition prosperity_administrative_operations.png|21px]] Administrative Operations
 
 
|-
 
|-
 
| {{red|+25%}} || ''"Exceeding starbase capacity"'' modifier
 
| {{red|+25%}} || ''"Exceeding starbase capacity"'' modifier
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! width=30px | {{icon|cost}} !! width=250px | Upgrade cost
 
! width=30px | {{icon|cost}} !! width=250px | Upgrade cost
 
|-
 
|-
| {{green|−20%}} || {{icon|tradition|21px}} Supremacy tree adoption
+
| {{green|−33%}} || [[File:Tradition supremacy great game.png|21px]] The Great Game
 
|-
 
|-
 
| {{green|−15%}} || {{icon|Corps of Engineers|21px}} {{tech|rare|Corps of Engineers}}
 
| {{green|−15%}} || {{icon|Corps of Engineers|21px}} {{tech|rare|Corps of Engineers}}
Line 182: Line 249:
 
|-
 
|-
 
| {{green|+25%}} || [[File:ap_eternal_vigilance.png|21px]] Eternal Vigilance
 
| {{green|+25%}} || [[File:ap_eternal_vigilance.png|21px]] Eternal Vigilance
 +
|-
 +
| {{green|+20%}} || [[File:Tradition supremacy great game.png|21px]] The Great Game
 
|}
 
|}
  
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! width=30px | {{icon|health}} !! width=250px | Hull points
 
! width=30px | {{icon|health}} !! width=250px | Hull points
 
|- VALIGN=top
 
|- VALIGN=top
 +
| {{green|+25%}} || [[File:ap_eternal_vigilance.png|21px]] Eternal Vigilance
 +
|-
 
| {{green|+10%}} ||
 
| {{green|+10%}} ||
 
* {{icon|starbase|21px}} Gun Battery
 
* {{icon|starbase|21px}} Gun Battery
 
* {{icon|starbase|21px}} Hangar Bay
 
* {{icon|starbase|21px}} Hangar Bay
 
* {{icon|starbase|21px}} Missile Battery
 
* {{icon|starbase|21px}} Missile Battery
* [[File:Tradition domination fleet levies.png|21px]] Never Surrender
 
 
|}
 
|}
  
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== Modules ==
 
== Modules ==
{{SVersion|2.2}}
+
{{SVersion|2.7}}
A fully upgraded starbase can support up to 6 modules. It is possible to construct multiple modules of the same type.
+
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 costs 50 {{iconify|Alloys}}, which can be lowered by the following:
 
 
{{icon|cost}} Modifiers affecting module build cost include:
 
 
* {{green|−25%}} {{icon|Modular Engineering|21px}} {{tech|rare|Modular Engineering}}
 
* {{green|−25%}} {{icon|Modular Engineering|21px}} {{tech|rare|Modular Engineering}}
 
* {{green|−20%}} {{iconify|Home in the Sky|21px}}
 
* {{green|−20%}} {{iconify|Home in the Sky|21px}}
 
* {{green|−10%}} ''"Zero-G Innovations"'' modifier
 
* {{green|−10%}} ''"Zero-G Innovations"'' modifier
  
{| class="mildtable plainlist sortable"
+
{| class="mildtable plainlist"
! width=1% class="unsortable" | !! width=15% | Module
+
! width=1% | || Module || {{iconify|Time}} || {{icon|energy}} Upkeep || Effects || Requirements || Description
! width=1% | {{icon|Alloys}} !! width=1% | {{icon|time}} !! width=1% | {{icon|Upkeep}}
+
|- id="Shipyard"
! width=20% class="unsortable" | Effects !! width=20% class="unsortable" | Requirements !! width=35% class="unsortable" | Description
+
| [[File:sb shipyard.png]] || Shipyard
 +
| 180 || {{red|1}}
 +
| {{green|+1}} Shipyard Capacity
 +
|
 +
| ''A Shipyard may build one ship at a time, in parallel with other Shipyards.''
 
|- id="Anchorage"
 
|- id="Anchorage"
 
| [[File:sb anchorage.png]] || Anchorage
 
| [[File:sb anchorage.png]] || Anchorage
| 50 || 180 || {{red|1}}
+
| 180 || {{red|1}}
 
| {{icon|Naval capacity}} {{green|+4}} Naval capacity
 
| {{icon|Naval capacity}} {{green|+4}} Naval capacity
 
|
 
|
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|- id="Gun Battery"
 
|- id="Gun Battery"
 
| [[File:sb gun battery.png]] || Gun Battery
 
| [[File:sb gun battery.png]] || Gun Battery
| 50 || 180 || {{red|1}}
+
| 180 || {{red|1}}
 
|
 
|
 
* {{icon|slot m}} {{green|+2}} Medium weapon components
 
* {{icon|slot m}} {{green|+2}} Medium weapon components
* {{icon|trade value}} {{green|+5}} Trade Protection
+
* {{icon|trade protection}} {{green|+5}} Trade Protection
 
* {{icon|shield}} {{green|+1}} Protection Range
 
* {{icon|shield}} {{green|+1}} Protection Range
* {{icon|yes}} Starbase and platforms gain:
+
* {{icon|Armor}} {{green|+10%}} Starbase and Platform armor hit points
:* {{icon|Armor}} {{green|+10%}} Armor hit points
+
* {{icon|health}} {{green|+10%}} Starbase and Platform hull points
:* {{icon|health}} {{green|+10%}} Hull points
+
|  
| {{icon|Mass Drivers tech|21px}} {{tech|start|Mass Drivers}}
 
 
| ''Adds two medium-size weapon slots to the Starbase.''
 
| ''Adds two medium-size weapon slots to the Starbase.''
|- id="Hangar Bay"
 
| [[File:sb hangar bay.png]] || Hangar Bay
 
| 50 || 180 || {{red|1}}
 
|
 
* {{icon|slot h}} {{green|+1}} Hangar weapon components
 
* {{icon|trade value}} {{green|+10}} Trade Protection
 
* {{icon|shield}} {{green|+1}} Protection Range
 
* {{icon|yes}} Starbase and platforms gain:
 
:* {{icon|Armor}} {{green|+10%}} Armor hit points
 
:* {{icon|health}} {{green|+10%}} Hull points
 
| {{iconify|Carrier Operations|21px}}
 
| ''Adds a hangar for strike craft to the Starbase.''
 
 
|- id="Missile Battery"
 
|- id="Missile Battery"
 
| [[File:sb_missile_battery.png]] || Missile Battery
 
| [[File:sb_missile_battery.png]] || Missile Battery
| 50 || 180 || {{red|1}}
+
| 180 || {{red|1}}
 
|
 
|
 
* {{icon|slot g}} {{green|+2}} Guided weapon components
 
* {{icon|slot g}} {{green|+2}} Guided weapon components
* {{icon|trade value}} {{green|+5}} Trade Protection
+
* {{icon|trade protection}} {{green|+5}} Trade Protection
 
* {{icon|shield}} {{green|+1}} Protection Range
 
* {{icon|shield}} {{green|+1}} Protection Range
* {{icon|yes}} Starbase and platforms gain:
+
* {{icon|Armor}} {{green|+10%}} Starbase and Platform armor hit points
:* {{icon|Armor}} {{green|+10%}} Armor hit points
+
* {{icon|health}} {{green|+10%}} Starbase and Platform hull points
:* {{icon|health}} {{green|+10%}} Hull points
+
|  
| {{icon|Nuclear Missiles tech|21px}} {{tech|start|Nuclear Missiles}}
 
 
| ''Adds two torpedo weapon slots to the Starbase.''
 
| ''Adds two torpedo weapon slots to the Starbase.''
|- id="Shipyard"
+
|- id="Hangar Bay"
| [[File:sb shipyard.png]] || Shipyard
+
| [[File:sb hangar bay.png]] || Hangar Bay
| 50 || 180 || {{red|1}}
+
| 180 || {{red|1}}
| {{green|+1}} Shipyard capacity increase
 
 
|
 
|
| ''A Shipyard may build one ship at a time, in parallel with other Shipyards.''
+
* {{icon|slot h}} {{green|+1}} Hangar weapon components
 +
* {{icon|trade protection}} {{green|+10}} Trade Protection
 +
* {{icon|shield}} {{green|+1}} Protection Range
 +
* {{icon|Armor}} {{green|+10%}} Starbase and Platform armor hit points
 +
* {{icon|health}} {{green|+10%}}  Starbase and Platform hull points
 +
| {{iconify|Carrier Operations|24px}} technology
 +
| ''Adds a hangar for strike craft to the Starbase.''
 +
|- id="Trading Hub"
 +
| [[File:sb trading hub.png]] || Trade Hub
 +
| 180 || {{red|1}}
 +
| [[File:Mod starbase trade collection range add.png|24px]] {{green|+1}} Collection Range
 +
| {{icon|no}}{{iconify|Gestalt Consciousness}}
 +
| ''A civilian docking area where merchants and traders can conduct business.''
 
|- id="Solar Panel Network"
 
|- id="Solar Panel Network"
 
| [[File:Solar Panel Network.png]] || Solar Panel Network
 
| [[File:Solar Panel Network.png]] || Solar Panel Network
| 50 || 180 ||  
+
| 180 ||  
 
| {{icon|enc}} {{green|+3}} Energy
 
| {{icon|enc}} {{green|+3}} Energy
|
+
| {{iconify|Gestalt Consciousness}}
* {{icon|yes}}{{iconify|Gestalt Consciousness}}
 
* {{tech|start|Orbital Energy Conversion}}
 
 
| ''Advances in solar panel technology cound offset the operating costs of our starbases.''
 
| ''Advances in solar panel technology cound offset the operating costs of our starbases.''
|- id="Trading Hub"
 
| [[File:sb trading hub.png]] || Trade Hub
 
| 50 || 180 || {{red|1}}
 
| {{icon|Trade Value}} {{green|+1}} Collection Range
 
| {{icon|no}}{{iconify|Gestalt Consciousness}}
 
| ''A civilian docking area where merchants and traders can conduct business.''
 
 
|}
 
|}
  
 
== Buildings ==
 
== Buildings ==
{{SVersion|2.2}}
+
{{SVersion|2.7}}
A fully upgraded starbase can support up to 4 buildings. Unlike modules, it is only possible to construct a single building of any type.
+
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 {{green|−25%}} by the {{iconify|Modular Engineering|24px}} technology.
 
 
{{icon|cost}} Modifiers affecting starbase building build cost include:
 
* {{green|−25%}} {{icon|Modular Engineering|21px}} {{tech|rare|Modular Engineering}}
 
  
 
{| class="mildtable plainlist sortable"
 
{| class="mildtable plainlist sortable"
! width=1% class="unsortable" | !! width=15% | Building
+
! width=1% class="unsortable" | !! Building
 
! width=1% | {{icon|Alloys}} !! width=1% | {{icon|time}} !! width=1% | {{icon|Upkeep}}
 
! width=1% | {{icon|Alloys}} !! width=1% | {{icon|time}} !! width=1% | {{icon|Upkeep}}
! width=20% class="unsortable" | Effects !! width=20% class="unsortable" | Requirements !! width=35% class="unsortable" | Description
+
! width=20% class="unsortable" | Effects !! class="unsortable" | Requirements !! width=30% class="unsortable" | Description
 
|- id="Art College"
 
|- id="Art College"
 
| [[File:sb artist college.png]] || Art College
 
| [[File:sb artist college.png]] || Art College
 
| 200 || 360 || {{red|2}}
 
| 200 || 360 || {{red|2}}
| {{green|+10}} {{iconify|Unity}}
+
| {{icon|unity}} {{green|+10}} Unity
| {{iconify|Governing ethics attraction}}
+
|  
* {{icon|trade}} A diplomatic agreement with the in-system Artisan enclave
+
* {{icon|alliance}} A diplomatic agreement with the Artisan enclaves
* {{icon|no}} Is ''not'':
+
* Not {{iconify|Gestalt Consciousness|24px}}
:* {{iconify|Gestalt Consciousness|24px}}
 
:* {{iconify|Fanatic Purifiers|24px}}
 
 
| ''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.''
 
| ''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.''
 
|- id="Black Hole Observatory"
 
|- id="Black Hole Observatory"
 
| [[File:Observatory.png]] || Black Hole Observatory
 
| [[File:Observatory.png]] || Black Hole Observatory
 
| 100 || 360 || {{red|2}}
 
| 100 || 360 || {{red|2}}
| {{green|+10}} {{iconify|Physics research}}  
+
| {{icon|physics}} {{green|+10}} Physics Research
 
|
 
|
* {{icon|Subspace Sensors tech|21px}} Subspace Sensors
+
* {{icon|Subspace Sensors tech|24px}} Subspace Sensors
* {{icon|yes}} System contains a black hole
+
* [[File:Black Hole.png|link=Black Hole|24px]] Star is a black hole
 
| ''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.''
 
| ''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.''
|- id="Colossus Assembly Yards"
+
|- id="Colossal Assembly Yards"
| [[File:sb colossus assembly yard.png]] || Colossus Assembly Yards
+
| [[File:sb colossus assembly yard.png]] || Colossal Assembly Yards
 
| 1000 || 720 || {{red|20}}
 
| 1000 || 720 || {{red|20}}
| [[File:Feature.png|21px|link=|Feature]] Colossus construction enabled in {{icon|Starbase}} Shipyard
+
|  
 +
* {{icon|apc}} Colossus construction enabled
 +
* {{icon|fed}} Juggernaut construction enabled
 
|
 
|
* {{icon|Colossi tech|21px}} Colossi
+
* [[File:Sb shipyard.png|24px]] Shipyard
 
* {{icon|Starbase}} Citadel
 
* {{icon|Starbase}} Citadel
* {{icon|Starbase}} Shipyard
+
* Colossi or Juggernaut technologies
| ''Abandoning the traditional concept of drydocks, Colossi are assembled by a number of highly mobile independent construction platforms.''
+
| ''Abandoning the traditional concept of drydocks, colossal spaceships are assembled by a number of highly mobile independent construction platforms.''
 
|- id="Command Center"
 
|- id="Command Center"
 
| [[File:sb command center.png]] || Command Center
 
| [[File:sb command center.png]] || Command Center
Line 326: Line 384:
 
:* {{green|+10%}} {{iconify|Fire Rate}}
 
:* {{green|+10%}} {{iconify|Fire Rate}}
 
|
 
|
* {{iconify|Command Matrix|21px}}
+
* {{iconify|Command Matrix|24px}}
 
* {{icon|Starbase}} Star Fortress
 
* {{icon|Starbase}} Star Fortress
 
| ''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 traffing passing through the system at any given time.''
 
| ''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 traffing passing through the system at any given time.''
Line 334: Line 392:
 
|
 
|
 
* Offensive aura:
 
* Offensive aura:
:* {{red|–20%}} Combat disengagement chance
+
:* {{red|–20%}} {{icon|disengagement chance}} Combat disengagement chance
 
:* {{red|–20%}} {{iconify|Sublight speed}}
 
:* {{red|–20%}} {{iconify|Sublight speed}}
 
|
 
|
Line 341: Line 399:
 
| [[File:Crew Quarters.png]] || Crew Quarters<br>{{icon|Gestalt Consciousness}} Crew Gestation Chambers
 
| [[File:Crew Quarters.png]] || Crew Quarters<br>{{icon|Gestalt Consciousness}} Crew Gestation Chambers
 
| 50 || 180 || {{red|1}}
 
| 50 || 180 || {{red|1}}
| {{green|–25%}} {{icon|Ship upkeep}} Docked ship upkeep
+
| {{icon|Ship upkeep}} {{green|–25%}} Docked ship upkeep
 
|
 
|
 
| ''Provides accommodation and support for spaceship crews, reducing the logistical burden on fleets that are berthed here.''<br>{{icon|Gestalt Consciousness}} ''The ability to birth and gestate crew drones directly on-site is a logistical boon to local fleets.''
 
| ''Provides accommodation and support for spaceship crews, reducing the logistical burden on fleets that are berthed here.''<br>{{icon|Gestalt Consciousness}} ''The ability to birth and gestate crew drones directly on-site is a logistical boon to local fleets.''
Line 347: Line 405:
 
| [[File:sb curator think tank.png]] || Curator Think Tank
 
| [[File:sb curator think tank.png]] || Curator Think Tank
 
| 100 || 360 || {{red|2}}
 
| 100 || 360 || {{red|2}}
| {{green|+5}} {{iconify|Research}}
+
| {{icon|research}} {{green|+5}} Research
|
+
| {{icon|alliance}} A diplomatic agreement with the curator enclaves
* {{icon|trade}} A diplomatic agreement with the in-system curator enclave
 
* {{icon|no}} Is ''not'':
 
:* {{iconify|Determined Exterminator|24px}}
 
:* {{iconify|Devouring Swarm|24px}}
 
:* {{iconify|Fanatic Purifiers|24px}}
 
 
| ''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.''
 
| ''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.''
 
|- id="Deep Space Black Site"
 
|- id="Deep Space Black Site"
Line 359: Line 412:
 
| 100 || 360 || {{red|2}}
 
| 100 || 360 || {{red|2}}
 
|
 
|
* {{green|+1}} {{iconify|Unity}}  
+
* {{icon|unity}} {{green|+1}} Unity
* {{icon|yes}} System gains:
+
* {{icon|governing ethics attraction}} {{green|+25%}} System Governing Ethics Attraction
:* {{green|+25%}} {{iconify|Governing ethics attraction}}
+
* {{icon|stability}} {{green|+5}} System Stability
:* {{green|+5}} {{iconify|Stability}}
 
 
|
 
|
* {{iconify|The Living State|21px}}
+
* {{iconify|The Living State|24px}}
 
* {{icon|yes}} System is colonized
 
* {{icon|yes}} System is colonized
* {{icon|no}}{{iconify|Gestalt Consciousness|21px}}
+
* Not {{iconify|Gestalt Consciousness|24px}}
 
| ''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.''
 
| ''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.''
 
|- id="Defense-Grid Supercomputer"
 
|- id="Defense-Grid Supercomputer"
 
| [[File:sb defense grid supercomputer.png]] || Defense-Grid Supercomputer
 
| [[File:sb defense grid supercomputer.png]] || Defense-Grid Supercomputer
 
| 150 || 360 || {{red|2}}
 
| 150 || 360 || {{red|2}}
| {{green|+8}} {{iconify|Starbase}} defense platform capacity
+
| [[File:Mod starbase defense platform capacity add.png|24px]] {{green|+8}} Defense Platform Capacity
| {{icon|Synchronized Defenses tech|21px}} Synchronized Defenses
+
| {{icon|Synchronized Defenses tech|24px}} Synchronized Defenses
 
| ''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.''
 
| ''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.''
 
|- id="Disruption Field Generator"
 
|- id="Disruption Field Generator"
Line 385: Line 437:
 
| [[File:Fleet Academy.png]] || Fleet Academy<br>{{icon|Gestalt Consciousness}} Battle Simulators
 
| [[File:Fleet Academy.png]] || Fleet Academy<br>{{icon|Gestalt Consciousness}} Battle Simulators
 
| 100 || 360 || {{red|2}}
 
| 100 || 360 || {{red|2}}
| {{green|+100}} {{icon|leader experience gain}} [[Ship starting experience]]
+
| {{icon|leader experience gain}} {{green|+100}} Ship Starting Experience
 
|
 
|
* {{iconify|Interstellar Fleet Traditions|21px}}
+
* {{iconify|Interstellar Fleet Traditions|24px}}
* {{icon|Starbase}} Shipyard
+
* [[File:Sb shipyard.png|24px]] Shipyard
 
| ''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.''<br>{{icon|gestalt consciousness}} ''Repeated simulation of various battle scenarios will better prepare our shipboard combat drones for real combat.''
 
| ''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.''<br>{{icon|gestalt consciousness}} ''Repeated simulation of various battle scenarios will better prepare our shipboard combat drones for real combat.''
 
|- id="Hydroponics Bay"
 
|- id="Hydroponics Bay"
 
| [[File:sb hydroponics bay.png]] || Hydroponics Bay
 
| [[File:sb hydroponics bay.png]] || Hydroponics Bay
 
| 50 || 180 || {{red|1}}
 
| 50 || 180 || {{red|1}}
| {{green|+3}} {{iconify|Food}}
+
| {{icon|food}} {{green|+3}} Food
| Hydroponic Farming Tech
+
| {{icon|orbital hydroponic farms|24px}} Eco Stimulation
 
| ''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.''
 
| ''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.''
 
|- id="Hyperlane Registrar"
 
|- id="Hyperlane Registrar"
 
| [[File:sb hyperlane registrar.png]] || Hyperlane Registrar
 
| [[File:sb hyperlane registrar.png]] || Hyperlane Registrar
| 100 || 180 || {{red|2}}
+
| 100 || 180 || {{red|1}}
 
|
 
|
* Defensive aura:
+
* Collection Range: +1
:* {{green|+20%}} Combat disengagement chance
+
| {{iconify|Hyperlane Breach Points|24px}}
:* {{green|–20%}} Jump charge time
 
:* {{green|–20%}} Jump cooldown
 
| {{iconify|Hyperlane Breach Points|21px}}
 
 
| ''Assists friendly ships in the system with FTL travel by identifying ideal conditions for entering the hyperlanes and optimizing projected travel routes.''
 
| ''Assists friendly ships in the system with FTL travel by identifying ideal conditions for entering the hyperlanes and optimizing projected travel routes.''
 
|- id="Listening Post"
 
|- id="Listening Post"
 
| [[File:sb listening post.png]] || Listening Post
 
| [[File:sb listening post.png]] || Listening Post
 
| 100 || 360 || {{red|2}}
 
| 100 || 360 || {{red|2}}
| {{green|+2}} {{iconify|Sensor range}} <br> {{green|+4}} Hyperlane detection range
+
| {{icon|sensor range}} {{green|+2}} Sensor Range <br>{{icon|sensor range}} {{green|+4}} Hyperlane detection range
| {{icon|Gravitic Sensors tech|21px}} Gravitic Sensors
+
| {{icon|Gravitic Sensors tech|24px}} Gravitic Sensors
 
| ''The Listening Post houses a team of dedicated operators tasked with analyzing hyperlane reverberations, functionally extending the range of the Starbase's sensors.''
 
| ''The Listening Post houses a team of dedicated operators tasked with analyzing hyperlane reverberations, functionally extending the range of the Starbase's sensors.''
 
|- id="Naval Logistics Office"
 
|- id="Naval Logistics Office"
 
| [[File:sb naval logistics.png]] || Naval Logistics Office
 
| [[File:sb naval logistics.png]] || Naval Logistics Office
 
| 100 || 360 || {{red|2}}
 
| 100 || 360 || {{red|2}}
| {{green|+2}} {{iconify|Naval capacity}} from {{icon|Starbase}} Anchorage
+
| {{icon|naval capacity}} {{green|+2}} Naval Capacity from [[File:Sb anchorage.png|24px]] Anchorages
 
|
 
|
* {{iconify|Interstellar Fleet Traditions|21px}}
+
* {{iconify|Interstellar Fleet Traditions|24px}}
* {{icon|Starbase}} Anchorage
+
* [[File:Sb anchorage.png|24px]] Anchorage
 
| ''A minimal-but-extant bureaucratic layer increases the theoretical capacity of the Starbase's Anchorages.''
 
| ''A minimal-but-extant bureaucratic layer increases the theoretical capacity of the Starbase's Anchorages.''
 
|- id="Nebula Refinery"
 
|- id="Nebula Refinery"
 
| [[File:sb nebula refinery.png]] || Nebula Refinery
 
| [[File:sb nebula refinery.png]] || Nebula Refinery
 
| 100 || 360 || {{red|2}}
 
| 100 || 360 || {{red|2}}
| {{green|+6}} {{iconify|Minerals}}
+
| {{icon|minerals}} {{green|+6}} Minerals
 
|
 
|
* {{iconify|Mineral Processing|21px}}
+
* {{iconify|Mineral Processing|24px}}
 
* {{icon|yes}} System is inside a nebula
 
* {{icon|yes}} System is inside a nebula
 
| ''By processing the dust clouds of a nebula, we are able to refine and extract valuable minerals.''
 
| ''By processing the dust clouds of a nebula, we are able to refine and extract valuable minerals.''
Line 431: Line 480:
 
| [[File:sb offworld trading company.png]] || Offworld Trading Company
 
| [[File:sb offworld trading company.png]] || Offworld Trading Company
 
| 100 || 360 || {{green|0}}  
 
| 100 || 360 || {{green|0}}  
| {{green|+2}} {{iconify|Trade Value}} from {{icon|Starbase}} Trading Hub
+
| {{icon|trade value}} {{green|+2}} Trade Value from [[File:Sb trading hub.png|24px]] Trading Hubs
 
|
 
|
* {{iconify|Space Trading|21px}}
+
* {{iconify|Space Trading|24px}}
* {{icon|no}}{{iconify|Gestalt Consciousness}}
+
* [[File:Sb trading hub.png|24px]] Trading Hub
* {{icon|Starbase}} Trading Hub
 
 
| ''The offices of a non-governmental organ dedicated to improving the conditions of interstellar trade.''
 
| ''The offices of a non-governmental organ dedicated to improving the conditions of interstellar trade.''
 
|- id="Resource Silo"
 
|- id="Resource Silo"
Line 441: Line 489:
 
| 50 || 180 || {{green|0}}  
 
| 50 || 180 || {{green|0}}  
 
|
 
|
* {{green|+2000}} Resource storage capacity
+
* {{icon|resource storage capacity}} {{green|+2000}} Resource Storage Capacity
 
|
 
|
 
| ''Massive resource silos and energy storage facilities where large quantities of minerals and energy can be safely kept.''
 
| ''Massive resource silos and energy storage facilities where large quantities of minerals and energy can be safely kept.''
Line 447: Line 495:
 
| [[File:sb target uplink computer.png]] || Target Uplink Computer
 
| [[File:sb target uplink computer.png]] || Target Uplink Computer
 
| 100 || 360 || {{red|2}}
 
| 100 || 360 || {{red|2}}
| {{green|+50%}} {{icon|Weapons range}} Starbase weapons range
+
| {{icon|Weapons range}} {{green|+50%}} Starbase Weapons Range
 
|
 
|
 
| ''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.''
 
| ''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.''
Line 453: Line 501:
 
| [[File:sb titan assembly yard.png]] || Titan Assembly Yards
 
| [[File:sb titan assembly yard.png]] || Titan Assembly Yards
 
| 500 || 720 || {{red|10}}
 
| 500 || 720 || {{red|10}}
| [[File:Feature.png|21px|link=|Feature]] Titan construction enabled in {{icon|Starbase}} Shipyard
+
| [[File:Feature.png|24px|link=|Feature]] Titan construction enabled
 
|
 
|
* {{icon|Titans tech|21px}} Titans
+
* {{icon|Titans tech|24px}} Titans
 +
* [[File:Sb shipyard.png|24px]] Shipyard
 
* {{icon|Starbase}} Citadel
 
* {{icon|Starbase}} Citadel
* {{icon|Starbase}} Shipyard
 
 
| ''Specialized drydocks erected on the Starbase's hull allow for the construction of gargantuan Titan-class ships.''
 
| ''Specialized drydocks erected on the Starbase's hull allow for the construction of gargantuan Titan-class ships.''
 
|- id="Trader Proxy Office"
 
|- id="Trader Proxy Office"
 
| [[File:sb offworld trading company.png]] || Trader Proxy Office
 
| [[File:sb offworld trading company.png]] || Trader Proxy Office
 
| 100 || 360 || {{green|0}}
 
| 100 || 360 || {{green|0}}
| {{green|-5%}} {{icon|trade}} [[Market]] fee
+
| {{icon|market fee}} {{green|-5%}} Market Fee
 
|
 
|
 
* {{icon|yes}} System has Trader enclave
 
* {{icon|yes}} System has Trader enclave
* {{icon|no}} Is ''not'':
+
* Not {{iconify|Gestalt Consciousness|24px}}
:* {{iconify|Gestalt Consciousness|24px}}
 
:* {{iconify|Fanatic Purifiers|24px}}
 
 
| ''The Trader Enclave enjoy special privileges on the Galactic Market, which can also benefit us.''
 
| ''The Trader Enclave enjoy special privileges on the Galactic Market, which can also benefit us.''
 
|}
 
|}
 
== Defense platforms ==
 
{{SVersion|2.2}}
 
A starbase's self-defense capabilities can be further reinforced with the construction of ''defense platforms''. These platforms are smaller military stations deployed around the starbase. They will engage any incoming hostile forces, effectively acting as a buffer, by attacking and distracting them from focusing their efforts on the starbase itself. When compared with ships, platforms are situated between destroyer and cruiser [[Ship_designer#Types|classes]], their hull and armament slightly better than the first, while 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.
 
 
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. Economically defense platforms are, again, comparable to destroyers, but they cost no [[minerals]] upkeep.
 
 
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'': {{green|+5}} [[File:ap_eternal_vigilance.png|21px]] Eternal Vigilance
 
* ''Locally'': {{green|+8}} {{icon|starbase}} Defense-Grid Supercomputer , {{green|+4/+8/+12}} {{icon|mega-engineering|24px}}Strategic Coordination Center galatic wonder
 
 
{{expansion|apc}}
 
In addition to the regular defense platforms, a more powerful platform type may be constructed equipped with an ''Ion Cannon'' weapon (once the required technology has been researched). This platform type carries a singular weapon, identical to the ''[[Perdition Beam]]'' weapon and which can ''not'' be changed, capable of engaging enemies from further away. It is titan-class hull-wise, although armored only as battleship, economically it also comparable to the latter without mineral upkeep, and it is deployed quite slowly.
 
 
An ion cannon platform occupies '''8''' defense platform capacity slots and can only be constructed by citadel level starbases.
 
 
; Defense platform modifiers
 
Additional modifiers which affect various defense platform parameters are summarized below:
 
 
{{box wrapper}}
 
{| class="mildtable plainlist" style="float:left; margin-right: 30px;"
 
! width=30px | {{icon|damage}} !! width=250px | Damage
 
|- VALIGN=top
 
| {{green|+25%}} ||
 
* [[File:ap_eternal_vigilance.png|21px]] Eternal Vigilance
 
* {{icon|agenda|21px}} Secure the Borders
 
|-
 
| {{green|+10%}} || {{icon|Synchronized Firing Patterns|21px}} {{tech|repeat|Synchronized Firing Patterns}}
 
|}
 
 
{| class="mildtable plainlist" style="float:left; margin-right: 30px;"
 
! width=30px | {{icon|health}} !! width=250px | Hull points
 
|-
 
| {{green|+25%}} || {{icon|agenda|21px}} Secure the Borders
 
|-
 
| {{green|+20%}} || [[File:Tradition supremacy right of conquest.png|21px]] Armed Deterrence
 
|- VALIGN=top
 
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* {{icon|Fortified Core Layers|21px}} {{tech|repeat|Fortified Core Layers}}
 
* {{icon|starbase|21px}} Gun Battery
 
* {{icon|starbase|21px}} Hangar Bay
 
* {{icon|starbase|21px}} Missile Battery
 
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| {{green|+500}} || {{icon|Improved Structural Integrity|21px}} {{tech|rare|Improved Structural Integrity}}
 
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! width=30px | {{icon|Armor}} !! width=250px | Armor hit points
 
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* {{icon|starbase|21px}} Gun Battery
 
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* {{icon|starbase|21px}} Missile Battery
 
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! width=30px | {{icon|cost}} !! width=250px | Build cost
 
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| {{green|−33%}} || {{iconify|Fortifier|21px}}
 
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| {{green|−25%}} || [[File:Tradition supremacy right of conquest.png|21px]] Armed Deterrence
 
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| {{green|−15%}} || {{icon|agenda|21px}} Secure the Borders
 
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{| class="mildtable plainlist" style="float:left; margin-right: 30px;"
 
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== References ==
 
== References ==

Latest revision as of 09:57, 30 July 2020

Version

Outliner top.png
This article has been verified for the current PC version (2.7) 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]

A starbase's most fundamental function lies in asserting ownership over a star system. Doing so requires fully surveying the desired system and then constructing a starbase in it. 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 to outpost in order to be dismantled). If a starbase is dismantled, the system reverts back 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).

Warfare behavior[edit]

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 back 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.

Armament[edit]

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.

When initially constructed, an Outpost-level starbase is armed with just a single Guided Guided weapon slot for self-defense, which combined with the starbase's complete lack of Evasion Evasion, makes it rather weak. Every upgrade level above outpost, however, will add in +2 Medium medium weapon slots (except for the last upgrade level, which adds +6 Medium medium slots), making it stronger and more capable of defending itself against enemy ships.

Mammalian Ion Cannon

A starbase's self-defense capabilities can be further 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. Economically defense platforms are, again, comparable to destroyers, but they cost no alloys upkeep.

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
  • Locally: +8 Spaceport 1.png Defense-Grid Supercomputer

If all of these modifiers are applied for a total of +25 platforms, a single starbase can support up to 40 Defense platforms when upgraded to Citadel level.

In addition to the regular defense platforms, a citadel-level starbase is also capable of hosting a more powerful platform type that carries a singular weapon, which is stat-wise identical to the Perdition Beam weapon. This means that it is capable of destroying an enemy warship of any size (except for Titans) in a single shot from very far away and cannot be changed. It is titan-class hull-wise, but only battleship-class armor-wise. Economically it is also comparable to the latter without alloy upkeep, and it is deployed quite slowly.

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:

Damage Damage
+25%
  • Ap eternal vigilance.png Eternal Vigilance
  • Agenda Secure the Borders
+10% Tech repeatable improved military station damage.png Synchronized Firing Patterns
Health Hull points
+25% Agenda Secure the Borders
+10%
  • Tech repeatable improved military station health.png Fortified Core Layers
  • Spaceport 1.png Gun Battery
  • Spaceport 1.png Hangar Bay
  • Spaceport 1.png Missile Battery
+500 Tech defense platform hull 1.png Improved Structural Integrity
Armor Armor hit points
+10%
  • Spaceport 1.png Gun Battery
  • Spaceport 1.png Hangar Bay
  • Spaceport 1.png Missile Battery
Cost Build cost
−33% Trait ruler fortifier.png Fortifier
−15% Agenda Secure the Borders
Speed Build speed
+100% Menu icon policies and edicts.png Fortress Proclamation

Starbase Capacity[edit]

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 Supremacy tradition tree
  • +2 Tech galactic ambitions.png Stellar Expansion technology
  • +2 Tech manifest destiny.png Manifest Destiny technology
  • +2 Menu icon policies and 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

Level[edit]

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 can only be done in a sequential order - meaning that if one were start 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 initally 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 repair docked ships (regardless of whether or not it has a shipyard onboard) and have an FTL inhibitor FTL inhibitor onboard if technology is available.

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.).

Starbase Level Cost Slots Military properties Requirements Description
Alloys.png Time Upkeep M B D Health Armor Weapons Utilities
Tech starbase 1.png Outpost 0 100 100 1 0 0 3 5000 1000 Guided 1 Large 2
Auxiliary 1
Influence.png 75 Influence per hyperlane jump from closest owned system The most basic kind of Starbase, Outposts are lightly-armed stations built in stellar orbit to extend national borders. Outposts can not support any Buildings or Modules and are not listed in the Outliner.
Tech starbase 2.png Starport 1 200 360 2 2 1 6 10000 2000 Medium 2
Guided 1
Large 6
Auxiliary 1
Spaceport 1.png Outpost Upgrading the Outpost, Starports can house one Building and support two Modules.
Tech starbase 3.png Starhold 2 500 720 3 4 2 9 20000 5000 Medium 4
Guided 1
Large 10
Auxiliary 1
  • Tech starbase 3.png Starhold
  • Spaceport 1.png Starport
Upgrading the Starport, Starholds can house two Buildings and support four Modules.
Tech starbase 4.png Star Fortress 3 1250 1080 4 6 3 12 40000 10000 Medium 6
Guided 1
Large 14
Auxiliary 1
  • Tech starbase 4.png Star Fortress
  • Spaceport 1.png Starhold
Upgrading the Starhold, Star Fortresses can house three Buildings and a full complement of six Modules.
Tech starbase 5.png Citadel 4 3500 1440 5 6 4 15 80000 20000 Medium 12
Guided 1
Large 26
Auxiliary 1
  • Tech starbase 5.png Citadel
  • Spaceport 1.png Star Fortress
Upgrading the Star Fortress, Citadels are the largest and most heavily fortified type of Starbase and can house four Buildings and a full complement of six Modules.

Affecting modifiers[edit]

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
−20%
  • 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
+25% "Exceeding starbase capacity" modifier
Upgrade related modifiers
Cost Upgrade cost
−33% Tradition supremacy great game.png The Great Game
−15% Tech space defense station improvement.png Corps of Engineers
−10%
  • Trait ruler fortifier.png Fortifier
  • Trait ruler home in the sky.png Home in the Sky
Speed Upgrade speed
+100% Menu icon policies and edicts.png Fortress Proclamation
+25% Tech space defense station improvement.png Corps of Engineers
Military properties related modifiers
Damage Damage
+25% Ap eternal vigilance.png Eternal Vigilance
+20% Tradition supremacy great game.png The Great Game
Health Hull points
+25% Ap eternal vigilance.png Eternal Vigilance
+10%
  • Spaceport 1.png Gun Battery
  • Spaceport 1.png Hangar Bay
  • Spaceport 1.png Missile Battery
Armor Armor hit points
+10%
  • Spaceport 1.png Gun Battery
  • Spaceport 1.png Hangar Bay
  • Spaceport 1.png Missile Battery

Modules[edit]

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 costs 50 Alloys.png Alloys, which can be lowered by the following:

  • −25% Tech modular engineering.png Modular Engineering
  • −20% Trait ruler home in the sky.png Home in the Sky
  • −10% "Zero-G Innovations" modifier
Module Time Time Energy Credits.png Upkeep Effects Requirements Description
Sb shipyard.png Shipyard 180 1 +1 Shipyard Capacity A Shipyard may build one ship at a time, in parallel with other Shipyards.
Sb anchorage.png Anchorage 180 1 Mod fleet size add.png +4 Naval capacity Fleet anchorages are necessary to support the growth of our navy.
Sb gun battery.png Gun Battery 180 1
  • Medium +2 Medium weapon components
  • Trade protection.png +5 Trade Protection
  • Shield +1 Protection Range
  • Armor +10% Starbase and Platform armor hit points
  • Health +10% Starbase and Platform hull points
Adds two medium-size weapon slots to the Starbase.
Sb missile battery.png Missile Battery 180 1
  • Guided +2 Guided weapon components
  • Trade protection.png +5 Trade Protection
  • Shield +1 Protection Range
  • Armor +10% Starbase and Platform armor hit points
  • Health +10% Starbase and Platform hull points
Adds two torpedo weapon slots to the Starbase.
Sb hangar bay.png Hangar Bay 180 1
  • Hangar +1 Hangar weapon components
  • Trade protection.png +10 Trade Protection
  • Shield +1 Protection Range
  • Armor +10% Starbase and Platform armor hit points
  • Health +10% Starbase and Platform hull points
Tech strike craft 1.png Carrier Operations technology Adds a hangar for strike craft 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 Credits.png +3 Energy Gestalt consciousness.png Gestalt Consciousness Advances in solar panel technology cound offset the operating costs of our starbases.

Buildings[edit]

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 Alloys.png Time Upkeep Effects Requirements Description
Sb artist college.png Art College 200 360 2 Unity.png +10 Unity
  • Diplomacy alliance.png A diplomatic agreement with the Artisan enclaves
  • Not Gestalt consciousness.png Gestalt Consciousness
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.
Observatory.png Black Hole Observatory 100 360 2 Physics Research +10 Physics Research
  • Tech sensors 3.png Subspace Sensors
  • Black Hole.png Star is a black hole
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.
Sb colossus assembly yard.png Colossal Assembly Yards 1000 720 20
  • Apocalypse.png Colossus construction enabled
  • Federations Juggernaut construction enabled
  • Sb shipyard.png Shipyard
  • Spaceport 1.png Citadel
  • Colossi or Juggernaut technologies
Abandoning the traditional concept of drydocks, colossal spaceships are assembled by a number of highly mobile independent construction platforms.
Sb command center.png Command Center 250 360 5
  • Defensive aura:
  • +10% Mod ship fire rate mult.png Fire Rate
  • Tech doctrine command matrix.png Command Matrix
  • Spaceport 1.png Star Fortress
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 traffing passing through the system at any given time.
Sb communication jammer.png Communications Jammer 50 180 1
  • Offensive aura:
  • –20% Mod ship disengagement.png Combat disengagement chance
  • –20% Mod ship speed mult.png Sublight speed
These powerful jammers interfere with enemy ship-to-ship communications, making it difficult to coordinate fleet movements.
Crew Quarters.png Crew Quarters
Gestalt consciousness.png Crew Gestation Chambers
50 180 1 Mod ship upkeep mult.png –25% Docked ship upkeep Provides accommodation and support for spaceship crews, reducing the logistical burden on fleets that are berthed here.
Gestalt consciousness.png The ability to birth and gestate crew drones directly on-site is a logistical boon to local fleets.
Sb curator think tank.png Curator Think Tank 100 360 2 Research.png +5 Research Diplomacy alliance.png A diplomatic agreement with the curator enclaves 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.
Sb deep space black site.png Deep Space Black Site 100 360 2
  • Unity.png +1 Unity
  • Mod pop government ethic attraction.png +25% System Governing Ethics Attraction
  • Stability.png +5 System Stability
  • Tech living state.png The Living State
  • Yes.png System is colonized
  • Not Gestalt consciousness.png Gestalt Consciousness
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.
Sb defense grid supercomputer.png Defense-Grid Supercomputer 150 360 2 Mod starbase defense platform capacity add.png +8 Defense Platform Capacity Tech synchronized defences.png Synchronized Defenses 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.
Sb disruption field generator.png Disruption Field Generator 100 180 2
  • Offensive aura:
  • –20% Shield Shield hit points
Generates localized fields of agitated subatomic particles around hostile ships in the system, significantly reducing the effectiveness of their shields.
Fleet Academy.png Fleet Academy
Gestalt consciousness.png Battle Simulators
100 360 2 Mod leader species exp gain.png +100 Ship Starting Experience
  • Tech interstellar fleet traditions.png Interstellar Fleet Traditions
  • Sb shipyard.png Shipyard
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.
Gestalt consciousness.png Repeated simulation of various battle scenarios will better prepare our shipboard combat drones for real combat.
Sb hydroponics bay.png Hydroponics Bay 50 180 1 Food.png +3 Food Sb hydroponics bay.png Eco Stimulation 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.
Sb hyperlane registrar.png Hyperlane Registrar 100 180 1
  • Collection Range: +1
Tech hyper drive 2.png Hyperlane Breach Points Assists friendly ships in the system with FTL travel by identifying ideal conditions for entering the hyperlanes and optimizing projected travel routes.
Sb listening post.png Listening Post 100 360 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 The Listening Post houses a team of dedicated operators tasked with analyzing hyperlane reverberations, functionally extending the range of the Starbase's sensors.
Sb nebula refinery.png Nebula Refinery 100 360 2 Minerals.png +6 Minerals
  • Tech mineral purification 1.png Mineral Processing
  • Yes.png System is inside a nebula
By processing the dust clouds of a nebula, we are able to refine and extract valuable minerals.
Sb offworld trading company.png Offworld Trading Company 100 360 0 Trade value.png +2 Trade Value from Sb trading hub.png Trading Hubs
  • Tech space trading.png Space Trading
  • Sb trading hub.png Trading Hub
The offices of a non-governmental organ dedicated to improving the conditions of interstellar trade.
Sb resource silo.png Resource Silo 50 180 0
  • Mod country resource max add.png +2000 Resource Storage Capacity
Massive resource silos and energy storage facilities where large quantities of minerals and energy can be safely kept.
Sb titan assembly yard.png Titan Assembly Yards 500 720 10 Feature Titan construction enabled
  • Tech titans.png Titans
  • Sb shipyard.png Shipyard
  • Spaceport 1.png Citadel
Specialized drydocks erected on the Starbase's hull allow for the construction of gargantuan Titan-class ships.
Sb offworld trading company.png Trader Proxy Office 100 360 0 Navbar icons market.png -5% Market Fee
  • Yes.png System has Trader enclave
  • Not Gestalt consciousness.png Gestalt Consciousness
The Trader Enclave enjoy special privileges on the Galactic Market, which can also benefit us.

References[edit]


Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs