empire state building 3d drawing

Outliner top.png

This article has been verified for the current PC version (iii.two) of the game.

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

Mechanics [edit | edit source]

Constructing a starbase requires beginning fully surveying the desired system. The build cost is 100 Alloys.png Alloys and an boosted Influence.png influence toll on tiptop of that. The influence cost is adamant by a fixed cost which is then multiplied past the shortest path of hyperlane jumps (gates and wormholes human activity as "shortcuts") betwixt the target systems and the empire'southward closest owned system.

One time built, the starbase will appear orbiting the centre bespeak of the organisation. It cannot be destroyed by any regular ways but it tin still be dismantled past its owner during peacetime if it is of no more than outpost level (college-level starbases will need to be downgraded first) and the organization is not colonized. If a starbase is dismantled, the system reverts to beingness neutral and unclaimed and tin can and then claimed by any empire.

Besides the initial influence price, upgrading the starbase to a higher level above outpost level will cost merely alloys. Aside from making the starbase more powerful due to better base of operations stats and the add-on of more than weapon components, the upgrade too allows the owner to fit the starbase with different buildings and modules to increment its defensive capabilities and improve its contribution to the empire beyond its basic role of organisation control and defence. 1 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 human activity as a "fleet manufactory" by constructing several ships in parallel, simultaneously. Shipyards build order is contained from the primary build order of starbase.

Though information technology is not possible to design a starbase, its components will exist motorcar-fitted with the latest advanced technology as soon as they are fabricated available (at no additional cost to the owner).

Starbase capacity [edit | edit source]

An empire can in theory take as many starbases as their economic system can support only an empire tin can merely maintain a limited number of upgraded starbases bigger than outposts. The number of upgraded starbases an empire tin can support is dictated by the starbase chapters and exceeding that chapters will cause all upkeep costs for starbases to increase by +25% Upkeep Budget for every starbase exceeding the cap. This is an empire-wide modifier, and thus affects all starbases endemic by the empire. This modifier besides affects the maintenance of whatsoever modules and buildings on the starbases. Regardless of their level, each starbase bigger than an outpost occupies merely one capacity slot and if the need arises, an empire tin 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 three, which tin exist increased by the following:

Warfare behavior [edit | edit source]

Systems with starbases bigger than outposts require a higher influence price to claim (25 influence). Consequently, those starbases grant a college war-score if occupied successfully (x occupation value). An additional benefit of upgraded starbases manifests in their including an FTL inhibitor which, as long every bit 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 past forcing them into an appointment which may last long enough for reinforcements to arrive.

During state of war, an attacker must disable the enemy's starbase within the organization in gild to exist able to seize control of any planets within said arrangement. As starbases cannot be destroyed, this is achieved past reducing their Health Hull points down to 0, disabling them. The starbase will then remain incapacitated for a elapsing of Time thirty days (after the latest assail), during which time any military ships in close proximity to the starbase volition be able to gain control over it. If the starbase is left unoccupied and is not attacked, it will enter a self-repair stage and become operational again equally presently every bit it regains Health five% Hull points. If there are multiple empires fighting on one side of the war, the newly occupied arrangement will then exist assigned to the empire with the strongest merits, even if the organization 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 defence force platforms, all empire-broad bonuses volition besides be applied, including dwelling house territory modifiers (The Eternal Vigilance rise perk's platform cap of the original owner is as well temporarily retained). However their buildings and modules cannot be changed, and they cannot be upgraded or downgraded, although they can be returned to the owner.

It's worth noting, that motorcar-upgrading a starbase tin can "gift" higher tech components to occupied starbases (including FTL inhibitors), while keeping their ain more than advanced components. They will stay equipped even if said starbase is reclaimed back, so repeated re-conquering might get harder both sides.

Systems containing an unoccupied starbase or unoccupied colonized planets volition non be transferred in a forced status-quo peace.

Level [edit | edit source]

A starbase is car-fitted with the latest components as presently 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 bear upon a starbase'south level upgrade cost.

The weapon slots are fitted with the most effective kinetic and energy weapons (though not necessarily by equal sectionalization). The utility slots are divided equally between Shield shield and Armor armor components (machine-fitting does not add hull components hither), while the auxiliary slot uses standard machine-fitting of a shield capacitor or auxiliary burn down-control (whatever is available in order of priority).

Upgrading a starbase requires applied science of the aforementioned name and tin only be done in sequential order - significant that if i started with a basic outpost and wants to upgrade it to a citadel, they have to go through every single level in between in order to become to the desired level. Downgrading a starbase, yet, reduces its level to the basic outpost level (outpost) straight abroad - regardless of what level the starbase initially was - and removes any present buildings, modules, and any defence force 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 accept an FTL inhibitor FTL inhibitor onboard if technology is available.

Constructing a new Starbase requires 75 Influence.png Influence per hyperlane bound from the nearest owned organisation.

Note: The table lists the base of operations properties of each starbase level. The actual values themselves will differ due to one's progress in-game (applied science, tradition, and etc.), existing modifiers (if whatsoever) besides every bit individual starbase composition (buildings, modules, and etc.).

Level Alloys.png Toll Time Time Energy.png Upkeep Modules Buildings Defense platform cap Platforms Mod starbase trade protection add.png Trade protection Health Hull Armor Armor Damage Weapons Utilities Mod ship auto repair add.png Repairs docked fleets
Tech starbase 1.png Outpost 100 100 1 0 0 3 0 5000 1000 Guided i
  • Large 2
  • Auxiliary 1
No.png
Tech starbase 2.png Starport 200 360 ii ii 1 6 eight 10000 2000
  • Guided one
  • Medium ii
  • Large 6
  • Auxiliary 1
Yes.png
Tech starbase 3.png Starhold 500 720 iii iv 2 9 16 20000 5000
  • Guided one
  • Medium 4
  • Large x
  • Auxiliary 1
Yes.png
Tech starbase 4.png Star Fortress 1250 1080 4 half-dozen 3 12 24 40000 10000
  • Guided 1
  • Medium 6
  • Large xiv
  • Auxiliary 1
Yes.png
Tech starbase 5.png Citadel 3500 1440 v half dozen iv 15 32 80000 20000
  • Guided i
  • Medium 12
  • Large 26
  • Auxiliary ane
Yes.png

Affecting modifiers [edit | edit source]

Boosted modifiers which affect diverse starbase parameters are summarized below:

Construction and maintenance modifiers
Upgrade related modifiers
Military backdrop related modifiers

Modules [edit | edit source]

A fully upgraded starbase can support upward to 6 modules. It is possible to construct multiple modules of the aforementioned type and the starbase will be called in the outliner appropriately. Each module takes 180 Time days to build and costs 50 Alloys.png Alloys. The alloy cost can be lowered by the following:

Module Upkeep Upkeep Effects Requirements

Shipyard icon

Shipyard

A Shipyard may build one ship at a time, in parallel with other Shipyards.

Energy.png −1 Mod starbase shipyard capacity add.png +1 Shipyard capacity None

Anchorage icon

Anchorage

Armada anchorages are necessary to back up the growth of our navy.

Energy.png −1 Mod navy size add.png +4 Naval capacity None

Gun Battery icon

Gun Battery

Adds ii medium-size weapon slots to the Starbase.

Energy.png −1
  • Medium +two Medium weapon components
  • Mod starbase trade protection add.png +5 Trade protection
  • Protection range +1 Protection range
  • Mod ship armor mult.png +x% Starbase armor hit points
  • Mod ship hull mult.png +10% Starbase hull points
None

Missile Battery icon

Missile Battery

Adds ii torpedo weapon slots to the Starbase.

Energy.png −1
  • Guided +2 Guided weapon components
  • Mod starbase trade protection add.png +5 Trade protection
  • Protection range +1 Protection range
  • Mod ship armor mult.png +ten% Starbase armor hit points
  • Mod ship hull mult.png +x% Starbase hull points
None

Hangar Bay icon

Hangar Bay

Adds a hangar for strike craft to the Starbase.

Energy.png −1
  • Hangar +1 Hangar weapon components
  • Mod starbase trade protection add.png +10 Trade protection
  • Protection range +1 Trade protection range
  • Mod ship armor mult.png +10% Starbase armor hit points
  • Mod ship hull mult.png +10% Starbase hull points
Tech strike craft 1.png Carrier Operations technology

Solar Panel Network icon

Solar Panel Network

Advances in solar panel technology could offset the operating costs of our starbases.

None
  • Energy.png +6 Energy
  • With Resolution galactic studies.png Unchained Knowledge resolution iii:
    • Energy.png +6 Energy
  • Gestalt consciousness.png Gestalt Consciousness
  • No.png Black Hole.png Blackness Hole
  • No.png Dyson Sphere Stage II+ Dyson Sphere

Trade Hub icon

Trade Hub

A civilian docking surface area where merchants and traders tin conduct business.

Energy.png −1 Collection range +1 Collection range No.png Gestalt consciousness.png Gestalt Consciousness

Buildings [edit | edit source]

A fully upgraded starbase can support up to 4 buildings. Dissimilar modules, it is only possible to construct a single edifice of whatever type. Building cost is reduced by −25% by the Tech modular engineering.png Modular Applied science technology.

Building Mod planet building cost mult.png Cost Mod planet building build speed mult.png Time Upkeep Upkeep Effects Requirements DLC

Crew Quarters icon

Crew Quarters

Provides adaptation and support for spaceship crews, reducing the logistical burden on fleets that are berthed here.

Alloys.png fifty Time 180 Energy.png –1 Mod ship upkeep mult.png –25% Docked send upkeep No.png Gestalt consciousness.png Gestalt Consciousness

Crew Gestation Chambers icon

Crew Gestation Chambers

The ability to birth and gestate crew drones straight on-site is a logistical boon to local fleets.

Alloys.png l Time 180 Energy.png –i Mod ship upkeep mult.png –25% Docked send upkeep Auth hive mind.png Hive Mind Utopia.png

Service Umbilicals icon

Service Umbilicals

Service Umbilicals connect berthed fleets directly to the core intelligence of the station, allowing it to assistance with repairs and refits.

Alloys.png 50 Time 180 Energy.png –1 Mod ship upkeep mult.png –25% Docked ship upkeep Auth machine intelligence.png Machine Intelligence Synthetic Dawn.png

Fleet Academy icon

Armada Academy

For our newly recruited crews to be truly combat ready, they must have capable officers leading them. The Armada Academy will ensure those officers have up-to-engagement cognition on the doctrines and do of interstellar warfare.

Alloys.png 100 Time 360 Energy.png –2 Ship starting experience +100 Transport starting feel
  • Sb shipyard.png Shipyard module
  • Tech interstellar fleet traditions.png Interstellar Armada Traditions technology
  • No.png Gestalt consciousness.png Gestalt Consciousness

Battle Simulators icon

Battle Simulators

Repeated simulation of various battle scenarios will better prepare our shipboard combat drones for real combat.

Alloys.png 100 Time 360 Energy.png –2 Ship starting experience +100 Ship starting experience
  • Sb shipyard.png Shipyard module
  • Tech interstellar fleet traditions.png Interstellar Fleet Traditions technology
  • Gestalt consciousness.png Gestalt Consciousness
Utopia.png Synthetic Dawn.png

Resource Silo icon

Resource Silo

Massive resource silos and energy storage facilities where big quantities of minerals and energy tin be safely kept.

Alloys.png 50 Time 180 None
  • Mod country resource max add.png +2000  Resource storage capacity

Sb naval logistics.png

Naval Logistics Office

A minimal-simply-extant bureaucratic layer increases the theoretical capacity of the Starbase'due south Anchorages.

Alloys.png 100 Time 360 Energy.png –2 Mod navy size add.png +two  Naval Capacity from Sb anchorage.png Anchorages
  • Sb anchorage.png Anchorage module
  • Tech interstellar fleet traditions.png Interstellar Armada Traditions engineering science

Sb titan assembly yard.png

Titan Assembly Yards

Specialized drydocks erected on the Starbase's hull allow for the structure of gargantuan Titan-class ships.

Alloys.png 500 Time 720 Energy.png –10 Feature Titan construction enabled
  • Spaceport 1.png Citadel
  • Sb shipyard.png Shipyard module
  • Titans Titans engineering
Apocalypse.png

Sb colossus assembly yard.png

Colossal Assembly Yards

Abandoning the traditional concept of drydocks, colossal spaceships are assembled past a number of highly mobile contained construction platforms.

Alloys.png 1000 Time 720 Energy.png –twenty
  • Apocalypse.png Colossus construction enabled
  • Federations Juggernaut construction enabled
  • Nemesis.png Star-Eater construction enabled
  • Spaceport 1.png Citadel
  • Sb shipyard.png Shipyard module
  • Tech colossus.png Colossi technology or Tech juggernaut.png Juggernaut engineering science
Federations Apocalypse.png

Sb dragon hatchery.png

Dragon Hatchery

Cutting-edge facilities for the rearing of young dragons.

Alloys.png 750 Time 720 Energy.png –10 Origin here be dragons.png Allows the construction of Fledgling Dragons if the starbase also has a Sb shipyard.png Shipyard module (does null otherwise)
  • Spaceport 1.png Citadel
  • Origin here be dragons.png Hither Be Dragons origin conclusion
Aquatics.png

Sb communication jammer.png

Communications Jammer

These powerful jammers interfere with enemy send-to-ship communications, making information technology difficult to coordinate fleet movements.

Alloys.png 50 Time 180 Energy.png –1
  • Mod ship disengagement.png –xx% Enemy Combat Disengagement Chance in arrangement
  • Mod ship speed mult.png –20% Enemy Sublight Speed in system

Sb disruption field generator.png

Disruption Field Generator

Generates localized fields of agitated subatomic particles effectually hostile ships in the system, significantly reducing the effectiveness of their shields.

Alloys.png 100 Time 180 Energy.png –two Shield –20% Enemy Shield Hit Points in system

Sb target uplink computer.png

Target Uplink Computer

An advanced targeting computer that collects and analyzes data from all friendly sensor sources in-system. This makes information technology far easier for the Starbase to accomplish targeting solutions.

Alloys.png 100 Time 360 Energy.png –2 Mod ship weapon range mult.png +50% Starbase and Defense Platform Weapons Range

Sb command center.png

Command Eye

All organization defense efforts are coordinated from this large facility, buried deep within the hull of the Starbase. Map arrays and 3D projections track all space traffic passing through the system at any given time.

Alloys.png 250 Time 360 Energy.png –v Mod ship fire rate mult.png +10% Allied Burn Rate in system
  • Spaceport 1.png Star Fortress
  • Tech doctrine command matrix.png Command Matrix engineering

Sb defense grid supercomputer.png

Defense-Filigree Supercomputer

A powerful supercomputer coordinating the relative orbit and firing arcs of the Starbase's defensive platforms, increasing the number of defensive platforms that can be supported.

Alloys.png 150 Time 360 Energy.png –2 Mod starbase defense platform capacity add.png +8 Defence platform cap Synchronized Defenses Synchronized Defenses engineering

Sb hydroponics bay.png

Hydroponics Bay

Past dedicating a department of this Starbase to Hydroponic farming, the station will exist able to feed itself and even consign excess produce to other systems.

Alloys.png 50 Time 180 Energy.png –ane Food.png +10  food Sb hydroponics bay.png Eco Stimulation technology

Observatory.png

Black Hole Observatory

By building a specialized science facility dedicated to studying a blackness hole, our empire volition surely be able to see improvements in our understanding of Physics.

Alloys.png 100 Time 360 Energy.png –2
  • Physics Research
  • With Tech mine dark matter.png Dark Thing Cartoon technology:
    • Dark Matter.png +1  Dark Thing
  • Black Hole.png Star is a black pigsty
  • Subspace Sensors Subspace Sensors technology

Sb nebula refinery.png

Nebula Refinery

Past processing the dust clouds of a nebula, nosotros are able to refine and extract valuable minerals.

Alloys.png 100 Time 360 Energy.png –2
  • Minerals.png +x  Minerals
  • With Tech exotic gases.png Exotic Gas Extraction technology:
    • Exotic gases.png +1  Exotic Gases
  • Yes.png System is inside a nebula
  • Tech space mining 1.png Null-Grand Refineries technology

Sb deep space black site.png

Deep Infinite Black Site

A large role of this Starbase has been set aside as a Black Site that does not officially be. The entire system is closely monitored from here, while intelligence operatives carefully dispense local media and social events to the best of their ability.

Alloys.png 100 Time 360 Energy.png –ii
  • Unity.png +one  Unity
  • Mod pop government ethic attraction.png +25% Arrangement Governing Ethics Attraction
  • Stability.png +5 System Stability
  • Job colonist.png Arrangement has a colony
  • Tech living state.png The Living State engineering science
  • No.png Gestalt consciousness.png Gestalt Consciousness

Spaceport module pioneering terminal.png

Transit Hub

Dedicated infrastructure for non-military vessels, enabling a smooth and convenient transit network.

Alloys.png 100 Time 180 Energy.png –3 Mod planet resettlement unemployed mult.png +100% Automatic resettlement chance for every colony in system Tech hyper drive 2.png Hyperlane Breach Points engineering

Sb hyperlane registrar.png

Hyperlane Registrar

Assists friendly ships in the organisation with FTL travel by identifying platonic atmospheric condition for entering the hyperlanes and optimizing projected travel routes.

Alloys.png 100 Time 180 Energy.png –2 Mod starbase trade collection range add.png +1 Drove Range
  • Tech interstellar economics.png Interstellar Economics technology
  • No.png Gestalt consciousness.png Gestalt Consciousness

Sb listening post.png

Listening Mail

The Listening Mail service houses a team of defended operators tasked with analyzing hyperlane reverberations, functionally extending the range of the Starbase'southward sensors.

Alloys.png 100 Time 360 Energy.png –2
  • Mod planet sensor range mult.png +2  Sensor Range
  • Mod planet sensor range mult.png +4 Hyperlane detection range
Tech sensors 2.png Gravitic Sensors applied science

Sb offworld trading company.png

Offworld Trading Company

The offices of a non-governmental organ dedicated to improving the weather condition of interstellar merchandise.

Alloys.png 100 Time 360 None Trade value.png +ii  Trade value per Sb trading hub.png Trading Hub module
  • Sb trading hub.png Trading Hub module
  • Tech space trading.png Space Trading technology

Sb ice mining station.png

Ice Mining Station

This organization is a plentiful source of unexploited ice. By setting upwardly a harvesting station here, we could see it put to better utilize, creating habitable oceans for our kind.

Ice asteroids can exist mined once, frozen worlds up to 3 times.

Alloys.png 100 Time 360 None
  • Minerals.png +xv% Arrangement Mining Station Output
  • Decision arctic planet.png Enables the Expand Planetary Body of water decision
  • Ap hydrocentric.png Hydrocentric ascension perk
  • Planet frozen.png Organisation has a frozen world or ice asteroids
Aquatics.png

Sb curator think tank.png

Curator Call up Tank

By constructing a research facility entirely focused on learning from, and cooperating with, the Curators, we are able to brand meaning contributions to our scientific progress.

Alloys.png 100 Time 360 Energy.png –2 Research.png +5 Research
  • Enclaves flag curator.png System has a Curator enclave
  • Diplomacy opinion.png A diplomatic understanding with the Curators
Leviathans.png Distant Stars.png

Sb artist college.png

Fine art College

This zero-chiliad Fine art College, operated in conjunction with the nearby Artisan Enclave, celebrates the beauty of outer space in the works produced by its talented students.

Alloys.png 200 Time 360 Energy.png –2 Unity.png +10 Unity
  • Enclaves flag artist.png System has an Artisan Troupe enclave
  • Diplomacy opinion.png A diplomatic agreement with the Artisan Troupe
Leviathans.png

Sb offworld trading company.png

Trader Proxy Office

The Trader Enclave enjoy special privileges on the Galactic Market place, which can also benefit usa.

Alloys.png 100 Time 360 None Navbar icons market.png -5% Marketplace Fee
  • Enclaves flag trader.png System has a Trader enclave
  • Yes.png Galactic Market place access
  • No.png Gestalt consciousness.png Gestalt Consciousness
Leviathans.png

Defenses [edit | edit source]

Because starbases are vital targets during warfare, an empire must ensure that they can maintain control over their own starbases to forbid their opponents from seizing control of the organization. Investing resources into arming a starbase can permit to function every bit a strong deterrent to enemy invasions, a powerful supporting ability during a fleet boxing 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 unmarried starbase in the empire is by itself enough to allow an empire to end the war through a condition-quo without losing any systems, earning them a defensive victory.

A starbase's self-defence force capabilities can exist reinforced with the construction of defence platforms. Defence platforms are smaller military stations that are deployed around the starbase and act as weapons platforms. Defence platforms have two sections for weapon slots which tin can be outfitted with a wide variety of weapon configurations. They will engage whatsoever 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(due south). When compared with ships, platforms are situated betwixt Destroyers and Cruisers classes, their hull and armament slightly ameliorate than the former, while their armor-potential is equivalent to the latter. Notwithstanding, 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 simply add together in Defense platforms once the starbases available armaments have been maxed out.

As opposed to the auto-plumbing equipment of the starbase's components, defense platforms can be altered through the ship designer assuasive for several designs to exist built based on the dissimilar needs in each front and upgraded based on this designs. Withal, dissimilar ships, their designs cannot be switched once congenital, necessitating dismantling and complete rebuilding. It also renders any transferred platforms non-upgradeable.

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

If all of these modifiers are applied, a unmarried starbase can back up up to lx Defense platforms when upgraded to Citadel level. And more if a player gets more than than one Strategic Coordination Middle galactic wonders.

In improver to the regular defense platforms, a citadel-level starbase is too 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 eight Energy.png Energy.

An ion cannon platform is equivalent to 8 defense platforms in terms of chapters slots and tin just be constructed on citadel-level starbases.

Defense platform modifiers [edit | edit source]

Additional modifiers which impact diverse defense platform parameters are summarized below:

Types [edit | edit source]

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

Type Requirements Weight AI type ratio AI pattern priorities
Shipyard Either:
    • Sb shipyard.png Shipyard module
    • No endemic starbase has a shipyard module[1]
100 per Shipyard module
  • 1100 if no owned starbase has a shipyard module
  • 0.25 base
    • Militarist.png +0.x  Militarist
    • Fanatic Militarist.png +0.05  Fanatic Militarist

Modules

    • 1.00: Shipyard
    • 0.50: Anchorage
    • 0.45: Hangar Bay

Buildings

    • 1.00
      • Colossal Assembly Yards
      • Coiffure Quarters
      • Dragon Hatchery
      • Fleet University
      • Hydroponics Bay
      • Ice Mining Station
      • Titan Associates Yards
Anchorage Sb anchorage.png Anchorage module 100 per Anchorage module
  • 0.45 base of operations
    • Militarist.png +0.05  Militarist
    • Fanatic Militarist.png +0.02  Fanatic Hawk

Modules

    • 1.00:
      • Anchorage
      • Solar Panel Network

Buildings

    • ii.00:
      • Art College
      • Curator Think Tank
      • Dragon Hatchery[2]
      • Hydroponics Bay
      • Ice Mining Station
      • Nebula Refinery
    • 1.00: Naval Logistics Office
    • 0.05:
      • Communications Jammer
      • Defence force-Grid Supercomputer
Trade Hub
  • Sb trading hub.png Trade Hub module
  • No.png Gestalt consciousness.png Gestalt Consciousness
100 per Trade Hub module
  • 0.30 base
    • Materialist.png +0.05  Materialist
    • Fanatic Materialist.png +0.10  Fanatic Materialist

Modules

    • one.00: Trade Hub

Buildings

    • 1.00:
      • Offworld Trading Company
      • Nebula Refinery
      • Art College
      • Curator Recollect Tank
      • Ice Mining Station
      • Dragon Hatchery[2]
      • Hydroponics Bay
    • 0.25: Resource Silo
    • 0.05:
      • Defence-Grid Supercomputer
      • Communications Jammer
Bastion Sb gun battery.png Sb missile battery.png Sb hangar bay.png any weapon module 75 base
  • +75 per weapon module
  • 0.25 base
    • Militarist.png +0.10  Hawk
    • Fanatic Militarist.png +0.ten  Fanatic Militarist

Modules

    • 1.00:
      • Gun Battery
      • Missile Battery
    • 0.lxxx: Hangar Bay

Buildings

    • 3.00:
      • Dragon Hatchery[ii]
      • Ice Mining Station
    • one.00:
      • Control Heart
      • Defense-Grid Supercomputer
      • Target Uplink Calculator
    • 0.90:
      • Communications Jammer
      • Disruption Field Generator
      • Hyperlane Registrar[iii]
    • 0.25: Hydroponics Bay

References [edit | edit source]

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

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Source: https://stellaris.paradoxwikis.com/Starbase

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