empire state building 3d drawing
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 and an boosted 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 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% 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 Hull points down to 0, disabling them. The starbase will then remain incapacitated for a elapsing of 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 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 and 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 onboard if technology is available.
Constructing a new Starbase requires 75 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 | Toll | Time | Upkeep | Modules | Buildings | Platforms | Trade protection | Hull | Armor | Weapons | Utilities | Repairs docked fleets |
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Outpost | 100 | 100 | 1 | 0 | 0 | 3 | 0 | 5000 | 1000 | i |
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Starport | 200 | 360 | ii | ii | 1 | 6 | eight | 10000 | 2000 |
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Starhold | 500 | 720 | iii | iv | 2 | 9 | 16 | 20000 | 5000 |
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Star Fortress | 1250 | 1080 | 4 | half-dozen | 3 | 12 | 24 | 40000 | 10000 |
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Citadel | 3500 | 1440 | v | half dozen | iv | 15 | 32 | 80000 | 20000 |
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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 days to build and costs 50 Alloys. The alloy cost can be lowered by the following:
Module | Upkeep | Effects | Requirements |
---|---|---|---|
Shipyard A Shipyard may build one ship at a time, in parallel with other Shipyards. | −1 | +1 Shipyard capacity | None |
Anchorage Armada anchorages are necessary to back up the growth of our navy. | −1 | +4 Naval capacity | None |
Gun Battery Adds ii medium-size weapon slots to the Starbase. | −1 |
| None |
Missile Battery Adds ii torpedo weapon slots to the Starbase. | −1 |
| None |
Hangar Bay Adds a hangar for strike craft to the Starbase. | −1 |
| Carrier Operations technology |
Solar Panel Network Advances in solar panel technology could offset the operating costs of our starbases. | None |
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Trade Hub A civilian docking surface area where merchants and traders tin conduct business. | −1 | +1 Collection range | 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 Modular Applied science technology.
Building | Cost | Time | Upkeep | Effects | Requirements | DLC |
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Crew Quarters Provides adaptation and support for spaceship crews, reducing the logistical burden on fleets that are berthed here. | fifty | 180 | –1 | –25% Docked send upkeep | Gestalt Consciousness | |
Crew Gestation Chambers The ability to birth and gestate crew drones straight on-site is a logistical boon to local fleets. | l | 180 | –i | –25% Docked send upkeep | Hive Mind | |
Service Umbilicals Service Umbilicals connect berthed fleets directly to the core intelligence of the station, allowing it to assistance with repairs and refits. | 50 | 180 | –1 | –25% Docked ship upkeep | Machine Intelligence | |
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. | 100 | 360 | –2 | +100 Transport starting feel |
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Battle Simulators Repeated simulation of various battle scenarios will better prepare our shipboard combat drones for real combat. | 100 | 360 | –2 | +100 Ship starting experience |
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Resource Silo Massive resource silos and energy storage facilities where big quantities of minerals and energy tin be safely kept. | 50 | 180 | None |
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Naval Logistics Office A minimal-simply-extant bureaucratic layer increases the theoretical capacity of the Starbase'due south Anchorages. | 100 | 360 | –2 | +two Naval Capacity from Anchorages |
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Titan Assembly Yards Specialized drydocks erected on the Starbase's hull allow for the structure of gargantuan Titan-class ships. | 500 | 720 | –10 | Titan construction enabled |
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Colossal Assembly Yards Abandoning the traditional concept of drydocks, colossal spaceships are assembled past a number of highly mobile contained construction platforms. | 1000 | 720 | –twenty |
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Dragon Hatchery Cutting-edge facilities for the rearing of young dragons. | 750 | 720 | –10 | Allows the construction of Fledgling Dragons if the starbase also has a Shipyard module (does null otherwise) |
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Communications Jammer These powerful jammers interfere with enemy send-to-ship communications, making information technology difficult to coordinate fleet movements. | 50 | 180 | –1 |
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Disruption Field Generator Generates localized fields of agitated subatomic particles effectually hostile ships in the system, significantly reducing the effectiveness of their shields. | 100 | 180 | –two | –20% Enemy Shield Hit Points in system | ||
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. | 100 | 360 | –2 | +50% Starbase and Defense Platform Weapons Range | ||
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. | 250 | 360 | –v | +10% Allied Burn Rate in system |
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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. | 150 | 360 | –2 | +8 Defence platform cap | Synchronized Defenses engineering | |
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. | 50 | 180 | –ane | +10 food | Eco Stimulation technology | |
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. | 100 | 360 | –2 |
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Nebula Refinery Past processing the dust clouds of a nebula, nosotros are able to refine and extract valuable minerals. | 100 | 360 | –2 |
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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. | 100 | 360 | –ii |
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Transit Hub Dedicated infrastructure for non-military vessels, enabling a smooth and convenient transit network. | 100 | 180 | –3 | +100% Automatic resettlement chance for every colony in system | Hyperlane Breach Points engineering | |
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. | 100 | 180 | –2 | +1 Drove Range |
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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. | 100 | 360 | –2 |
| Gravitic Sensors applied science | |
Offworld Trading Company The offices of a non-governmental organ dedicated to improving the weather condition of interstellar merchandise. | 100 | 360 | None | +ii Trade value per Trading Hub module |
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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. | 100 | 360 | None |
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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. | 100 | 360 | –2 | +5 Research |
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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. | 200 | 360 | –2 | +10 Unity |
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Trader Proxy Office The Trader Enclave enjoy special privileges on the Galactic Market place, which can also benefit usa. | 100 | 360 | None | -5% Marketplace Fee |
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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 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.
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 |
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Shipyard | Either:
| 100 per Shipyard module
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| Modules
Buildings
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Anchorage | Anchorage module | 100 per Anchorage module |
| Modules
Buildings
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Trade Hub |
| 100 per Trade Hub module |
| Modules
Buildings
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Bastion | any weapon module | 75 base
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| Modules
Buildings
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References [edit | edit source]
- ↑ 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.
- ↑ 2.0 ii.i 2.2 Dragon Hatcheries have no effect when built on a starbase with no Shipyard.
- ↑ Bug (3.ii.2): AI treats Hyperane Registrar as a armed services building and just builds it on Bastion starbases in chokepoints.
Source: https://stellaris.paradoxwikis.com/Starbase
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