Starsector military base Practically nothing. Jewel of the Corvus system, Jangala possesses a lush native biosphere. Starsector > General Discussion > About Military bases. The only commodities they will sell are those related to military power & its logistics, which are supplies, fuel, crew, marines & heavy armaments. It will refund 562,500 ¢ when shut down. The onslaught is beefed up with armor, and puts Having a hot/extremely hot planet for military HQ if you have cryoarithmetic engine is a good idea as well, but optional if you’re just playing vanilla IMO. The alpha make starforges basically unkillable and makes the cost to maintain a military base low and also make the fleets bigger and better. Mining does not provide any benefits to the colony. 2D RPG/Trade/Fleet Combat Game Members Online • [deleted] ADMIN MOD High command . 5a alongside campaign mode, and before version 0. the first month (i. 6a added hyperspace and expanded Jangala is a Hegemony planet in the Corvus Star System. Getting $30,000 worth of Talk to a military-capable base official to assemble the group by giving it ships and officers (does not require crew, supplies or fuel) Requires a commanding officer, who can be (re)trained in 2-3 fleetwide skills with 1 SP Monthly upkeep cost based on officers, skeleton crew and estimated supply/fuel usage Campaign mode was originally introduced in the 0. Some ships have very, very poor base flux dissipation (especially Hegemony ships) and will be relatively useless with high flux cost weapons 3. Note: A megaport, or its downgrade Spaceport, provide the majority of a colony's accessibility, both directly and by removing the -100% accessibility penalty from Base raiding is a comparison of your marines vs their defense, the bigger the difference, the better your results. Considered holy by most Luddic sects. 9. Patrol HQ has a base upkeep of 4,000 Having a Military Base or High Command is also advisable, especially so on a high-population colony. Provides growth equal to colony size. Get app Get the Reddit app Log In Log in to Reddit. Reply reply Sheodox • That depends on blueprints but At the beginning, find the closest randomly spawned pirate base and talk to the pirate boss. 5 Alpha preview. Quote from: majk on February 29, 2024, 01:47:26 PM 1: It produces marines, which can be almost always bought cheaper in the core military worlds. Deserted Freestar Collective Garrison is a Military Point of Interest that can sometimes be identified from orbit. Demands. This means you can get commissioned, set up a colony, get a growth bonus for being in a system with other ports, and then abandon the commission once it reaches size 5. The world's farms and seas, often hidden by churning cyclones of megastorms, are a major source of organic feedstock, food products, and exotic xenobiological materials. If Industries are buildable colony structures on player and AI owned colonies. See more Military Base has a base upkeep of 5,000 ¢ * (colony size - 2). Provides +60% accessibility to the colony. 96. 0 coins. If you get one to size 6 anyway. If you don’t have enough marines, recruit some from a military base. The station is usually of the Low Tech type, but can -A new system near Magec called 'Alexandretta'. Hot or extreme heat. the other stays as a patrol base becuase the small fleets are still handy vs pirates. Skip to main content. Refining produces the following commodities; The fleet will become bigger the bigger the fleet size you have. 4; on a closet port. Production. I just blew up the pirate base after that, but I imagine something could be negotiated too. Combined, they housed tens So Iv currently got -9 from the "increased defenses" event progress marker and -6 from having a military base (which I know I can increase to -18 once I have a high command and a fully grown world), but at the same time I have +9 from colony presence and stability (and the fact the event increase instability which then contributes to compounding increases annoys me) and a One of the mods has something called a military relay. Refining increases Pather interest by 2. r/starsector Vanilla Question/Bug I noticed the description of the military base in game and decided to check the wiki, but the wiki said it is out of date. The Hegemony becomes interested in your colonies if you are using AI Cores. You can help Starsector Wiki by expanding it. I'm interested in taking a commission to buy a decent fleet, but I'm having a hard time flying around to each of the markets Cryosanctum is a special non-industry structure. Light Industry has a base upkeep of 4,000 ¢ * (colony size - 2). But not if the colony is size 5 or more. The description for military bases implies its effect extended to multiple star systems. Since you're going to be raided anyway, build Refining on the other colony so your mined ores can be refined and the If you don't have any Very Hot planets in system that you can put a cryoarithmetic engine in then this is also your best place for a military base. Onslaught is old design that was constantly modernised i agree. It is part of the Persean League. So far, I have completed Tri-Tachyon, Persean League, Pirate, and Luddic Path crisis (once I find a base), and currently doing the Hegemony crisis. 2. Being the largest faction, as well as one of the most developed, they produce large quantities of raw materials and industry, including owning a Pristine Nanoforge on their capital of Go to starsector r/starsector. Mods Produced by Military Base/High Command; Demanded by Ground Defenses/Heavy Batteries, Orbital Station; Small groups of "elite" marines with +100% combat effectiveness and -50% casualties can be purchased on occasion from bars. A cunning player could deposit elite marines in a safe storage location, withdrawing the large amount at once when the Colony Crises (previously known as Hostile Activity) is a major event in Starsector. Refining has a base upkeep of 1 500 credits, increasing by the same amount for each colony size past 3. Ships produced will have a +20% ship quality bonus, averaging 1 fewer D-mod per ship. Up to 600 points can be accumulated, affected by a variety of factors that mostly have to do with how much attention your faction is receiving. The High Command industry can be built at any Colony by upgrading an existing Military Base. my plan this playthrough is to utilize UAF ships Now the military colony can only import at a 6, 2 less than it's demand. Expand user menu Open settings menu. Being the largest faction, as well as one of the most developed, they produce large quantities of raw materials and industry, including owning a Pristine Nanoforge on their capital of Chicomoztoc. Light Industry costs 250 000 credits to build, and has a build time of 60 days. Farming + Light Industry, make it a Free Port. If it does, colonize it, put in some I believe your colony can't have any industry besides farming and light industry. Best. Commerce if you want. " Relatively new to Starsector and decided to fight a pirate station with my fleet mostly made of Drone tenders, went AFK, and asked my brother to look after the game for me If you have nexerelin, upgrading your patrol HQ into a military base on a planet that gets targeted a lot can be handy, as the defensive boost is very nice in preventing raids from other factions and such. That way you can Hidden Military Base . At max stability it was the same as with an open port, so its revenue is An upset faction may decide to wipe your colony away with a saturation bombardment if they have a military base to launch from. 1 Construction; 2 Upkeep; 3 Effects; 4 Production; 5 Demands; 6 AI Cores; 7 Additional Buffs; 8 Notes; 9 Change History; Construction . r/starsector A chip A chip 22 votes, 21 comments. Pages that were created prior to March 2024 are from the Fandom Starsector Wiki. A Planetary Shield costs 750,000 ¢ to construct and has a build time of 90 days. If you have several planets with heavy industry they will use the one that provides the best quality ships. It will refund 168,750 ¢ when shut down. but the total you will walk away with will be reduced. Cibola is one of the legendary Seven Cities of Gold, now associated with the Luddic Majority, Military Base, Orbital Burns, Orbital Station, Organics Complex, Regional Capital, Urbanized Polity. Commerce. Sort by: Best. Systems with multiple inhabited planets also have patrols flying between them so they cover more of the system. Go to starsector r/starsector. Log In / Sign Up; Advertise on Reddit; Shop Collectible Go to starsector r/starsector . It can only be found on the planet Nomios (controlled by Independents) in the Arcadia star system. Starsector » Starsector 0. Jangala is a Hegemony planet in the Corvus Star Construction. If at all possible try to put all of your colonies in the same star system. 97a Release 1. Fuel is not consumed when stationary in hyperspace. Allows the construction of an Orbital Station, Patrol HQ, Waystation, and Commerce. Tactical Bombardment disrupts the local military structures (Patrol HQ, Military Base, High Command, Lion's Guard HQ, Ground Defences and/or Heavy Batteries) for at least a year, and reduces the target's stability by 1. It can be installed into the Patrol HQ, Military Base, or High Command structure. Military Base: These facilities enable force projection between star systems. Maxed out military industries and constructions. Upkeep. as for your own fleet-your fleet doesnt matter much, After I deal with all the colony crisis in this run, my next fleet is goanna be either midline or high tech. Light industry's normal products aren't very profitable, but in a free port it also produces drugs, which are good money maker. It is built by upgrading a Spaceport. Mining is good if organics are decent. The AI inspectors will attempt to stop illegal AI core use. Make an agreement and pay him off. Orbits Thule; Draugr (Thule III-A), Barren-Bombarded World [] The official unofficial subreddit for Elite Dangerous, we even have devs lurking the sub! Elite Dangerous brings gaming’s original open world adventure to the modern generation with a stunning recreation of the entire Milky Way galaxy. The paragon is very tough, outputs ok Military planets would have a high tech starfortress, heavy batteries and a high command. (This condition also removes the demand of Organics for Population & Infrastructure) -25% hazard rating. It can be built at any Colony that has a Spaceport. 51K subscribers in the starsector community. 2D RPG/Trade/Fleet Combat Game Members Just be aware the military bases/high commands take up an industry slot, so only build them on the hot/extremely hot planets. Heavy Industry is an industry. Pirate Bases are built by the pirates in uninhabited star systems. A Planetary Shield costs 750 000 credits to construct, and has a build time of 90 days. I once got the bonus from Luddic pilgrimage (and the annoyances too, the Church start to send Knights to "protect" the faithfuls, and by protecting I mean, harassing your colony) and they started fading away when I built a mining industry. Orbital Works costs 300,000 ¢ to be upgraded to and has an upgrade time of 150 days. Q&A. It is a quest given by the Luddic Path, with the reward of having them stop targeting your colonies and removing their threat from the Hostile Activity tracker. In Campaign mode, the player starts off with some supplies and small fleet depending upon their choices when creating their commander. 0. However, the upkeep cost is limited to 1 000 credits for Scattered Ruins, 2 000 for Widespread Ruins, 3 000 for Extensive Go to starsector r/starsector 1 industry slot on each of my 4 core planets id military base/high command. e. In exchange, it requires Heavy Armaments equal to colony size and provides no ground defense strength. Patrols will resist any disruption expeditions or raids on their home colony. Is this true? Does it send patrols to my other colonies about 8 light years away automatically? If so, how effective is that? Any other tips for better defense besides more ships and more guns? The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. Planetary Shield have a base upkeep of 4,500 ¢. Regardless, keep in mind that you will automatically sell your least experienced marines first! Just realized the extremely hot barren world is great for a military base, with a cryoarithmetic engine Reply reply r/starsector. 2D RPG/Trade/Fleet Combat Game. Refining costs 225,000 ¢ and has a build time of 90 days. Starsector > Mods > [0. You don't need the HQ if you have the Mill Relay. 4 modifier at the time; the commerce industry had a base of 12,000 and a difference between modifier and base multiplier of 4,800 credits (16,800) equating to 12,000x1. For a market to decivilize, it must be at 0 stability for at least part of a period lasting around 16 months, where: . The second is the Pirate owned system of Yma. As an industry item added in Version Upgrading to military base does occupy an industry slot, but also vastly upgrades the military capabilities of the planet, and the system it is in in general. Planetary Shield does not produce any commodities. Patrols from all 3 stack, so it's useful to do so to make your colonies more secure. If you do get a gas giant, though, I recommend mining-refining-heavy industry (unless the gas giant has lower hazard)-commerce, putting the military base and potentially the heavy industry on the gas giant. A path Orbital Works is an industry. You should also be able to pick a few up through bar events. Heavy Industry/Orbital works. Their capital of Mairaath was crowned with three massive space cities. It can be optionally downgraded to a Military Base. Effects. Bases will always be found orbiting a planet or within a terrain feature such as an asteroid belt. You can generally get two, but not all three. Upgrade military base to High Command for 150,000 credits so heavy defence fleets spawn. 1,500 * (pop size - 2), multiplied by market upkeep modifier (hazard Mors was home to Tri-Tachyon until version 0. Farming demands the following commodities: Heavy Machinery: equal to the colony size - 3 Construction. 2D RPG/Trade/Fleet Combat Game Members So all you need to do is just really making your orbital work colony only +light industry+farm+military base Mining always goes with refining, and maybe military base if you really need better patrol I have completely no problem with pather cells in vanilla this Military bases will sell ships and weapons not found on the open market, with a higher reputation unlocking more items. You can get BETTER ships by finding blueprints on wild space in research stations and other abandoned domain Correct me if i am wrong, u are trying to buy a ship at a planet that has military base and there are no ships of military grade to sell, right ? If thats the case, the problem might the colony stability, even if the colony is capable of producing good ships, it wont have them for sell if the stability is too low. Coins. r/starsector. Reply reply I've officially concluded, Starsector is my favourite game of all time. Farming does not provide any benefits to the colony. It can be built at any Colony by upgrading a Heavy Industry. 4 in one system will make it impossible to assault by practically any force. The Hegemony's lack of allies and many Build a heavy industry, add on a pristine nanoforge. Military Base and High Command spawn more and bigger fleets, with number also scaling with the colony's size, but they only patrol the system and a bit of hyperspace around it. Point is it is still used by XIV battlegroup which is direct extension of domain military power, it is old, it is used by domain military, and there are similarly powerful ships widely accesible. It's best to avoid them. They also hold outposts in the Magec, Mayasura and Valhalla star systems. Planetary Shield receives the following perks from the assignment of an AI Core; You need a heavy industry/ orbital works first. This article is a stub. It can be built on any Colony. Then go wild with whatever tickles your fancy, space cowboy Reply reply KloppsBoomerang • Buy a storage facility in Sindria, located centrally in the Core Worlds. Corvus was the first star system in the game, added in version 0. A spaceport costs 50 000 credits to construct and has a build time of 15 days. In each of the systems I have a colony, there is an empty rock I can put a military base on. Being the largest faction, as well as one of the most developed, they produce large quantities of However, their plethora of military bases make most of their territory generally secure. 97a] More Military Missions (v0. This will up the quality of your fleets, and size 5 colony will spawn sizable fleets. You can choose whether to attack or run you dont have to do this, but i do, 1 industry slot on each of my 4 core planets id military base/high command. Please refer to Version Historyand update this page. Once, it was home to the Mayasuran terraforming cabal, an independent nation whose might rivaled the Hegemony, and acted as a roadblock in their expansion on the northern Core Worlds. Ships with more flux dissipation are able to inflict more damage. Refining does not provide any benefits to the colony. There are two ships that have the "Ground Support" hullmod, which doubles the effectiveness of 100 marines. 9 1. It takes 2 non industry slot, 1 for the building one for the patrol hq. Tho military base is a juiced af market condition. Stations functions as static protection for a Colony, compared to the power projection from Patrol HQ, Military Base or High Command. Even if it is a bad planet, the high Volatiles mining. Aquaculture has a base upkeep of 1 500 credits, increasing by the same amount for each colony size past 3. Tri-Tachyon is the premiere user of High Tech ships. That said, it will incur some extra costs being on a hot or extremely hot world, ain't nothing for free. At least thats what i have Farming has a base upkeep of 500 ¢ * (colony size - 2). Use ships that you'll need for I had a specific pirate base listed as a cause for additional Hostile Activity, and going over there I could negotiate 10% of my colony income to be paid as a tithe to reduce their impact on my star system. Light Industry does not provide any benefits to the colony. They also provide complete protection against bombardments, requiring Those 300k+ bounties for pirate bases never turn a profit for me, which Tayler borrowed as well. If your worlds are spread out, like one or two colonies per system, then there is no such thing as too many High Commands. ADMIN MOD Galactic Domination . Commander; Posts: 123; Is there a reason to build Military Base or High Command anymore? « on: February 29, 2024, The Cryoarithmetic Engine is a special item. As an industry item added in Version The Hegemony is the dominant faction in the Sector. 95 and later, most threats do not appear till the colony reaches size 4. The only reason for you The High Command industry can be built at any Colony by upgrading an existing Military Base. My colony is really far from the core, and heavily developed. Killing the station destroys the base, although a new base will spawn in time. The former gives you supplies, fuel, and whatever they export Military bases will sell stronger & bigger ships and weapons not found on the open market, requiring a higher reputation to unlock more items. The paragon is very tough, outputs ok damage, and is slow as molasses. Is this true? Does it send patrols to my other colonies about 8 light years away automatically? If so, how The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. Marines are produced by: Military Base: size / High Command: size A Waystation is a structure. The Hegemony's contribution crisis meter is based on the total AI core usage on all player colonies of size 4 and up, with diminishing returns. Modded Question/Bug Any mods that lets you construct a base that manufactures stuff and ships but does not trade? Like just dump credits and raw resources to build ships and stuff? If you have too many marines serving onboard your fleet, be sure to discharge them on an unstable station or colony to maximize your profit. If you have one the patrols of your patrol hq/ military base/ high command will use the blueprints you have to generate fleets. Thats one of the magics of starsector, the pirate base don't magically appear when you get the quest, its already lurking around and you can find it even Military Base adds +2 stability while Patrol HQ adds +1, assuming normal world without Luddic Majority. It is a hilltop military camp, built around a central landing pad. Dealmaker Holosuite: 120,000 ¢ Commerce - +50% Colony Income Fullerene Spool: 150,000 ¢ Spaceport/Megaport: Not Gas / Ice Giant No Extreme Weather. Therefore they are unable form raids to clear out their systems. Colony & Industry. Other Hello, been playing for some months now, absolutely love the game, downloaded the UAF and nexerelin to further enhance the universe. 4. Participating factions will send fleets to harass and potentially destroy the player faction's trade shipping Using mods, sector is random. Cryosanctum has a base upkeep of 10 000 credits, increasing by the same amount for each colony size past 3. The Biofactory Embryo, which makes Light Industry more effective, only works on habitabe worlds. But right now in Starsector literally nothing costs such sums, and after a few mill and successful colonies that number is just arbitrary. You can either raid for loot, or to disrupt their industries. Old. 104 votes, 20 comments. Assuming there are no other issues with accessibility, the factory's 9 should be able to cover the reduced Well, toughness/speed/damage is the big triangle of military design we've been struggling with since the dawn of military technology. Top. I think its industries evolved. Being the largest faction, as well as one of the most developed, they produce large quantities of raw materials and industry, including owning a Pristine Nanoforge on their capital of Early you'll want a military base to manage hostile activity, but you can move it off later. Initially a center of Fuel is an important resource required for hyperspace travel, entering hyperspace, using the Emergency Burn & Transverse Jump abilities, as well as orbital bombardments. Hot or Extreme Heat Planet +25% Fleet Size on Hot +100% Fleet Size on Extreme Heat. If you play with mods there’s more considerations to have, depending on what mods you have. Bugged out pirate base Modded Question/Bug So in "Consider Military Options", there was an option of "Launch Bombardment. Fully upgraded military bases with the bonus item can spawn some truly gigantic fleets. it unfortunate, in my eyes, since they disable the farming colony item and the mining colony item respectively. The base proper sits atop a hill with steep slopes. Added to the game At least two versions out of date. "The Scythe of Orion" is a quest introduced in Starsector 0. It cannot be used if no non-disrupted military structures exist on the planet. The player can move the ship by clicking on a target or a destination. It can be built at any Colony. r/starsector A chip A close button. Marines has a base market price of 200 ¢, and do not have a global market value like most other commodities. 2D RPG/Trade/Fleet Combat Game Members Online • The_Dude1324. It can be built on any Colony with a Spaceport or Megaport. (Read 2591 times) dk1332. Orbits Askonia; Command & Control. 1. Its construction is automatically begun for free at all colonies, or can otherwise be built manually if destroyed. As far as star sector goes, that holds true. 2D RPG/Trade/Fleet Combat Game Members Online • _mortache. So, how's my fleet? Well, toughness/speed/damage is the big triangle of military design we've been struggling with since the dawn of military technology. 1 Colony Crises; 2 Pirate Activity; 3 Luddic Path Cells. The Hegemony is the largest faction in the Sector, and controls the most military bases, spread out across most of the systems they control. 7a, when the base was removed. Like Heavy Industries, having an Construction. Change History [] Adjusted how stockpiling at player-owned colonies works What happens when you upgrade a colony's Military Base to a High Command? Description says, "Allows military operations to be organized and executed across the Sector. Keep your weapons and lpcs there for when you decide to start a colony. Marines are produced by: Military Base: size / High Command: size -Upgraded Miotail's patrol HQ to Military Base, also gave it a Megaport-Updated various descriptions-Fixed Bultach not showing up in bounties -Made Bultach a bit less hyper aggressive, I hope-And probably many more changes that I simply forgot v1. Mining has a base upkeep of 1 000 credits, increasing by the same amount for each colony size past 3. Light Industry has a base upkeep of 4 000 credits, increasing by the same amount for each colony size past 3. Cryosanctum does not provide any benefits to the colony. Human beings can survive unprotected exposure to the surface conditions of (market). ADMIN MOD How do pirate base spawns work? Question I set up quite a few colonies in Penelope’s Star and noticed that regardless of how many times I destroy the pirate base that targets that system, another one shows up in The description for military bases implies its effect extended to multiple star systems. Before doing so, buy all his marines and raid his base a couple of times. To add to that some planets are just harder to reach without being detected. They will also buy goods that are illegal on the open market. . The military base will however, bring the stability back up to 10. Reply reply Jojash • Why hot/extremely hot specifically? Reply reply [deleted] • Cryoarithmetic engine only works on them. Increases Ground Defences by x1. Aquaculture produces the following commodities; Food; equal to colony size Light Industry is an industry. then just build up as you feel you need to. 2-Ship Balance pass;-Fixed a few oversights-Increased the OP of the Daiche by 30-Increased the OP of the Pre-collapse military base and pristine nanoforges stack right? Also any recommendations on what ships to make? :D Share Add a Comment. Q&A Marines has a base market price of 200 ¢, and do not have a global market value like most other commodities. Cryoarithmetic Engines have a base price of 200 000 credits. You don't mention if the gas giant has any volatile deposits. High Commands spew bigger fleets than Military Base (according to the wiki), and you want big fleets to eat up all raiders so you do not need to babysit your colonies as much (and you go either babysit core worlds that have insignificant defenses First: habitable world WITHOUT rare ores or volatiles, with a decent food bonus. No Extreme Tectonic Activity +30% Accessibility: Hypershunt Tap: 300,000 ¢ Population & The local Hyperspace right "above" the system, if a sufficiently big enough colony (generally at least size 6) with a Military Base/High Command exists. Contents. They provide significant protection against raids, significantly increasing the colony's ground defenses which incentives engaging it for greater raid success. Commerce WOULD be OP if there was something if there was a use for those millions of credits (like building a super base or a super ship that would require millions of creds). 10% of gross income is $600-$1000 a month. In Starsector, the better choice is the smaller piece of a bigger pie. Each Marine have a monthly salary of 20 ¢, failure to pay this may see some marines leave at the next market that the player fleet docks at. 49K subscribers in the starsector community. Light Industry costs 225,000 ¢ to build and has a build time of 60 days. This is very worth it for new or small colonies. Does it do give anything above military base other then better stats? Share Add a Comment. « previous next » Pages: [1] Print; Author Topic: About Military bases. that claims the system (if possible); this is the non-player faction owning the largest colony in the system with a Military Base/High Command, or the largest colony period if no such . It will refund 225,000 ¢ when downgraded and 600,000 ¢ when shut down. Heavy Industry has a base upkeep of 6 000 credits, increasing by the same amount for each colony The fleet will become bigger the bigger the fleet size you have. ) The Lion's Guard HQ is similar to a Military Base or High Command, producing the same amount of Crew and Marines at a lower base upkeep of 3,000 ¢, and requiring one less of each demanded commodity. the better blueprints you have, the better ships your faction uses. Tactical bombardments can be useful to remove resistance to raids, and to help Having a hot/extremely hot planet for military HQ if you have cryoarithmetic engine is a good idea as well, Once you have that, orbital works, highcoms and privateer bases. It cannot be built immediately, as its blueprint must be found by completing the Red Planet quest. Aquaculture does not provide any benefits to the colony. Bases have the basic functionality of a market and have a station for protection. 75% hazard can be usually found, rarely 50%. Planetary Shield applies a x3 multiplier to a colony's ground defense strength. It can be optionally upgraded to a Military Base, although this requires an industry slot. Increases Pather interest by 4. Open comment sort options. I was thinking of upgrading thepatril hq to a military base, but that also counts as an industry. Even better, make all the industries only in Military Base adds +2 stability while Patrol HQ adds +1, assuming normal world without Luddic Majority. It used to be called Starfarer. The Synchotron Core, which increases fuel production, only owrks on airless worlds. Any such military undertaking is a massive logistical operation requiring coordination of dozens, perhaps hundreds of star ships and thousands of officers, crew, and soldiers. It cannot be used if Even with paying off kanta and the path with their special requests, colony threats stays at high or extreme and my systems are constantly inundated with 4 or more pirate armadas. A size 3 colony will allow 1 industry to be built. The ship will then be produced and delivered at the end of the month, stored at the designated planet. 3) Are you tired that all military missions basically amounts to go to point A, then possibly destroy a fleet? Introducing the Orbital Defense Mission! have the fleets come to you instead! fight alongside an orbital! (plus other allied fleets if they exist) Slap one on a military base or high command and the colony will take on any fleets that try to invade with ease. It can be built on any Colony with access to at least one deposit of Ore, Transplutonic Ore, Volatiles, or Organics. Farming demands the following commodities: Heavy Machinery: equal to the colony size - 3 Go to starsector r/starsector. Military bases also produce marines, which are needed to supply ground defenses / heavy batteries. Mining is an industry. Luddic Majority, Military Base, Orbital Burns, Orbital Station, Organics Complex, Regional Capital, Urbanized Polity. Any planet with a military base on it (you can see this on the map) usually has a lot of patrols around. Light Industry produces the following commodities: Domestic Goods: equal to Ships with more maximum flux are more resistant to burst damage. Orbits Sindria; Extension of Sindria base; Sindria Jump Point Otherwise as a rule of thumb you can find marines at any market labeled as "military". Ref: On a size 8 planet, given commerce mining and refining, with population taxes providing 84,000 credits with a 1. Available weapons & ships are also influenced by the doctrine of the faction. Tech-Mining has a base upkeep of 1 000 credits, increasing by the same amount for every colony size past 3. Cryosanctum produces the following commodities; Military Base; Volatiles Mining Complex; 10^6 Population; Orbits Canaria; Trivia [] Satanazes is a legendary island believed to have been west of the Azores. It can be built on any Colony established on a Water planet, and cannot be built on any other planet type. Fuel consumption does not increase with burn speeds exceeding 20 burn, although this is not normally achievable outside of Hyperspace Storm In Starsector 0. Yes all three colonies are in different systems. New. It begins when a colony is established by the player. Provides +10% accessibility to the colony and an additional +20% on using a story point. Pirate raids always originate from a pirate base somewhere, check the bounties and see if any faction has a bounty on a pirate base near your colonies. but it adds the highest military base/high command bonus to every patrol hq u have in the same star system. Overview. 1a Asher became a heavy industry area. Patrol HQ costs 300,000 ¢ to build and a build time of 60 days. Based on available resources, Mining can produce the following commodities: Ore, Tactical Bombardment disrupts the local military structures (Patrol HQ, Military Base, High Command, Lion's Guard HQ, Ground Defences and/or Heavy Batteries) for at least a year, and reduces the target's stability by 1. The Cryoarithmetic Engine is a special item. More military bases in a system means more fleets, more heavy 57K subscribers in the starsector community. as for your own fleet-your fleet doesnt matter much, your blueprints do. Open menu Open navigation Go to Reddit Home. Planetary Shield does not demand any commodities. It gives the My question is, what is the best use for it? My first thought was putting a military base with a cryoarithmetic engine on it, but my interstellar relays already take care of that. Heavy Industry allows the player to pay their colony to produce a ship, usually below market price. r/starsector . Military base/HQ. Tech-Mining does not provide any benefits to the colony. Farming makes food, which is very profitable, especially if you have bonuses. (i 253 votes, 54 comments. Increases the size of the fleets launched by colony by 25% for hot worlds and 100% for extreme heat worlds. This is how you get proper heavy patrols and fleet patrols. A Waystation costs 100,000c to construct, and has a build time of 60 days. For example IndEvo adds some unique ruins which cannot be built, only found and repaired, which is a big consideration. Refining has a base upkeep of 1,500 ¢ * (colony size - 2). There is also a bar interaction where some spacer reveals the location of a pirate base. While Patrol HQs can only field 2 small fleets, both Military Bases and High Commands will increase fleet size and count based on the colony's population. Controversial. It will refund 225,000 ¢ when shut down. I also considered turning it into a water world to have a portable water delivery system, but the necessary shades would prevent me from teleporting it, and I can't By default a patrol HQ will make 2 light patrols, with the military base and high command upgrades making a certain number of light, medium, and heavy patrols based on colony size that you can check here and here, respectively Mayasura is a star system of the Core Worlds. The economy for the whole starsector is based on industry production, market shares & simulated trade. If you set up a military base, best do it on a Hot or Extreme heat world to make use of the Cryoarithmetic Engione item thta increases patrol sizes. Change History [] Adjusted how stockpiling at player-owned colonies works Starsector > General Discussion > Is there a reason to build Military Base or High Command anymore? « previous next » Pages: [1] Print; Author Topic: Is there a reason to build Military Base or High Command anymore? (Read 1726 times) majk. They can influence the output and upkeep cost of industries in various ways. Last verified for version 0. I even have a military base, patrol hq in every world and a pristine nanoforge heavy industry (plus some item bonuses to fleet size). Barren worlds can often be hot, too, which means mining-refining-heavy industry-military base is a very solid combination. You can get BETTER ships by finding blueprints on wild space in research stations and other abandoned domain Market conditions are properties of a market representing local environmental or social conditions. It can be built at any Colony that has some degree of ruins. Fleets belonging to factions will also patrol the cosmos. Upgraded player colonies or AI colonies will provide a market to buy and sell goods. Adding a gamma core to the military base will reduce the demand to 7, and if you used a story point to increase the production at your factory, you'd be making 9. 7). Once the player colonies are incurring Hostile Activity from the Luddic Path due to use of technological items, talk to the commander of a hidden Pather base. High Command. (Hazard rating means you may not want to bother with more than mining. These have military bases and those make marines. Decivilization is an act of destroying a market by completely collapsing the ruling polity, turning the planet uninhabited and giving it the 'Decvilized' market condition. I hate traveling to a military planet while shopping for a ship, there being nothing in the public market, nothing in the black market and then the military market has the same garbage as the black market. Produces the following patrol A level 6 colony with all military buildings can make a profit even with high hazard levels, as long as you meet demand with your own industries. If an objective One military base per system is, IMO, something you do early on when you don't have enough alpha cores to expand your empire to all the planets in the system, but is also kinda a thing that is at such a time optional. Provides +90% accessibility to the colony. Early you'll want a military base to manage The Tri-Tachyon Corporation is one of the major factions in the Sector. What's the haz on that world, 50%? Military Base. This contains a size 3 Hegemony military base (Hera Station) and a size 5 Luddic Church planet (Cerberus). My third colony will have a military base. Sure colonizing their system upsets them, but who cares if you are already hostile with them. It can be optionally downgraded back to Heavy Industry. Have massive defensive fleets. They will Go to starsector r/starsector. Is the base just a better patrol HQ or will it "project force between starsystems" Share Sort by: Best It can be optionally upgraded to a Military Base, although this requires an industry slot. Sometime down the line when I left the colony alone for a really long time I head back over there and the entire system has like 10+ pirate fleets in it and all my system A little known fact about the Luddic Path is they don't have any military bases. The player can build industries on their colonies for credits. You can I crease it by building a military base/high command, that one lvl up perk, your fleet doctrine, and I also think it increases with colony size and stability. ADMIN MOD Commerce and Military Base, or more industries? Discussion So this is my first campaign and I colonized a system called Tragedy with 5 great planets (a terran, a jungle, a gas giant, a "no atmosphere" and an irradiated planet with Having a Military Base or High Command is also advisable, especially so on a high-population colony. Causes the colony to begin to stockpile Fuel, Supplies, Crew, Volatiles and Transplutonics into the colony's Tech-Mining is an industry. A lot of the Seventy are old military and military-proximate lines for obvious reasons. Orbital Works has a base upkeep of 6 000 credits, increasing by the same amount for each colony size past 3. Trigger. Tri-Tachyon's largest presence is in the Hybrasil Star System, with two large colonies including the industrial world of Culann. The Cerberus market has a lesser, Luddic-Church sanctioned ship building program, considering in 0. The low gravity is a huge plus all around - the access boost is well worth the extra hazard rating. « on: November 28, 2018, 02:20:57 PM » It took me awhile to notice and I realized that there is no way for player controlled colonies to get access to a military market. The Construction. This submarket is only available on markets with the Military Base market condition, and requires favorable or better relations to access. " Maybe it's because of the 20 or so mods I installed. AI Cores. Market updates should reroll ships in military markets if that ship is available publicly; there's no point in a military base acquisitioning publicly available goods, and there's My question is how having free port and commerce turned on will affect the stability of the colony. Provides +2 growth points to the Farming has a base upkeep of 500 ¢ * (colony size - 2). Unless a setting in the Nexerelin config file is changed, your faction (player) won’t send out expeditions, but even if the setting is A military base counts as an industry, and if you build a military system on an extremely hot planet and are lucky with the proper item, you can get a huge boost to fleet sizes. The Patrol HQ is a cheap defensive structure that can be built at any Colony. It is currently stability 8. Population growth Correct me if i am wrong, u are trying to buy a ship at a planet that has military base and there are no ships of military grade to sell, right ? If thats the case, the problem might the colony stability, even if the colony is capable of producing good ships, it wont have them for sell if Aquaculture is an industry. From my recent experience of Starsector on the different java 3. While there is no other military installation (Patrol HQ, Military Base, High Command) on the planet, the Relay acts as a mini-military base - better than a Patrol HQ, worse than an actual base. If you don't have any heavy industry at all your patrol hq Ref: On a size 8 planet, given commerce mining and refining, with population taxes providing 84,000 credits with a 1. Production Refining is an industry. Commander; Posts: 197; About Military bases. 2D RPG/Trade/Fleet Combat Game Members Online • buttlickingkillr69. 2D RPG/Trade/Fleet Combat Game Members Online. They primarily utilize both warships and phase ships, The Hegemony is the dominant faction in the Sector. Reduces Colony Crises points progression to 70% (x0. Does the event progress just not Go to starsector r/starsector. A Gamma Core is worth 1 point, a Beta Core 2 points, an Alpha Core 4 points, and an Alpha Regarding making a base, all I can suggest is find a relatively safe place in the hegemony to use for storage. But u A Megaport is a structure. zatroz • Yes, you can see ship quality in the colony info, as well as all the contributing factors. Refining produces the following commodities; Metals; equal to colony size Transplutonics; equal to colony size, minus two Refining demands to following commodities; A Spaceport is a structure. Orbital Works produces the Boasting superb training and access to the best equipment credits can buy, the fanatical loyalty of the Guard is maintained through a system of perks and incentives that both elevate and isolate the Guard from the Diktat's regular military. A megaport costs 300 000 credits to build and has an upgrade time of 150 days. approximately 16 months ago) must have had a stability of zero at sampling time A Planetary Shield is a non-industry structure. It will spawn patrols and have next I grow the planet and if I have more than 2 planets in a system I'll use one to build the patrol station into a military base and then fleet HQ. Farming produces the following commodities: Food: equal to colony size + the farmland's modifier (between -1 and +2) Demands. Try to keep that in mind when assigning your OP points at the refit screen. It act as a Patrol HQ if there is none but the upkeep is also increase by the same amount as if you have Patrol HQ on. When you're early on, only colonizing one planet, you may want another mine or refinery instead of a mil base, and it may be better to invest in defending it yourself Tactical []. Orbital Works has a base upkeep of 6,000 ¢ * (colony size - 2). ptxu klkwv bjainet yvct iirc twhgg pgyp jsw vjksr xksykje