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Cryorevival
Not to be confused with Cryosanctum.
The necessary facilities for the mass revival and assimilation of the passengers of a Domain-era cryosleeper. Greatly increases population growth.

–In-game description

The Cryorevival Facility is a structure. It is available to all colonies established within 10 light-years of a system where a Domain-era Cryosleeper is present, once the Guardian has been defeated and the Cryosleeper has been explored.

There is no limit to how many Cryorevival Facilities can be built within a single system.

Statistics[]

Effects[]

The Cryorevival Facility increases the colony's growth point total by a value equal to ten times the colony size.

Upkeep[]

The Cryorevival Facility has a base upkeep of 2500 credits, increasing by the same amount for each colony size past 3.

Production[]

The Cryorevival Facility does not produce any commodities.

Demands[]

The Cryorevival Facility demands the following commodities:

  • Organics: 10 units
  • 10ly limit, growth bonus lowers the farther away the colony is

AI Cores[]

The Cryorevival Facility receives the following perks from the assignment of an AI Core:

  • Gamma: reduces demand by one unit
  • Beta: reduces demand by one unit, reduces upkeep by 25%
  • Alpha: reduces demand by one unit, reduces upkeep by 25%, doubles the facility's growth point increase
Industry
Industry Population & Infrastructure · Spaceport · Waystation · Farming · Aquaculture · Mining · Tech-Mining · Refining · Megaport · Light Industry · Heavy Industry · Orbital Works · Fuel Production · Commerce · Orbital Station · Ground Defences · Heavy Batteries · Patrol HQ · Military Base · High Command
Special Lion's Guard HQ · Planetary Shield · Cryosanctum · Cryorevival Facility


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Only up to date for version 0.9.1. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History

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