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Industry Buildings[]

Industries are buildable colony improvements at player and AI owned colonies. The economy for the whole starsector is based on industry production, and trade shortages. See the colony page. Upgraded player colonies or AI colonies will provide a market to buy and sell goods.

The player can build industries on their colonies for credits. A size 3 colony will allow one industry improvement. Larger colonies get more build slots, up to four slots at colony size 6. Some defensive colony improvements use an industry slot, some do not.

The Waystation improvement also improves a colony's inventory to provide thousands of supplies and fuel (at base cost).

AI Cores[]

AI Cores can be installed on industry buildings.

  • Gamma: -1 Demands
  • Beta: -1 Demands & -25% Upkeep
  • Alpha: -1 Demands, -25% Upkeep, and unique Improvements

Improvements can also be done either by spending story points which is permanent which also include the bonus from gamma core. Both bonus from story point and alpha core stacks.

Industry production & requirement flowchart

This flowchart details the requirements and production of industries

Build Order[]

Stability[]

  • Ensure that your colony has good Stability so you don't destabilize into decivilization
  • Colonies can also be stabilized with the "stabilize" button, or by spending a story point into the "Population and Infrastructure".
  • Check the demands for each industry, in particular check "Population and Infrastructure." If the demands are not met, you'll get a penalty.

Ground and space defenses are like a bullet-proof vest in an important way. A bulletproof vest doesn't prevent a person from being shot, it just makes it much less painful. Ground Defenses can help prevent unrest penalties from compounding after Colony Threats. It is recommended that new players quickly construct this building to mitigate the severity of raids on important planets. Space defenses are expensive, more dependent on imports, and won't perform as expected at the first and second tier buildings.

Profit[]

Your colony demands are basically free, to a point. It's not free if-your colony doesn't have enough accessibility to import (tallies on the right will show this.) Industry buildings also receive a small upkeep reduction if your demands are supplied internal to your faction.

Colony profitability will vary greatly, depending on the whole economy of the sector. You will only profit if you can produce big numbers of valuable goods: food, drugs, fuel, volatiles, ore. Then you will have to make sure your colony accessibility is good enough to export, while keeping your upkeep low and your stability (above 4 to allow more profits.) For example, fuel production is a good building, but it produces -2 fuel below your colony size, and the building upkeep is 9000¢, or greater. You'll be making about -8000¢, even as the costs for the imports will be very low (or hidden into the building upkeep.)

Why can't you make money making supplies? Click the supplies tally on the right of your colony. You will see that the sector market value of supplies is around 60000¢. However, other factions will be producing about twenty times what you could produce on a normal colony. So, you're competing for a share of 60000¢ with a few other factions producing supplies at a rate-twenty times what you can, all the while paying 10000¢ or so building upkeep. Remember-building upkeep goes down on low hazard planets. See Market Conditions and Colony.

Which isn't to say you can't make money. If you can boost your accessibility into double digits, you'll steal market share from factions with low accessibility, and what if your planet has big numbers on three different items? It's down to luck though. Without luck, you'll just muddle around making a mere 30000¢ profit in your dirt mining.

A community member has made a beautiful profit calculator. It's a static web page that allows you to open a Starsector save file and browse to profitable colonies. See Persean Commercial Realty Group.

Industry List[]

Name Cost/Time Base upkeep Production/effect Demand Notes
Population & Infrastructure N/A (Size - 2) * 1500¢ (Size - 2) * 10000¢

Crew: colony size -3

Rec. Drugs: colony size -4

Organs: colony size -5

See industry page Present on all colonies

Doesn't counts toward industry limit

Farming / Aquaculture 75000¢

60 days

(Size - 2) * 500¢ Food: colony size ± food modifier Heavy machinery equal to colony size - 3 Aquaculture similar to farming is unique to waterworlds requiring significantly more Heavy Machinery and cannot accept any items.
Mining 100000¢

60 days

(Size - 2) * 1000¢ Metal Ore, Transplutonic Ore, Organics, Volatiles

(depend on planetary features)

Heavy machinery equal to colony size - 3

Recreational drugs equal to colony size

Deposits may be ore, rare (transplutonic) ore, organics or volatiles
Tech-Mining 150000¢

45 days

(Ruin size) * 500¢ Fuel, Supplies, Weapons, and Blueprints (sent to gathering point) None Production Diminishes after some times
Refining 225000¢

90 days

(Size - 2) * 1500¢ Metals: colony size

Transplutonics: colony size - 2

Heavy machinery: colony size - 2

Ore: colony size + 2

Rare ore: colony size

Light Industry 225000¢

90 days

(Size - 2) * 4000¢ Domestic Goods: colony size

Luxury Goods: colony size -2

Recreational Drugs: colony size -2

Organics: colony size
Heavy Industry 500000¢

120 days

(Size - 2) * 6000¢ Heavy Machinery: colony size - 2

Supplies: colony size - 2

Heavy Armaments: colony size - 2

Ship Hulls & Weapons: colony size - 2

Metals: colony size

Transplutonics: colony size - 2

Allow usage of Doctrine Fleet
Orbital Works 300000¢

150 days

(Size - 2) * 6000¢ Heavy Machinery: colony size - 2

Supplies: colony size - 2

Heavy Armaments: colony size - 2

Ship Hulls & Weapons: colony size - 2

Metals: colony size

Transplutonics: colony size - 2

Provides faction ships with +20% quality (avg. -1 D-mod/ship)

Upgraded from Heavy Industry

Fuel Production 450000¢

120 days

(Size - 2) * 5000¢ Fuel: colony size - 2 Volatiles: colony size
Commerce 450000¢

90 days

(Size - 2) * 1500¢ -3 stability

Allow buying/selling In-colony

+50% Colony Income

None
Military Base 450000¢

120 days

(Size - 2) * 5000¢ +2 stability

Patrols: see industry page

Crew: colony size

Marines: colony size

Fuel: colony size+1

Supplies: colony size+1

Ship Hulls & Weapons: colony size+1

Upgraded from Patrol HQ
High Command 150000¢

120 days

(Size - 2) * 7000¢ +2 stability

Patrols: see industry page

Crew: colony size

Marines: colony size

Fuel: colony size+2

Supplies: colony size+2

Ship Hulls & Weapons: colony size+2

Upgraded from Military Base

Structures[]

Structures does not produce resources aside from Crews, but it doesn't require Industry slot so you can build all of them on a single colony.

Name Cost/Time Base upkeep Production/effect Demand Notes
Spaceport 50000¢

15 days

(Size - 2) * 1500¢ Accessibility +50%

Population growth +2

Crew: colony size - 1

Fuel: colony size - 2

Supplies: colony size - 2

Ship Hulls & Weapons: colony size - 2

Built Automatically
Megaport 300000¢

150 days

(Size - 2) * 2000¢ Accessibility +80%

Population growth +(colony size)

Crew: colony size + 2

Fuel: colony size

Supplies: colony size

Ship Hulls & Weapons: colony size

Upgraded from Spaceport
Waystation 100000¢

60 days

(Size - 2) * 1000¢ Accessibility +10%

Supplied demand goes into colony stockpile

Fuel, supplies, crew equal to colony size
Ground Defences 150000¢

60 days

(Size - 2) * 1000¢ +1 stability

Provides x2 ground defenses

Supplies: colony size

Marines: colony size

Heavy Armaments: colony size - 2

Heavy Batteries 300000¢

90 days

(Size - 2) * 1500¢ +1 stability

Provides x3 ground defenses

Supplies: colony size

Marines: colony size

Heavy Armaments: colony size - 2

Upgraded from Ground Def.
Patrol HQ 300000¢

60 days

(Size - 2) * 1000¢ +1 stability

2x light patrol fleet

Crew: colony size

Fuel: colony size -1

Supplies: colony size -1

Ship Hulls & Weapons: colony size -1

Orbital Station 150000¢ 1500¢ +1 Stability

50% Station CR

x1.5 Ground Defense

Choices between

Low-Tech, Midline, and Hi-Tech

Battle Station 500000¢ 6000¢ +2 Stability

75% Station CR

x2 Ground Defense

Upgraded from Orbital Station
Star Fortress 1000000¢ 12500¢ +3 Stability

100% Station CR

x3 Ground Defense

Upgraded from Battlestation
Planetary Shield 750000¢ 4500¢ x3 Ground Defense Blueprint gained from Story Mission

Improvement & Alpha Core Effects[]

Colony Building Improvement Effect Alpha Core Effect
Commerce +25% Colony Income +25% Colony Income
Spaceport

Megaport

+20% Accessibility +20% Accessibility
Waystation +20% Accessibility Greatly increases stockpiles

(of fuel, supplies, and crew from the Waystation)

Orbital Station

Battlestation

Star Fortress

+1 Stability Increases station combat effectiveness

(Station gets a level 20 AI officer in combat)

Ground Defenses

Heavy Batteries

Planetary Shield

x1.25 Ground Defense x1.5 Ground Defense

(Multipliers will stack if a core is installed on multiple buildings)

Patrol HQ

Military Base

High Command

+1 Medium Patrol (Patrol HQ only)

+1 Heavy Patrol

Increases fleet size by 1.25x
Cryorevival Facility Doubles population growth bonus Doubles the population growth from the facility
Farming

Aquaculture

Mining

Refining

Light Industry

Heavy Industry

Orbital Works

Fuel Production

Population & Infrastructure

+1 Production

+1 Stability (Pop&Infra only)

+1 Production


Installable Modules[]

Modules can be obtained when searching Equipment Caches and Derelict Stations on outer sectors. Some modules can also be stolen from other faction's colony during raids (provided you have the sufficient amount of marines for the job)

Name Installation & Requirements Effects
Autonomous Mantle Bore Mining

Not Gas Giant

Not Habitable

+3 Production on all except for Volatiles
Biofactory Embryo Light Industry

Habitable

+2 Production
Catalytic Core Refinery

No Atmosphere

+3 Production
Combat Drone Replicator Ground Defenses, Heavy Battery x1.5 Ground Defense
Corrupted Nanoforge Heavy Industry/Orbital Works +1 Production

+20% Fleet Quality

+25% Hazard on Habitable Planets (Permanent)

Cryoarithmetic Engine Patrol HQ, Mil. Base, Hi-Command

Hot Planet

+25% Fleet Size on Hot

+100% Fleet Size on Extreme Heat

Dealmaker Holosuite Commerce +50% Colony Income
Fullerene Spool Spaceport/Megaport

No Extreme Weather

No Extreme Tectonic Activitiy

+30% Accessibility
Hypershunt Tap Population & Infrastructure

10 Light-year (max) from a Coronal Tap

+1 Industry Limit (on top of industry limit by size)

+10 Transplutonics Demand

Orbital Fusion Lamp Population & Infrastructure Mitigate Hazard Penalty the following features:

Cold, Extreme Cold, Poor Light, and Darkness

+10 Volatiles Demand

Plasma Dynamo Mining

Gas Giant

+3 Production on Volatiles
Pristine Nanoforge Heavy Industry/Orbital Works +3 Production

+50% Fleet Quality

+25% Hazard on Habitable Planets (Permanent)

Soil Nanites Farming

No Volatiles deposit

No Transplutonic deposit

+2 Production
Synchrotron Core Fuel Refinery

No Atmosphere

+3 Production
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