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.
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 | +20% Accessibility | +20% Accessibility |
Waystation | +20% Accessibility | Greatly increases stockpiles |
Orbital Station | +1 Stability | Increases station combat effectiveness
(Station gets a level 20 AI officer in combat) |
Ground Defenses | x1.25 Ground Defense | x1.5 Ground Defense
(Multipliers will stack if a core is installed on multiple buildings) |
Patrol HQ | +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 | +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 |