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Industries are various wealth-producing and security assets on a market or colony. They were introduced alongside colonies in version 0.9.

The player can build industries on their colonies for credits. Each colony can build one industry for every population level after 3 with maximum of 4 at population level 6. Upkeep cost is multiplied by the market's hazard rating. Various military operations or other events can temporarily disrupt the function of industries.

Industrial output generally increases with the market's size. AI Cores can be installed to vary an industry's performance.

  • 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 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 Farming and aquaculture are functionally identical

Aquaculture can only be built on water worlds

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 Star Fortress
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

+2 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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