StarSector Wiki
(clarified cryosanctum & cryorevival)
(added numbers & effects for population)
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{{Tocright}}
 
{{Tocright}}
==Population & Infrastructure==
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==Population & Infrastructure==
[[Image:population_low.png]][[Image:population.png]][[Image:population_high.png]]
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[[Image:population_low.png]][[Image:population.png]][[Image:population_high.png]] {{Quote|The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.|In-game description}}
   
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Population is always present at a [[Colony]]. It can only be removed via [[Bombardment]] or the colony turning decivilised after prolonged periods of low stability, which destroys the colony. There is no way to downgrade the population size except via [[Bombardment]].
{{quote|The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.}}
 
   
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Produces:
The population "industry" is always present and cannot be removed.
 
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[[Crew]] = pop size - 3
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[[Recreational Drugs]] = pop size - 4
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[[Harvested Organs]] = pop size - 5
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Demand:
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[[Food]] = pop size - 1
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[[Domestic Goods]] = pop size - 1
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[[Luxury Goods]] = pop size - 3
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[[Recreational Drugs]] = pop size - 2
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[[Harvested Organs]] = pop size - 3
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[[Supplies]] = 2
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[[Organics]] = size - 1
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Maintenance:
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3,000 * (pop size - 2), multiplied by market upkeep modifier (hazard rating)
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Effects:
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Income base of (size - 2) * 10,000 credits per month, multiplied by market income market multiplier from stability
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[[Domestic Goods]] demand met = +1 stability
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[[Luxury Goods]] demand met = +1 stability
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[[Food]] shortage = -1 stability per shortage amount (uses only the larger malus of either [[Food]] or [[Organics]])
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[[Organics]] shortage = -1 stability per shortage amount (uses only the larger malus of either [[Food]] or [[Organics]])
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===Notes===
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==Spaceport==
 
[[Image:spaceport_industry.png]] {{quote|Facilities for loading and unloading cargo and performing basic starship repairs. A colony without a spaceport is virtually inaccessible to interstellar trade.}}
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Essentially a mandatory industry; a market without a spaceport or megaport is cut off from trade and economically almost worthless.
   
 
==Waystation==
 
==Waystation==
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{{quote|Smelting plants here convert ores and transplutonic ores into metals and transplutonics, respectively. Teleoperated robotics are used to handle the most dangerous tasks, usually.}}
 
{{quote|Smelting plants here convert ores and transplutonic ores into metals and transplutonics, respectively. Teleoperated robotics are used to handle the most dangerous tasks, usually.}}
 
==Spaceport==
 
[[Image:spaceport_industry.png]]
 
 
{{quote|Facilities for loading and unloading cargo and performing basic starship repairs. A colony without a spaceport is virtually inaccessible to interstellar trade.}}
 
 
Essentially a mandatory industry; a market without a spaceport or megaport is cut off from trade and economically almost worthless.
 
   
 
==Megaport==
 
==Megaport==

Revision as of 03:58, 29 November 2018

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. There is a limit of 12 industries per colony, and each has a monthly upkeep cost to maintain. 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 improve an industry's performance.

Population & Infrastructure

Population lowPopulationPopulation high

The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.

–In-game description

Population is always present at a Colony. It can only be removed via Bombardment or the colony turning decivilised after prolonged periods of low stability, which destroys the colony. There is no way to downgrade the population size except via Bombardment.

Produces: Crew = pop size - 3 Recreational Drugs = pop size - 4 Harvested Organs = pop size - 5

Demand: Food = pop size - 1 Domestic Goods = pop size - 1 Luxury Goods = pop size - 3 Recreational Drugs = pop size - 2 Harvested Organs = pop size - 3 Supplies = 2 Organics = size - 1

Maintenance: 3,000 * (pop size - 2), multiplied by market upkeep modifier (hazard rating)

Effects: Income base of (size - 2) * 10,000 credits per month, multiplied by market income market multiplier from stability

Domestic Goods demand met = +1 stability Luxury Goods demand met = +1 stability Food shortage = -1 stability per shortage amount (uses only the larger malus of either Food or Organics) Organics shortage = -1 stability per shortage amount (uses only the larger malus of either Food or Organics)

Notes

Spaceport

Spaceport industry

Facilities for loading and unloading cargo and performing basic starship repairs. A colony without a spaceport is virtually inaccessible to interstellar trade.

Essentially a mandatory industry; a market without a spaceport or megaport is cut off from trade and economically almost worthless.

Waystation

Waystation

A supply and maintenance depot for interstellar fleets. Increases a colony's accessibility.

Useful for creating a location where the player can pick up large amounts of supplies and fuel at a relatively low cost.

Farming

Farming

Agriculture is a trade and technology as old as civilization itself; for thousands of cycles Humanity has harnessed the power of natural, modified, and artificial biological machines for sustenance. So it has always been, so it shall be so long as humans are human.

Aquaculture

Aquaculture industry

Farming on a water world requires a significant initial investment in bioengineering suitable species, but once the process takes off, algae farms and fisheries can be operated by the population without requiring much in the way of specialized training or equipment.

Mining

Mining

Metal and metalloid ores, organics, and volatile compounds all require heavy equipment, special infrastructure, and a skilled workforce to extract. The harsh work attracts a certain type, and an administration that's not willing to look the other way now and again may find itself running short of willing personnel.

Mining creates demand for Recreational Drugs, which can impede population growth when demand reaches high levels. Using a gamma core to lower demand may be helpful.

Tech-Mining

Techmining

Techmining is the motley art of recovering valuable artifacts from Domain ruins. Requires special tools to deal with unique hazards and expert judgement to know where to look for a good haul of baubles. The oldest techminers are a strange lot, clutching luck-charms and refusing to work without their rituals.

The output of tech-mining depends on the size of the ruins found during the survey. Tech-mining can yield large amounts of useful items, but the amount tapers off over time. The resource production is permanent (does not decline) but also does not scale up with population. On larger colonies it may be worth replacing tech-mining with other productive industries, although this comes at the cost of higher upkeep.

Refining

Refining

Smelting plants here convert ores and transplutonic ores into metals and transplutonics, respectively. Teleoperated robotics are used to handle the most dangerous tasks, usually.

Megaport

Megaport

A vast starport where the stars can touch the dirt. Regimented lander gantries and armoured fuel tanks are laced together by access-roads and short-haul cargo trams feeding a sprawl of warehouse districts and logistics terminals, all making the colony vastly more accessible.

Light Industry

Light industry

Produces domestic and luxury goods. One of the few industries relatively unaffected by the Collapse due to its low-tech nature.

Generally unprofitable unless the colony is a free port, whereupon the Light Industry makes large amounts of Recreational Drugs for export.

Heavy Industry

Heavy industry

Centralized manufacturing infrastructure for production of heavy industrial equipment, supplies, and weapons. Also capable of producing barely-spaceworthy starships; a nanoforge can be installed to improve production quality.

Orbital Works

Orbital works

Centralized manufacturing infrastructure for production of heavy industrial equipment, supplies, and weapons. Also capable of producing barely-spaceworthy starships; a nanoforge can be installed to improve production quality.

Upgraded with an orbital component that further facilitates ship construction, resulting in fewer manufacturing defects.

Having a Heavy Industry or Orbital Works is required for custom ship production, and removes the ship quality penalty from relying on imported ship components. Upgrading to an Orbital Works ASAP is recommended if the player does not possess a Pristine Nanoforge or Corrupted Nanoforge, as it can produce ships of at least reasonable quality. Nanoforges also significantly increase commodity production.

Fuel Production

Fuel production

This facility produces starship fuel, the life-blood of interstellar civilization. Lacking Domain-tech components, fuel production is a laborious and slow process.

A Synchrotron Core greatly increases fuel output.

Advanced Fuel Production

Advanced fuel production

A massive Domain-tech facility produces starship fuel, the life-blood of interstellar civilization.

This industry is unused in 0.9.

Commerce

Commerce

Regulations, grants, and infrastructure to encourage thriving independent trade.

Adds an open market to the colony for the player to trade with. No discounts on item prices or the 30% tariff are applied, but it can still be convenient for some purchases or selling unwanted items. Also provides a +1 stability bonus.

Orbital Station

Orbital station industryBattlestation

A space station that is capable of supporting friendly fleets near this colony and must be reduced before invasions or bombardment can be attempted.

Several variations are available, with differences generally being in tactical approaches rather than overall strength.

Adds a station to protect the colony. Three types are available (Low Tech, Midline, and High Tech), each of which has three upgrade levels. The different types cost the same and are fairly balanced against each other, so choose whichever is preferred.

Ground Defenses

Ground defenses

A dispersed, semi-autonomous network of small, hidden weapon installations which makes the prospect of a direct ground assault and even simple raids extremely costly to the attacker. Only overwhelming orbital bombardment or massively disproportionate active screening can suppress these defenses.

Heavy Batteries

Heavy batteries

Armoured subsurface batteries supplement a dispersed network of small, hidden weapon installations. Ground-based batteries are capable of truly awesome firepower, though it only manifests by making ground operations more difficult, as no starship captain would be foolish enough to get within their firing envelopes.

Patrol HQ

Patrol hq

The requisite hangars, maintenance bays, command/control center, barracks, and logistics operations required to project force throughout a star system. Once established, militarized patrols will hunt pirates and protect friendly convoys.

Military Base

Military base industry

These facilities enable force projection between star systems. 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.

Unlike the Patrol HQ, the Military Base produces marines.

High Command

High command

Transtellar empire is possible only through an exceptional corps of officers and bureaucrats given authority over the resources of entire star systems. An established high command allows military operations to be organized and executed across the Sector.

Special

These industries are special in some way and are either unique to a planet or require certain events before they can be constructed.

Lion's Guard HQ

Lions guard

Headquarters of the feared personal guard of Phillip "The Lion of Sindria" Andrada. 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.

Exclusive to Sindria in the Askonia Star System, capital of the Sindrian Diktat. Spawns Lion's Guard patrols.

Planetary Shield

Planetary shield

An envelope of charged plasma seeded with exotic virtual particles producing effects which disrupt the combat effectiveness of long-range bombardment and even incursion by small vessels. The planetary shield can be continually charged and controlled by a central source and presents a formidable obstacle to any form of ground assault.

Unlocked by the Red Planet quest.

Cryosanctum

Cryosanctum industry

An enormous tomb-like vault built to store those who choose to risk cryosleep to pass this time of troubles to wake in what will presumably be a more civilized age. The cryopods themselves are insignificant in size compared to the many-times redundant support infrastructure, massive automated security systems and anti-ship batteries, all housed in a branching subsurface fortress-labyrinth.

Nominally exclusive to Nomios in the Arcadia Star System, or other novel sources of extreme population.

Cryorevival Facility

Cryorevival

The necessary facilities for the mass revival and assimilation of the passengers of a Domain-era cryosleeper. Greatly increases population growth.

Can only potentially be available to build in a star system with a recovered Domain-era cryosleeper.