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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.
 
'''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.
+
The player can build industries on their colonies for credits. There is a limit of 4 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.
+
Industrial output generally increases with the market's size. [[AI Cores]] can be installed to vary an industry's performance.
  +
{| class="article-table"
  +
|+Industry summary
  +
!Name
  +
!Cost
  +
!Build time
  +
!Upkeep (base)
  +
!Production/effect
  +
!Demand
  +
!Notes
  +
|-
  +
![[Population & Infrastructure]]
  +
|N/A
  +
|N/A
  +
|1500 + (Size - 3) * 1500¢
  +
|10000 + (Size - 3) * 10000¢
  +
|See industry page
  +
|Present on all colonies
  +
|-
  +
|[[Spaceport]]
  +
|50000¢
  +
|15 days
  +
|1500 + (Size - 3) * 1500¢
  +
|Accessibility +50%
   
  +
Population growth +2
{{Tocright}}
 
==Population & Infrastructure==
 
[[Image:population_low.png]][[Image:population.png]][[Image:population_high.png]]
 
   
  +
Crew: colony size - 1
{{quote|The basic infrastructure required to support a given population, from rickety orbital hab-modules to megacities and everything between.}}
 
  +
|Fuel: colony size - 2
  +
Supplies: colony size - 2
  +
Ship Hulls & Weapons: colony size - 2
  +
|Does not occupy industry slot
  +
|-
  +
|[[Megaport]]
  +
|300000¢
  +
|150 days
  +
Upgrades from Spaceport
  +
|2000 + (Size - 3) * 2000¢
  +
|Accessibility +80%
   
  +
Population growth +(colony size)
The population "industry" is always present and cannot be removed.
 
   
  +
Crew: colony size + 2
==Waystation==
 
  +
|Fuel: colony size
[[Image:waystation.png]]
 
  +
Supplies: colony size
  +
Ship Hulls & Weapons: colony size
  +
|Does not occupy industry slot
  +
|-
  +
|[[Waystation]]
  +
|100000¢
  +
|60 days
  +
|1000 + (Size - 3) * 1000¢
  +
|Accessibility +10%
  +
Supplied demand goes into colony stockpile
  +
|Fuel, supplies, crew equal to colony size
  +
|Does not occupy industry slot
  +
|-
  +
|[[Farming]] / Aquaculture
  +
|75000¢
  +
|60 days
  +
|500 + (Size - 3) * 500¢
  +
|Food: colony size -+ colony 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
  +
|1000 + (Size - 3) * 1000¢
  +
|For each deposit present: colony size -+ colony modifier
  +
|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
  +
|1000 + (Size - 3) * 1000¢, capped at 4000¢
  +
|Highly variable - see industry page
  +
|None
  +
|
  +
|-
  +
|[[Refining]]
  +
|225000¢
  +
|90 days
  +
|1500 + (Size - 3) * 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
  +
|4000 + (Size - 3) * 4000¢
  +
|Domestic Goods: colony size
  +
Luxury Goods: colony size -2
  +
Recreational Drugs: colony size -2
  +
|Organics: colony size
  +
|
  +
|-
  +
|[[Heavy Industry]]
  +
|500000¢
  +
|120 days
  +
|6000 + (Size - 3) * 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
  +
|Takes Nanoforges
  +
|-
  +
|[[Orbital Works]]
  +
|300000¢
  +
|150 days
  +
Upgrades from Heavy Industry
  +
|6000 + (Size - 3) * 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
  +
|Takes Nanoforges
  +
Provides faction ships with +20% quality (avg. -1 D-mod/ship)
  +
|-
  +
|[[Fuel Production]]
  +
|450000¢
  +
|120 days
  +
|5000 + (Size - 3) * 5000¢
  +
|Fuel: colony size - 2
  +
|Volatiles: colony size
  +
|Takes [[Synchrotron Core|Synchrotron]] cores
  +
|-
  +
|[[Commerce]]
  +
|450000¢
  +
|90 days
  +
|1500 + (Size - 3) * 1500¢
  +
| +1 stability
  +
Provides tradeable market
  +
|None
  +
|
  +
|-
  +
|[[Ground Defenses|Ground Defences]]
  +
|150000¢
  +
|60 days
  +
|1500 * (Size - 2)¢
  +
| +1 stability
  +
Provides x2 ground defenses
  +
|Supplies: colony size
  +
Marines: colony size
  +
Heavy Armaments: colony size - 2
  +
|Does not occupy industry slot
  +
|-
  +
|[[Heavy Batteries]]
  +
|300000¢
  +
|90 days
  +
Upgrades from Ground Def.
  +
|1500 * (Size - 2)¢
  +
| +1 stability
  +
Provides x3 ground defenses
  +
|Supplies: colony size
  +
Marines: colony size
  +
Heavy Armaments: colony size - 2
  +
|Does not occupy industry slot
  +
|-
  +
|[[Patrol HQ]]
  +
|300000¢
  +
|60 days
  +
|4000 + (Size - 2) * 4000¢
  +
| +1 stability
  +
2x light [[Colony#Patrols|patrol]] fleet
   
  +
Crew: colony size
{{quote|A supply and maintenance depot for interstellar fleets. Increases a colony's accessibility.}}
 
  +
|Fuel: colony size - 1
  +
Supplies: colony size - 1
  +
Ship Hulls & Weapons: colony size - 1
  +
|Does not occupy industry slot
  +
|-
  +
|[[Military Base]]
  +
|450000¢
  +
|120 days
  +
Upgrades from Patrol HQ
  +
|5000 + (Size - 2) * 5000¢
  +
| +2 stability
  +
Patrols: see industry page
   
  +
Crew: colony size
Useful for creating a location where the player can pick up large amounts of [[supplies]] and [[fuel]] at a relatively low cost.
 
   
  +
Marines: colony size
==Farming==
 
  +
|Fuel: colony size
[[Image:farming.png]]
 
  +
Supplies: colony size
  +
Ship Hulls & Weapons: colony size
  +
|
  +
|-
  +
|[[High Command]]
  +
|150000¢
  +
|120 days
  +
Upgrades from Military Base
  +
|7000 + (Size - 2) * 7000¢
  +
| +2 stability
  +
Patrols: see industry page
   
  +
Crew: colony size
{{Quote|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.}}
 
   
  +
Marines: colony size
==Aquaculture==
 
  +
|Fuel: colony size
[[Image:aquaculture_industry.png]]
 
  +
Supplies: colony size
 
  +
Ship Hulls & Weapons: colony size
{{Quote|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==
 
  +
__NOTOC__
[[Image:mining.png]]
 
  +
[[Category:Industry]]
 
{{quote|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 [[AI Cores|gamma core]] to lower demand may be helpful.
 
 
==Tech-Mining==
 
[[Image:techmining.png]]
 
 
{{quote|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==
 
[[Image:refining.png]]
 
 
{{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==
 
[[Image:megaport.png]]
 
 
{{quote|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==
 
[[Image:light_industry.png]]
 
 
{{Quote|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==
 
[[Image:heavy_industry.png]]
 
 
{{Quote|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==
 
[[Image:orbital_works.png]]
 
 
{{Quote|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==
 
[[Image:fuel_production.png]]
 
 
{{quote|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==
 
[[Image:advanced_fuel_production.png]]
 
 
{{Quote|A massive Domain-tech facility produces starship fuel, the life-blood of interstellar civilization.}}
 
 
This industry is unused in 0.9.
 
 
==Commerce==
 
[[Image:commerce.png]]
 
 
{{quote|Regulations, grants, and infrastructure to encourage thriving independent trade.}}
 
 
Adds an [[Market#Open market|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==
 
[[Image:orbital_station_industry.png]][[Image:battlestation.png]]
 
 
{{Quote|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 are fairly balanced against each other, so choose whichever is preferred.
 
 
==Ground Defenses==
 
[[Image:ground_defenses.png]]
 
 
{{Quote|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==
 
[[Image:heavy_batteries.png]]
 
 
{{Quote|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==
 
[[Image:patrol_hq.png]]
 
 
{{Quote|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==
 
[[Image:military_base_industry.png]]
 
 
{{Quote|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==
 
[[Image:high_command.png]]
 
 
{{Quote|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===
 
[[Image:lions_guard.png]]
 
 
{{Quote|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===
 
[[Image:planetary_shield.png]]
 
 
{{Quote|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===
 
[[Image:cryosanctum_industry.png]]
 
 
{{Quote|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.}}
 
 
Exclusive to Nomios, an independent world in the [[Arcadia Star System]].
 
 
===Cryorevival Facility===
 
[[Image:cryorevival.png]]
 
 
{{Quote|The necessary facilities for the mass revival and assimilation of the passengers of a Domain-era cryosleeper. Greatly increases population growth.}}
 
 
Can only be built in a star system with a [[Domain-era Cryosleeper|Domain-era cryosleeper]]. The cryosleeper cannot be moved.
 

Revision as of 17:25, 7 October 2020

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 4 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 vary an industry's performance.

Industry summary
Name Cost Build time Upkeep (base) Production/effect Demand Notes
Population & Infrastructure N/A N/A 1500 + (Size - 3) * 1500¢ 10000 + (Size - 3) * 10000¢ See industry page Present on all colonies
Spaceport 50000¢ 15 days 1500 + (Size - 3) * 1500¢ Accessibility +50%

Population growth +2

Crew: colony size - 1

Fuel: colony size - 2

Supplies: colony size - 2 Ship Hulls & Weapons: colony size - 2

Does not occupy industry slot
Megaport 300000¢ 150 days

Upgrades from Spaceport

2000 + (Size - 3) * 2000¢ Accessibility +80%

Population growth +(colony size)

Crew: colony size + 2

Fuel: colony size

Supplies: colony size Ship Hulls & Weapons: colony size

Does not occupy industry slot
Waystation 100000¢ 60 days 1000 + (Size - 3) * 1000¢ Accessibility +10%

Supplied demand goes into colony stockpile

Fuel, supplies, crew equal to colony size Does not occupy industry slot
Farming / Aquaculture 75000¢ 60 days 500 + (Size - 3) * 500¢ Food: colony size -+ colony 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 1000 + (Size - 3) * 1000¢ For each deposit present: colony size -+ colony modifier 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 1000 + (Size - 3) * 1000¢, capped at 4000¢ Highly variable - see industry page None
Refining 225000¢ 90 days 1500 + (Size - 3) * 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 4000 + (Size - 3) * 4000¢ Domestic Goods: colony size

Luxury Goods: colony size -2 Recreational Drugs: colony size -2

Organics: colony size
Heavy Industry 500000¢ 120 days 6000 + (Size - 3) * 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

Takes Nanoforges
Orbital Works 300000¢ 150 days

Upgrades from Heavy Industry

6000 + (Size - 3) * 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

Takes Nanoforges

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

Fuel Production 450000¢ 120 days 5000 + (Size - 3) * 5000¢ Fuel: colony size - 2 Volatiles: colony size Takes Synchrotron cores
Commerce 450000¢ 90 days 1500 + (Size - 3) * 1500¢ +1 stability

Provides tradeable market

None
Ground Defences 150000¢ 60 days 1500 * (Size - 2)¢ +1 stability

Provides x2 ground defenses

Supplies: colony size

Marines: colony size Heavy Armaments: colony size - 2

Does not occupy industry slot
Heavy Batteries 300000¢ 90 days

Upgrades from Ground Def.

1500 * (Size - 2)¢ +1 stability

Provides x3 ground defenses

Supplies: colony size

Marines: colony size Heavy Armaments: colony size - 2

Does not occupy industry slot
Patrol HQ 300000¢ 60 days 4000 + (Size - 2) * 4000¢ +1 stability

2x light patrol fleet

Crew: colony size

Fuel: colony size - 1

Supplies: colony size - 1 Ship Hulls & Weapons: colony size - 1

Does not occupy industry slot
Military Base 450000¢ 120 days

Upgrades from Patrol HQ

5000 + (Size - 2) * 5000¢ +2 stability

Patrols: see industry page

Crew: colony size

Marines: colony size

Fuel: colony size

Supplies: colony size Ship Hulls & Weapons: colony size

High Command 150000¢ 120 days

Upgrades from Military Base

7000 + (Size - 2) * 7000¢ +2 stability

Patrols: see industry page

Crew: colony size

Marines: colony size

Fuel: colony size

Supplies: colony size Ship Hulls & Weapons: colony size