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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 vary 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
<tabview>
 
  +
Population & Infrastructure
 
  +
Crew: colony size - 1
Spaceport
 
  +
|Fuel: colony size - 2
Waystation
 
  +
Supplies: colony size - 2
Farming
 
  +
Ship Hulls & Weapons: colony size - 2
Aquaculture
 
  +
|Does not occupy industry slot
Mining
 
  +
|-
Tech-Mining
 
 
|[[Megaport]]
Refining
 
  +
|300000¢
Megaport
 
  +
|150 days
Light Industry
 
  +
Upgrades from Spaceport
Heavy Industry
 
  +
|2000 + (Size - 3) * 2000¢
Orbital Works
 
  +
|Accessibility +80%
Fuel Production
 
  +
Commerce
 
  +
Population growth +(colony size)
Ground Defences
 
  +
Heavy Batteries
 
  +
Crew: colony size + 2
Patrol HQ
 
  +
|Fuel: colony size
Military Base
 
  +
Supplies: colony size
High Command
 
  +
Ship Hulls & Weapons: colony size
</tabview>
 
  +
|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
  +
|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
  +
|
  +
|}
 
__NOTOC__
 
__NOTOC__
  +
[[Category:Industry]]
{{IndustryNavBox}}
 

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