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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. |
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− | The player can build industries on their colonies for credits. There is a limit of |
+ | 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. |
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+ | {| class="article-table" |
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+ | |+Industry summary |
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+ | !Name |
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+ | !Cost |
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+ | !Build time |
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+ | !Upkeep (base) |
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⚫ | |||
+ | !Demand |
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+ | !Notes |
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+ | |- |
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⚫ | |||
+ | |N/A |
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+ | |N/A |
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+ | |1500 + (Size - 3) * 1500¢ |
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+ | |10000 + (Size - 3) * 10000¢ |
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+ | |See industry page |
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+ | |Present on all colonies |
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+ | |- |
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⚫ | |||
+ | |50000¢ |
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+ | |15 days |
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+ | |1500 + (Size - 3) * 1500¢ |
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+ | |Accessibility +50% |
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+ | Population growth +2 |
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− | <tabview> |
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+ | |||
⚫ | |||
+ | Crew: colony size - 1 |
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⚫ | |||
+ | |Fuel: colony size - 2 |
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⚫ | |||
+ | Supplies: colony size - 2 |
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− | Farming |
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+ | Ship Hulls & Weapons: colony size - 2 |
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⚫ | |||
+ | |Does not occupy industry slot |
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⚫ | |||
+ | |- |
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⚫ | |||
⚫ | |||
⚫ | |||
+ | |300000¢ |
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⚫ | |||
+ | |150 days |
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⚫ | |||
+ | Upgrades from Spaceport |
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⚫ | |||
+ | |2000 + (Size - 3) * 2000¢ |
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⚫ | |||
+ | |Accessibility +80% |
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⚫ | |||
+ | |||
⚫ | |||
+ | Population growth +(colony size) |
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⚫ | |||
+ | |||
⚫ | |||
+ | Crew: colony size + 2 |
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⚫ | |||
+ | |Fuel: colony size |
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⚫ | |||
+ | Supplies: colony size |
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⚫ | |||
+ | Ship Hulls & Weapons: colony size |
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− | </tabview> |
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+ | |Does not occupy industry slot |
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+ | |- |
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⚫ | |||
+ | |100000¢ |
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+ | |60 days |
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+ | |1000 + (Size - 3) * 1000¢ |
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+ | |Accessibility +10% |
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+ | Supplied demand goes into colony stockpile |
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+ | |Fuel, supplies, crew equal to colony size |
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+ | |Does not occupy industry slot |
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+ | |- |
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⚫ | |||
+ | |75000¢ |
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+ | |60 days |
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+ | |500 + (Size - 3) * 500¢ |
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+ | |Food: colony size -+ colony modifier |
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+ | |Heavy machinery equal to colony size - 3 |
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+ | |Farming and aquaculture are functionally identical |
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+ | Aquaculture can only be built on water worlds |
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+ | |- |
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⚫ | |||
+ | |100000¢ |
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+ | |60 days |
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+ | |1000 + (Size - 3) * 1000¢ |
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+ | |For each deposit present: colony size -+ colony modifier |
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+ | |Heavy machinery equal to colony size - 3 |
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+ | Recreational drugs equal to colony size |
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+ | |Deposits may be ore, rare (transplutonic) ore, organics or volatiles |
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+ | |- |
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⚫ | |||
+ | |150000¢ |
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+ | |45 days |
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+ | |1000 + (Size - 3) * 1000¢, capped at 4000¢ |
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+ | |Highly variable - see industry page |
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+ | |None |
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+ | | |
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+ | |- |
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⚫ | |||
+ | |225000¢ |
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+ | |90 days |
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+ | |1500 + (Size - 3) * 1500¢ |
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+ | |Metals: colony size |
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+ | Transplutonics: colony size - 2 |
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+ | |Heavy machinery: colony size - 2 |
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+ | Ore: colony size + 2 |
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+ | Rare ore: colony size |
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+ | | |
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+ | |- |
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⚫ | |||
+ | |225000¢ |
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+ | |90 days |
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+ | |4000 + (Size - 3) * 4000¢ |
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+ | |Domestic Goods: colony size |
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+ | Luxury Goods: colony size -2 |
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+ | Recreational Drugs: colony size -2 |
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+ | |Organics: colony size |
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+ | | |
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+ | |- |
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⚫ | |||
+ | |500000¢ |
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+ | |120 days |
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+ | |6000 + (Size - 3) * 6000¢ |
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+ | |Heavy Machinery: colony size - 2 |
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+ | Supplies: colony size - 2 |
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+ | Heavy Armaments: colony size - 2 |
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+ | Ship Hulls & Weapons: colony size - 2 |
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+ | |Metals: colony size |
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+ | Transplutonics: colony size - 2 |
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+ | |Takes Nanoforges |
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+ | |- |
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⚫ | |||
+ | |300000¢ |
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+ | |150 days |
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+ | Upgrades from Heavy Industry |
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+ | |6000 + (Size - 3) * 6000¢ |
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+ | |Heavy Machinery: colony size - 2 |
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+ | Supplies: colony size - 2 |
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+ | Heavy Armaments: colony size - 2 |
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+ | Ship Hulls & Weapons: colony size - 2 |
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+ | |Metals: colony size |
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+ | Transplutonics: colony size - 2 |
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+ | |Takes Nanoforges |
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+ | Provides faction ships with +20% quality (avg. -1 D-mod/ship) |
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+ | |- |
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+ | |[[Fuel Production]] |
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+ | |450000¢ |
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+ | |120 days |
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+ | |5000 + (Size - 3) * 5000¢ |
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+ | |Fuel: colony size - 2 |
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+ | |Volatiles: colony size |
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+ | |Takes [[Synchrotron Core|Synchrotron]] cores |
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+ | |- |
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⚫ | |||
+ | |450000¢ |
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+ | |90 days |
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+ | |1500 + (Size - 3) * 1500¢ |
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+ | | +1 stability |
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+ | Provides tradeable market |
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+ | |None |
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+ | | |
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+ | |- |
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⚫ | |||
+ | |150000¢ |
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+ | |60 days |
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+ | |1500 * (Size - 2)¢ |
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+ | | +1 stability |
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+ | Provides x2 ground defenses |
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+ | |Supplies: colony size |
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+ | Marines: colony size |
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+ | Heavy Armaments: colony size - 2 |
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+ | |Does not occupy industry slot |
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+ | |- |
||
⚫ | |||
+ | |300000¢ |
||
+ | |90 days |
||
+ | Upgrades from Ground Def. |
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+ | |1500 * (Size - 2)¢ |
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+ | | +1 stability |
||
+ | Provides x3 ground defenses |
||
+ | |Supplies: colony size |
||
+ | Marines: colony size |
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+ | Heavy Armaments: colony size - 2 |
||
+ | |Does not occupy industry slot |
||
+ | |- |
||
⚫ | |||
+ | |300000¢ |
||
+ | |60 days |
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+ | |4000 + (Size - 2) * 4000¢ |
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+ | | +1 stability |
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+ | 2x light [[Colony#Patrols|patrol]] fleet |
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+ | |||
+ | Crew: colony size |
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+ | |Fuel: colony size - 1 |
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+ | Supplies: colony size - 1 |
||
+ | Ship Hulls & Weapons: colony size - 1 |
||
+ | |Does not occupy industry slot |
||
+ | |- |
||
⚫ | |||
+ | |450000¢ |
||
+ | |120 days |
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+ | Upgrades from Patrol HQ |
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+ | |5000 + (Size - 2) * 5000¢ |
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+ | | +2 stability |
||
+ | Patrols: see industry page |
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+ | |||
+ | Crew: colony size |
||
+ | |||
+ | Marines: colony size |
||
+ | |Fuel: colony size |
||
+ | Supplies: colony size |
||
+ | Ship Hulls & Weapons: colony size |
||
+ | | |
||
+ | |- |
||
⚫ | |||
+ | |150000¢ |
||
+ | |120 days |
||
+ | Upgrades from Military Base |
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+ | |7000 + (Size - 2) * 7000¢ |
||
+ | | +2 stability |
||
+ | Patrols: see industry page |
||
+ | |||
+ | Crew: colony size |
||
+ | |||
+ | Marines: colony size |
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+ | |Fuel: colony size |
||
+ | Supplies: colony size |
||
+ | Ship Hulls & Weapons: colony size |
||
+ | | |
||
+ | |} |
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__NOTOC__ |
__NOTOC__ |
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+ | [[Category:Industry]] |
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− | {{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.
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 |