- Station Building
- Very Basic Overview Of Building In Friendly Space
- Claiming A Plot
- Construction Planning
- Station Module Blueprints
- Construction Guide
- Supplying The Build Storage With Construction Wares
- Assigning Staff And Subordinates
- Managing Stations
- Station Defences
- Drone Management
Stations that can be visited are not limited to just NPC ownership; the player can also construct their own stations from small factories to supply a a local niche to self-sufficient mega complexes and fortresses to control regions of space. Station costs can be estimated from blueprints. A simple station with just a basic dock and small platform will cost 2-3 million.
Very Basic Overview Of Building In Friendly Space
The following list isn't a recommended approach. It is just a basic overview of the minimum steps needed to build a simple station that that the rest of the page elaborates on in more detail.
- Open Map and select the Manage Plots tab
- Decide how big you want your Plot (top-left area)
- Click on "Create new plot"
- If the fee is too high, return to Manage Plot tab and click on 'red x' to delete the Plot (top-left area)
- Select a position on the map (z/x axis only)
- Left click and decide whether to buy a license
- When ready, click on "Continue"
- Place a Dock, then anything else in sequence
- When ready, click on "Confirm module placement"
- On Map, 'right mouse button' on the Plot and select "Manage funds"
- Provide funds to cover wares you won't be delivering yourself
- On Map, select Plot , 'right mouse button' on NPC Builder Ship, hire, and wait
Claiming A Plot
Open the Manage Plots tab of the Map and select a New Plot from the list at the top. In the middle are sliders for adjusting the size of the plot relative to the centre with the sum of the directions along an axis being able to range from 1-20. Click the Create New Plot button to be able to place the plot of the selected size on the map along the ecliptic by left clicking. The player then has the choice to pay the Real Estate Transfer Tax for the plot or to ignore it. The tax costs between 1,000 and 7,000 credits per km3 depending on location and notoriety with the faction who owns the sector. If the player ignores the tax the owning faction of the sector will attack any station modules built in that plot. Plots placed in Xenon or unowned sectors will not need to pay anything. The player can then click Continue to enter the Plan Build UI for station construction.
The construction of a station requires some planning. It is only possible to plan stations using Blueprints that the player has already obtained (see below). Note that modules will be constructed in the order of their placement meaning priority modules should be placed first. The actual construction (i.e. hire a builder ship) should commence after all modules have been place and equipped with turrets and shield because any change on a module already build will recycle that module at the cost of part of the resources required. One of the upper right buttons of the construction screen provides the option to save the current construction and the player is encouraged to use that option frequently during the construction.
Station Module Blueprints
When starting the game the player has access to several basic Blueprints (BPs), which allows for building rudimentary stations. In order to construct more complex stations, and station defences (see "Station Defences" section below), further Blueprints must be acquired (e.g. for habitation, better docks or additional production modules). Blueprints are acquired from Faction Representatives, Data Leaks and Space Suit EMPs. As additional Blueprints are unlocked, they become listed in the player's Encyclopedia.
For a given gamestart, the available BPs are found in the Encyclopedia:
Faction Representatives will show you the full list of Station Module Blueprints their Faction offers. The Sector that a Faction Representative is based in is listed in the Faction's entry in the in-game Encyclopedia (expand the "Factions" group in the image above). If unsure what station they are on, you can ask local NPCs for directions.
The full list of modules available for Argon and Paranid stations are in the following images. Since the Teladi produce Teladianium-based equipment, they offer a Teladianium Production Module instead of a Refined Metals Production Module. Similarly, Teladi Representatives offer several modules that utilise Teladianium instead of Refined Metals but have the same name as their Argon and Paranid counterpart modules.
- Left mouse button is panning the screen
- The scroll wheel is zooming in and out
- Right click on a module opens a context window with option to remove or copy(*)
- Left click on a module to select it and then right click and hold rotates the module horizontally (note: vertical rotation is not possible)
It is recommended to make the first placed module one from the Dock Modules category to enable a Manager to be assigned early on, the station to use drones (see Drone Management section below) and for the player to be able to dock their ships. The player can select a module they want built using the upper left window and then placing it on the plot.
The first module placed will have the height default to the ecliptic while subsequent modules can have their height adjusted using vertical connection points. Available connection points a placed module has are represented by white arrows, which will turn green and form a line with compatible connection points of modules selected for placement.
Many production, storage and habitation modules require connection points in a specific direction making Cross Connection modules very useful for forming a framework to attach other modules to.
Selecting an anchor and moving it (left click and hold) will also move the sequence of all modules attached to it. This is useful in combination with the copy sequence option(see * above). The anchor module of a construction is usually the first placed, i.e. the module on the top of the list(**).
Modules will be build even if they are disconnected from any other module or only connected to some others but to to the entire construction. That can be useful, for example a defence module placed far out at the plot cube perimeter, but it can also be of great disadvantage, for example a resource production or a storage module because the wares will not be transferred. To detect disconnected modules move the anchor module(see ** above).
It is possible to merge or overlap modules if the snap points allow it. This will not affect the functionality.
Some modules can be equipped with turrets and shield. They can be identified by a plus symbol "+" behind their names. To add turrets and shield click that symbol to open the equipment menu. Similar to the equipment menu of ships there are optional preset loadouts available on the top right of the screen. It also allows to save a manually equipped loadout.
Once the player is happy with their design it should be saved, and a Builder type ship needs to be hired or assigned to the construction site. Click the Assign or hire a builder button to open the Object List of the Map, use this or the property Menu to find a player owned of NPC Builder ship which is not busy and right click it in the list to click the Select option. NPC Builders will charge 50k credits for their service.
Supplying The Build Storage With Construction Wares
The rate of construction is dependent on the available construction materials and the number of Building Drones the Builder ship has.
There are 3 ways to supply Wares to the Build Storage Module:
- Let your Station Manager take care of it automatically
- Order your Captains to deliver them via a Ware Transfer (any ship size)
- Manually deliver them personally in a Small or Medium Ship
Automatic Ware Supply
Under the Plan Build menu there is the "Manage buy offers for needed resources" tab, which has an option to transfer credits to the station Build Storage using the "Available money for construction" slider. The offered buying price for the construction materials can be set in the "Configure buy offers" sliders to determine how much of the money is spent on each resource. If the Build Storage has funds it will trade with NPC traders for the necessary resources until construction is completed or it runs out of credits.
Ware Transfer Supplying
Additionally it is possible to move resources directly into the build storage with the "Ware Exchange" menu. The player can manually use "Execute Trade orders" from the Map to buy construction materials for a cheaper price and then use the "Trade with and Transfer wares with..." commands to deliver the wares to the Build Storage for the station.
Select a transporter with a useful build resource (e.g. Energy Cells) and then right-click the station. Select the ware exchange action for the Build Storage. This allows wares to be moved directly from the ship to the storage. This method also allows more resources to be loaded at a build storage than are currently needed where they will remain available for future construction plans. This process can be conducted with ships of any size class.
Manual Ware Delivery
Although the Build Storage Module doesn't have a Map icon, they can be found in space close to the build site. Each Build Storage Modules has 2 Docking Cradles that support Small and Medium Ships.
As usually, the docking process involves approaching the Build Storage Module and requesting docking permission. However,Build Storage Modules do not have HUD icons and docking requests can only be initiated when close to the Cradles. This process is illustrated in the following images.
- Top-down view of a Build Storage Module with Small/Medium Ship Cradles highlighted:
- Approach the centre area of a Cradle in your Small or Medium Ship:
- Approach the orange highlighting and request docking permission when the right-side monitor shows Build Storage Module details:
- Follow the docking guidance as usual:
Assigning Staff And Subordinates
To assign a Manager to a station the player will need to hire a Crewman/Crewoman from a platform and right click a player owned ship docked at the current station in the Property Owned menu before assigning them to a role as a Service Crew or Marine in the Selected Role tab on the right and clicking Hire. Alternatively crew can be obtained using the Upgrade Ship order at a Wharf, Shipyard or Equipment Dock. The ship with the crew must then fly to the player owned station and the crew member right clicked under the Information tab for the ship to select Comm before clicking "Work somewhere else for me" and selecting the player owned station in the Property Owned menu to have them assigned to the role of Manager under the Selected Role tab. To assign a Manager requires the station to have at least one Dock and Production type module.
Every crew member can be assigned into any role as long as the ships they go to or come from are currently docked. Of course a marine may not be the best manager, unless he learns the right skills.
To add a subordinate ship to a station simply select the ship then right click the station in the Property Owned menu and choose one of the Assign Role for options.
Most aspects of station operations are performed automatically by the Manager who will order subordinate ships to mine and trade for the station and automatically allocate the volume of storage space dedicated to each ware. With very few exceptions production modules will always operate at a profit. Stations are managed via settings on the Map and in the Logical Overview (see below).
Map-based Information Menu
- Allows adding or removing Station funds:
- The Station Account is used for trading and Drone Management (purchasing and replacing them)
- The Funds for Station Construction cover Trade Offers for Wares needed for constructing new modules
- Expand the Manager's info, to find the "Restrict trade to other factions" toggle if wishing to prevent trading with NPC ships
Logical Overview Menu
- Provides the player will see a summary of the station production lines as well as how much of the allocated storage space is occupied by each ware
- Allows adjusting trade parameters:
- Left click individual wares to view inbound ships trading that ware
- Adjust the Buy and Sell prices for the ware if the Automatic Pricing flag is disabled
- Toggle the Restrict trade with other factions flag to prevent the ware being traded with NPC ships.
At this time (v1.50), it is not possible to supply stations with missiles and so those turrets are not recommended for use at this time.
The supply and replacement of lost Drones can be done in two ways:
- A player-owned CV can be used to manually transfer Drones to a station
- The Logical Overview cab be setup to instruct the Manager to produce and replace lost Drones automatically (see below)
Drone management with the Logical Overview:
Ensure you have a Manager working on the station
Locate the "Drones" section:
Expand the "Drones" section:
- User the "Target Amount" sliders to set the numbers of Drones you wish to maintain:
- Alternatively, left-click on the slider and then press Enter to enable typing the number of credits
- Check the appropriate "Restock...automatically" buttons
- Return to the Logical Overview and expand the "Station Account" section:
- Provide suitable funds for Drone component purchase (as per point 4)
- The Station should now offer Buy Orders for required Drone Parts, Energy Cells and Smart Chips: