Base (Page)

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The base screen is one of the most important in zeroG Commander and one of the most complex. Next, it will explain each of its parts and the functions that can be performed.

Panel 1: Base Name

It shows an icon according to the type of base (planetary or space station), the name of the base and an icon that when clicking opens a drop down with all the bases that own the faction. Clicking on any name of the drop-down will change base quickly.

Panel 2: Section Buttons

There are different sub-screens of the base, from left to right: details, facilities, warehouse, commerce, colony, manufacturing, mining and defenses. To move between sub-screens just click on each of the icons.

Panels 3, 4 and 5 are specific to the "details" sub-screen of the base.

Panel 3: Base details

The power, personnel, and base space information is displayed. Each of the data has four fields:

  • Capacity: total that has the base with the modules that are installed.
  • Usage: quantity used by the modules that are installed.
  • Reserved: amount to be used when installing a module that is in the process of being installed or queued.
  • Free: amount left over from that resource and that can be used to install new modules.

Panel 4: Base position

The position of the base within the system (coordinates of the sub-sector) and its position relative to the bodies of the system (on the surface of a planet, orbiting a planet or in the space of a subsector) is shown.

Panel 5: Fleets

The fleets that are in the sub-sector of the base are shown. If the fleet is in defensive mode it will show the% defense it gives to the base. The fleet may also be docked at the base, performing refueling and repair operations, in which case it will be displayed in the "base" field. The action buttons allow quick access to orders to transfer troops and cargo between that fleet and base.

Panel 6: State Buttons

The base states that can be modified are found. From left to right:

  • Base hidden / not hidden: this button causes the base to go from hidden to hidden. In the hidden state (blue color), only the commercial access type button will appear. In the non-hidden state (red), the buttons for commercial access type, immigration status and state of sovereignty will appear.
  • Commercial access type: this button allows to change the commercial access of the base between: prohibited for all (red), limited to the factions with which we have a commercial treaty (yellow) and free for all factions (blue).
  • Immigration Status: This button allows you to change the immigration policy of the base, allowing or restricting the entry of new immigrants. The bonus given adds to the amount of immigration the faction receives per hour (see immigration page).
  • State of sovereignty: this button allows bases with state center to claim sovereignty of the system. It changes from the state not claiming sovereignty (yellow) to claiming sovereignty (blue). In case you do not have a state center module installed in the base, the button will appear in red.

Panel 7: Economic data

You will find the economic information of the base. Income from taxes and artifacts, maintenance expenses and the overall balance of the base are shown.

Panel 8: Logistics Details

The power of the base sensors (which will be 0 if you have no sensor module installed), the presence (visibility of the base), the radiation received from the star, the repair of the base, the bonus of repair and reinforcement (added by modules).

Panel 9: Events

The next events that affect the base (installation / recycling of modules, arrival of ships, investigations, etc.) are shown.

Panel 10: Base Orders

The following buttons are left to right:

  • Abandon base: it serves to leave the base and make it happen to be npc.
  • Transfer troops: Quick access to the order to transfer troops between base and the fleet.
  • Transfer cargo: Quick access to the order to transfer cargo between the base and the fleet.

Panel 11: Notices

Base status messages are displayed. From up to down:

  • Damaged structure: shows if there are damaged modules in the base by changing to yellow or red.
  • Base unmanned: changes to red if base is unprotected (if it has no troops).
  • Base without defenses: it changes to red if the base does not have defenses (arms).
  • Insufficient staff: changes to yellow when missing staff and / or settlers at base.
  • Full Store: changes to yellow when the store is nearly full or full.
  • Investigation stopped: changes to yellow when there are laboratories standing at the base.
  • Production stopped: changes to yellow when there are factories, shipyards or barracks standing at the base.
  • Base blocked: changes to red when there is a hostile fleet blocking the base.

Panels 12, 13 and 14 are specific to the sub-screen "installations" of the base.

Panel 12: Sub-section buttons

In this bar the different tabs of the sub-screen facilities are shown. From left to right:

  • Status: the installed modules are shown in the base and the state of the structure of each one.
  • Energy: modules are classified into energy producers and consumers. Shows the amount that each module produces / consumes.
  • Vital support: the modules are classified into producers and consumers of personnel. Shows the amount that each module produces / consumes.
  • Space: the modules are classified into generators and space consumers. Shows the amount that each module consumes / consumes.
  • Cost: shows the maintenance cost of the base modules.

Panel 13: Sub-section details

Displays the modules of the selected tab in panel 12.

Panel 14: Constructor

Displays the base builder. The tasks that are being done between installation and recycling of modules appear; and builder speed (specific to each base type).

Panels 15 and 16 are specific to the sub-screen "warehouse" of the base. Block 17 is displayed when an object is selected from the base store.

Panel 15: Warehouse

Displays the objects in the base store. They are divided according to their category: basic resources, fusion reactors, life support, etc. If there is a sale order or an object purchase, the trade icon will be displayed to the right of the quantity in the store. In the case of modules, an icon is displayed indicating whether it can be installed (white) or not (red) on the base.

Panel 16: Capacity and area occupied

It shows the capacity of the base store in a sector diagram and the quantities in m3 following the following color code:

  • Blue: free space.
  • Yellow: capacity reserved for trade, either with warehouse objects that are in sales order or objects in purchase order.
  • Red: space occupied by objects.

Panel 17: Object panel

If an object is selected from the warehouse its screen will be loaded on the right side. The following tabs appear:

  • General information: left area of ​​the box. Displays the image, type, category, available quantity, and volume of the object.
  • Details: shows the description of the object, and the option to recycle it.
  • Trade: allows you to create sales and purchase orders for that object.
  • Installation: shows the requirements that the module needs to be installed and the button to give the installation order.
  • Transfer: Displays the order to transfer that object between bases using a commercial port.

Panels 18 and 19 are specific to the sub-screen "trade" of the base.

Panel 18: Commercial Orders

It shows the commercial orders of purchase and sale that are in the base.

Panel 19: Shipping

It shows the active shipments at the moment, the maximum number of shipments and the maximum capacity that can be sent.

Panels 20, 21 and 22 are specific to the sub-screen "colony" of the base.

Panel 20: Population

Displays the base population data. It is divided into 3 categories:

  • Staff: population working on modules installed in the base. The "required" data indicates the staff that is currently employed. The "capacity" data shows the total number of personnel that can be in the base (capacity of the life support modules).
  • Settlers: civilian population that inhabits the colonies of the base.
  • Soldiers: military base population. They are the troops that are stationed in this one.

Panel 21: Immigration Bonus

It shows the immigration bonus that gives the base and the bonus of cloning (this bonus is given by the cloning modules installed in the base).

Panel 22: Consumer Goods

It shows the consumer goods known by the faction, the amount that is in the store of the base, the consumption per hour of each and the rest in the next hour.

Panel 23 is specific to the sub-screen "fabrication" of the base.

Panel 23: Production

It shows the production modules of the base and what they are producing at the moment. They are divided into:

  • Assembly plants: production of objects and modules.
  • Space shipyards: production of ships.
  • Barracks: troop training.
  • Laboratories: technology research.

Clicking on each one is passed to your production screen. For more details see the description of each module or the specific video tutorials.

Panels 24 and 25 are specific to the sub-screen "mining" of the base.

Panel 24: Resources

It shows the basic resources, their abundance on the planet, the reserves available in the base warehouse and the hourly production of the mines.


Panel 25: Mines

Displays the installed mines in the base and resource they are currently producing. The bottom of the table shows the time it will take to fill the base warehouse with the current mining production.

Panels 26 and 27 are specific to the sub-screen "defenses" of the base.

Panel 26: Defenses

It shows the following details regarding the defense of the base:

  • Level of surveillance: indicates the difficulty to carry out operations of espionage in the base. It is given by the garrisoned troops and the amount of population of the base.
  • Shields: strength of the shield modules installed in the base.
  • Defensive Bonus: bonus offered by the base and bunker modules installed.
  • Fighter Defense: defensive bonus against bombers that offer base weapons and installed fighter hangars.
  • Combat capacity: indicator of the status of the troops and the base before a combat. The combat capacity is reduced every time the base and troops go into combat and recovers over time.
  • Experience: shows the experience of the base.

Panel 27: Sections of defenses

It is divided into 3 tabs:

  • Troops: shows the ability of base troops and the list of troops that are garrisoned at the base, with their effectiveness and combat capability.
  • Weapons: shows the ability of base weapons and list of installed weapons, with their damage and accuracy.
  • Fortifications: shows the capacity of fortifications of the base and the list with the installed ones, with its structure.