Base
The bases are the cities and centers of organization of a faction. The largest number of inhabitants are gathered and new technologies are produced and researched. The bases are also military units, may have defenses against attacking fleets and a very large garrison. The characteristics of a base depends on its core, which is the type of initial module with which the base is built. The features and functions of a base are increased when new modules are installed.
Base core
The base core is a module, which can be built or purchased, and which is used by a fleet to build a base. The core determines the main characteristics of the base, especially its module capacity, which is the amount of space it has to install other modules. There are specialized modules for different types of bases: planetary, space, defensive, cities, etc ...
See base core.
Planetary bases and space stations
The main feature of a base is that of being spatial or planetary.
Planetary Bases
They are usually larger than the spatial ones, and are built on the surface of planetary planets (planet or moon). They allow to install planetary mines that extract the resources of the star on which they are.
Space stations (non-orbitals)
They can be built in any subsector within the system, ie the internal area of the 40AU radio system. They are not located in any particular site of the subsector, their position is indeterminate. If they are constructed in a subsector with planet, it does not mean that they are in the orbit of this, but in any part of the area of 1AU square. Space stations in empty subsectors with ideals as hidden bases.
Space stations (orbitals)
It is also possible to construct a space station in the orbit of a star, allowing to create a defensive orbital station that protects of any attack to the bases that are on the planet. The orbital stations allow the installation of atmospheric processors for the exploitation of the resources of a Jovian planet.
A fleet attempting to attack a base on the surface of a star will be blocked by the orbiting stations that orbit the star as long as the fleet has been previously detected. It is therefore possible to perform a surprise attack on the surface if the attacking fleet sneaks in without being detected.
Facilities
The bases have an ability to install structures called area, which is limited and greater the larger the base size. The facilities consume area, and there must be enough free area to be able to perform an installation. In addition to the area, the base needs energy and personnel to operate the facility.
The base energy is obtained from power plants. There are three types: fusion, fission and solar plants. The energy of the first two is fixed and depends on the type of plant. Solar, in addition to type, depends on the radiation reaching the base, the maximum radiation capacity that can be captured and the energy conversion performance of the solar plant.
In order for the staff to be able to move to the base, life support modules have to be built, which provide everything that your workers need to live. When installing a module, your staff moves immediately from the reserve to the base. In the case of the colonies, the staff is covered at the time of setting it up (like the rest of the modules), but the settlers arrive by the hour (from the reserve) to complete the settlers' capacity of the habitat. Sufficient life support modules must always be built before installing other modules in the base.
The modules are installed from the base loading hangar. If the energy, personnel and area requirements are met, the installation that has a duration determined by the type of module can be started. Modules can be installed in chain, up to a maximum of 4 in queue.
Modules can be recycled once installed. During this process, some materials are recovered by recycling.
Cargohold
It is where they store the planetary resources, consumer goods and uninstalled modules of the base. All bases have a capacity determined by their size. This capacity can be increased by installing cargo hangars.
The capacity of the base cargohold is divided between the private charge of the base and the commercial load, which is the one that is available for its purchase and sale through the commercial orders.
See also
Colonies
A base with a least one installed habitat becomes a colony.
Defensive base
A base acts as a defensive base when an allied fleet that is in the same subsector is attacked during an interception mission. The interception is immediately canceled because of the potential danger of any type of basis.
The defensive base will be the allied base with greater firepower. A fleet may only be protected by the base if it is inactive in the subsector or 'docked a base.
Surveillance
The surveillance level is the quality in the performance of the troops of a base when it comes to controlling citizen security and avoiding espionage missions. The level is directly proportional to the sum of the surveillance of each of the troops that are garrisoned on a base and is inversely proportional to the total sum of citizens (personnel and settlers) who have a base.
Some troops such as police units are specialized in surveillance. In addition, there are several types of equipment for troops that allow to improve the level of surveillance of any unit.
Construction plant
All the bases have a construction plant which is in charge of the maintenance of the installations. Tasks are queued and processed one by one. The time that a task takes is determined by the type of module, the type of task, and the speed of the base construction plant. The task speed depends on the base core.
If a task is canceled, the object under construction is recycled. If it is a recycling, the resources are not recovered.
Task | Description |
---|---|
Installation | The modules that are integrated in the base are called facilities and provide functions or bonuses to the bases. Unlike the ships, which start from a previously designed ship model, bases begin without installations, so after creating the base, they have to be integrating the modules one by one. |
Recycling | An obsolete module or that we no longer need can be recycled. We will recover a part of the resources that depends on our technology. The time required for the recycling of a module is much less than the installation time. |
Uninstall | It is possible to uninstall a module and recover it completely. Usually it is only made with unique or very valuable objects as the process takes a lot of time. |