Heavy Industry

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Centralized manufacturing infrastructure for production of heavy industrial equipment, supplies, and weapons. Also capable of producing barely-spaceworthy starships; a nanoforge can be installed to improve production quality.

–In-game description

Heavy Industry is an industry.

It can be built at any Colony.

It can also be upgraded to an Orbital Works.

Construction

Heavy Industry costs 500,000¢ to build and has a build time of 120 days.

It will refund 375,000¢ when shut down.

Upkeep

Heavy Industry has a base upkeep of 6,000¢ * (colony size - 2).

Effects

The player's first Heavy Industry will remove the 'Cross-faction imports' debuff (-25%) to ship quality across their colonies, and will allow for further increase to player faction's overall ship quality.

It will also allow the usage of Doctrine & Blueprints, allowing the player to influence the composition of the fleets generated by their colonies.

Heavy Industry allows the player to pay their colony to produce a ship, usually below the purchasable market price, with each Unit of Production giving 25,000¢/month of player custom production.

The ship will then be produced and delivered at the end of the month, stored at the designated planet.

The ship will be outfitted with whatever weapons / hull mods that the player faction has access to, along with potential D-mods depending on ship quality.

Production

Heavy Industry produces the following commodities;

Demands

Heavy Industry demands the following commodities;

AI Cores and Forges

Heavy Industry receives the following benefits when assigned an AI Core;

Additional Buffs

In addition, a Corrupted Nanoforge or Pristine Nanoforge can be installed, which will increase production by 1 and 3 respectively, as well as increase ship quality by 20% and 50% respectively. Both will increase Pather interest by 4.

A nanoforge (Corrupted or Pristine) will immediately create the Pollution condition when used in a colony with the Habitable condition, increasing hazard rating by 25% and effectively cancelling out Habitable's hazard rating benefits. If the nanoforge is removed before 90 days (cumulative) then the Pollution will also be removed; a nanoforge remaining for longer than this results in permanent Pollution. This interaction occurs specifically with the Habitable condition, and not with colonies that have population but not the specific Habitable condition.



Change History

0.9

  • Added to the game
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Up to date for latest version, 0.97a.