Industry

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Industries are buildable colony improvements at player and AI owned colonies. The economy for the whole starsector is based on industry production, and trade shortages. See the colony page. Upgraded player colonies or AI colonies will provide a market to buy and sell goods.


The player can build industries on their colonies for credits. A size 3 colony will allow one industry improvement. Larger colonies get more build slots, up to four slots at colony size 6. Some defensive colony improvements use an industry slot, some do not.

The Waystation improvement also improves a colony's inventory to provide thousands of supplies and fuel (at base cost).


Build Order

This flowchart details the requirements and production of industries

A newly establish colony can only house a single industry, and different planet types suit different industries. To produce a self-sufficient economy requires multiple colonies, so choosing which industries go on which planets and in what order you develop can make a big difference.

There is no wrong planet to colonize or industry to construct as you get started with colony management, but prioritizing base resources will often yield higher profits and lay a foundation for future advanced industries.

A Farming industry can be established on most habitable worlds as your first industry since it is lucrative(particularly for rich farmland and with the use of Soil Nanites), requires little in the way of imports to operate and all colonies require food and will surfer stability penalties if subjected to a shortage. However, caution should be taken when colonizing habitable worlds as they typically have lower hazard ratings and benefit from increased growth which can attract Unwanted Attention.

Otherwise a mining operation on a planet with at least Rich transplutonics can produce high profits right out of the gate on a size 3 colony, particularly when augmented with an Autonomous Mantle Bore, rarely you may even be able to find a world with organics and/or volatiles alongside normal ores on Toxic or Frozen worlds. Mantle Bores require non-habitable worlds and rich ore deposits are most commonly found on high hazard volcanic worlds, however the mining industry's low upkeep means the impact of hazard rating on profits is minimal unless you invest in hazard pay to grow the colony. Such worlds will not grow past size 3 without outside intervention, but this can be quite useful for a player in the early game trying to maintain a Low Profile.

All colonies also benefit from supporting structures: Starports & Waystations for Accessibility, and Military buildings for Stability, Ground Defences, and space-based Patrols. These structures depend on Fuel & Heavy Industry outputs, which in turn require mining and refining of Metals, Transplutonics, & Fuel. These goods are difficult to produce profitably early and are suboptimal to produce on habitable worlds. They are also more likely to incite colony crises so these pursuits are not recommended for your first colony.

Stability

  • Ensure that your colony has good Stability so you don't destabilize into decivilization
  • Colonies can also be stabilized with the "stabilize" button, or by spending a story point into the "Population and Infrastructure".
  • Check the demands for each industry, in particular check "Population and Infrastructure." If the demands are not met, you'll get a penalty.

Ground and space defenses are like a bullet-proof vest in an important way. A bulletproof vest doesn't prevent a person from being shot, it just makes it much less painful. Ground Defenses can help prevent unrest penalties from compounding after Colony Threats. It is recommended that new players quickly construct this building to mitigate the severity of raids on important planets. Space defenses are expensive, more dependent on imports, and won't perform as expected at the first and second tier buildings.


Profit

Your colony demands are basically free, to a point. It's not free if-your colony doesn't have enough accessibility to import (tallies on the right will show this.) Industry buildings also receive a small upkeep reduction if your demands are supplied internal to your faction.

Colony profitability will vary greatly, depending on the whole economy of the sector. You will only profit if you can produce big numbers of valuable goods: food, drugs, fuel, volatiles, ore. Then you will have to make sure your colony accessibility is good enough to export, while keeping your upkeep low and your stability (above 4 to allow more profits.) For example, fuel production is a good building, but it produces -2 fuel below your colony size, and the building upkeep is 9000¢, or greater. You'll be making about -8000¢, even as the costs for the imports will be very low (or hidden into the building upkeep.)

Why can't you make money making supplies? Click the supplies tally on the right of your colony. You will see that the sector market value of supplies is around 60000¢. However, other factions will be producing about twenty times what you could produce on a normal colony. So, you're competing for a share of 60000¢ with a few other factions producing supplies at a rate-twenty times what you can, all the while paying 10000¢ or so building upkeep. Remember-building upkeep goes down on low hazard planets. See Market Conditions and Colony.

Which isn't to say you can't make money. If you can boost your accessibility into double digits, you'll steal market share from factions with low accessibility, and what if your planet has big numbers on three different items? It's down to luck though. Without luck, you'll just muddle around making a mere 30000¢ profit in your dirt mining.

A community member has made a beautiful profit calculator. It's a static web page that allows you to open a Starsector save file and browse to profitable colonies. See Persean Commercial Realty Group.


Industry List

Name Cost/Time Base upkeep Production Demand Notes
Population & Infrastructure N/A (Size - 2) * 1,500¢ (Size - 2) * 10,000¢

Crew: [Size -3]

Recreational Drugs: [Size -4]

Harvested Organs: [Size -5]

See industry page Present on all colonies

Doesn't counts toward industry limit

Farming

\ Aquaculture

75,000¢

60 days

(Size - 2) * 500¢ Food: [Size] Heavy Machinery: [Size -3] See Farming for Aquaculture
Mining 100,000¢

60 days

(Size - 2) * 1,000¢ Organics: [Size]

Ore: [Size]

Transplutonic Ore: [Size -2]

Volatiles: [Size -2]

Heavy Machinery: [Size -3]

Recreational Drugs: [Size]

Resources only produced if present on planet
Tech-Mining 150,000¢

45 days

(Ruin size) * 500¢ Fuel, Supplies, Weapons, and Blueprints None Production Diminishes after some times

Resources are sent to the gathering point (see Tech-Mining for details)

Refining 225,000¢

90 days

(Size - 2) * 1,500¢ Metals: [Size]

Transplutonics: [Size -2]

Heavy Machinery: [Size -2]

Ore: [Size +2]

Transplutonic Ore: [Size]

Light Industry 225,000¢

90 days

(Size - 2) * 4,000¢ Domestic Goods: [Size]

Luxury Goods: [Size -2]

Recreational Drugs: [Size -2]

Organics: [Size]
Heavy Industry 500,000¢

120 days

(Size - 2) * 6,000¢ Heavy Machinery: [Size -2]

Supplies: [Size -2]

Heavy Armaments: [Size -2]

Ship Hulls & Weapons: [Size -2]

Metals: [Size]

Transplutonics: [Size -2]

Allow usage of Doctrine Fleet

Removes Imported Hulls Ship quality debuff

Orbital Works 300,000¢

150 days

(Size - 2) * 6,000¢ Heavy Machinery: [Size -2]

Supplies: [Size -2]

Heavy Armaments: [Size -2]

Ship Hulls & Weapons: [Size -2]

Metals: [Size]

Transplutonics: [Size -2]

Provides faction ships with +20% quality
Fuel Production 450,000¢

120 days

(Size - 2) * 5,000¢ Fuel: [Size -2] Volatiles: [Size]
Commerce 450,000¢

90 days

(Size - 2) * 1,500¢

+50% Colony Income

None

-3 stability Allow buying/selling In-colony

Military Base 450,000¢

120 days

(Size - 2) * 5,000¢ Patrols: See Military Base

Crew: [Size]

Marines: [Size]

Fuel: [Size +1]

Supplies: [Size +1]

Ship Hulls & Weapons: [Size +1]

+2 stability

x1.2 Ground Defences

Patrols: See Military Base

Upgraded from Patrol HQ

High Command 150,000¢

120 days

(Size - 2) * 7,000¢ Crew: [Size]

Marines: [Size]

Fuel: [Size +2]

Supplies: [Size +2]

Ship Hulls & Weapons: [Size +2]

+2 stability

x1.3 Ground Defences Patrols: see High Command

Upgraded from Military Base


Structures

Structures does not produce resources aside from Crews, but it doesn't require Industry slot so you can build all of them on a single colony.


Name Cost/Time Base upkeep Production/effect Demand Notes
Spaceport 50000¢

15 days

(Size - 2) * 1500¢ Accessibility +50%

Population growth +2

Crew: colony size - 1

Fuel: colony size - 2

Supplies: colony size - 2

Ship Hulls & Weapons: colony size - 2

Built Automatically
Megaport 300000¢

150 days

(Size - 2) * 2000¢ Accessibility +80%

Population growth +(colony size)

Crew: colony size + 2

Fuel: colony size

Supplies: colony size

Ship Hulls & Weapons: colony size

Upgraded from Spaceport
Waystation 100000¢

60 days

(Size - 2) * 1000¢ Accessibility +10%

Supplied demand goes into colony stockpile

Fuel, supplies, crew equal to colony size
Ground Defences 150000¢

60 days

(Size - 2) * 1000¢ +1 stability

Provides x2 ground defenses

Supplies: colony size

Marines: colony size

Heavy Armaments: colony size - 2

Heavy Batteries 300000¢

90 days

(Size - 2) * 1500¢ +1 stability

Provides x3 ground defenses

Supplies: colony size

Marines: colony size

Heavy Armaments: colony size - 2

Upgraded from Ground Def.
Patrol HQ 300000¢

60 days

(Size - 2) * 1000¢ +1 stability

2x light patrol fleet

Crew: colony size

Fuel: colony size -1

Supplies: colony size -1

Ship Hulls & Weapons: colony size -1

Orbital Station 150000¢ 1500¢ +1 Stability

50% Station CR

x1.5 Ground Defense

Supplies: 3

Crew: 3

Choices between

Low-Tech, Midline, and Hi-Tech

Battle Station 500000¢ 6000¢ +2 Stability

75% Station CR

x2 Ground Defense

Supplies: 5

Crew: 5

Upgraded from Orbital Station
Star Fortress 1000000¢ 12500¢ +3 Stability

100% Station CR

x3 Ground Defense

Supplies: 7

Crew: 7

Upgraded from Battlestation
Planetary Shield 750000¢ 4500¢ x3 Ground Defense Blueprint gained from Story Mission


Colony Upgrades

There are several ways to improve your colony further:


Administrators

The player can administer colonies, and will do so unless another is selected. If one or two colonies are administered directly they recieve a +2 Stability bonus. Every colony past the second applies -2 stability to all colonies instead. If the Industrial Planning skill is taken all structures will have +1 Production.

A Hired Adminstrator can manage your colony for you. Up to three can be hired and they can also have the Industrial Planning skill. The salary is 2,500¢ for a regular administrators or 20,000¢ for a skilled one. There is a hiring fee of twice their salary, and their salary when not assigned to a colony is 10% the normal rate.

An Alpha-level AI Core can also run a colony. An AI core has no Salary, has the Industrial Planning skill, and also has the unique Hypercognition skill that provides +10% Accessibility, +20% Fleet Size, +50% Ground Defences, and +1 Stability. They are illegal however, and may attract unwanted attention


Improvements

It costs SP to improve a structure the first time, and double that for each subsequent improvement. What the improvement is depends on the structure, as seen in the table below.


AI Cores

AI Cores can be installed on industry buildings.

  • Gamma: -1 Demands
  • Beta: -1 Demands and -25% Upkeep
  • Alpha: -1 Demands, -25% Upkeep, and a unique structure-dependant bonus


Instalalble Modules

Installable addons are Special Items that can be found and applied to colony structures. Each Module is unique and has it's own requirements, found in a table below. Modules can be obtained when searching Equipment Caches and the like, or from Tech-Mining Ruins. Some modules can also be stolen from other faction's colony during raids although the economic balance of the sector is highly dependent on thse domain-era artifacts.

  • Eventide (Samarra) has a Fullerene Spool on it's Spaceport
  • Nachiketa (Naraka) and Sindria (Askonia) have Synchotron Core Fuel Refineries.
  • Chicomoztoc (Aztlan) and Kazeron (Thule) have Pristine Nanoforges on their Orbital Works
  • Sindria (Askonia), Asher (Canaan), Culann Starforge (Hybrasil), and Novo Maxios (Magec) have Corrupted Nanoforges on their Orbital Works.
  • Eventide also has an Orbital Solar Array, which is similar to an Orbital Fusion Lamp but cannot be installed or removedPlease Verify. It is occasionally found on other planets in the sector.


Improvement Effects
Colony Building Addon Effect Improvement Effect Alpha Core Effect
Commerce +50% Colony Income +25% Colony Income +25% Colony Income
Spaceport

Megaport

+30% Accessibility +20% Accessibility +20% Accessibility
Waystation - +20% Accessibility Greatly increases Waystation stockpiles
Orbital Station

Battlestation

Star Fortress

- +1 Stability Increases station combat effectiveness

(Station gets a level 20 AI officer)

Ground Defenses

Heavy Batteries

x1.5 Ground Defence x1.25 Ground Defence x1.5 Ground Defence
Planetary Shield -
Patrol HQ x1.25 Fleet Size (Hot)

x2 Fleet Size (Very Hot)

+1 Medium Patrol Increases fleet size by 1.25x
Military Base

High Command

+1 Heavy Patrol
Cryorevival Facility - Doubles population growth bonus Doubles population growth bonus
Aquaculture - +1 Production +1 Production
Farming +2 Production
Light Industry
Refining +3 Production
Fuel Production
Heavy Industry

Orbital Works

Mining +3 Production (non-volatile)
Population & Infrastructure Varies (See below) +1 Production

+1 Stability



Installable Module Requirements & Effects
Name Value Installed on Requirements Effects
Autonomous Mantle Bore 80,000¢ Mining Not Gas Giant

Not Habitable

+3 Production on all except for Volatiles
Biofactory Embryo 120,000¢ Light Industry Habitable +2 Production
Catalytic Core 100,000¢ Refinery No Atmosphere +3 Production
Combat Drone Replicator 60,000¢ Ground Defences

Heavy Batteries

x1.5 Ground Defense
Corrupted Nanoforge 50,000¢ Heavy Industry

Orbital Works

+1 Production

+20% Fleet Quality

+25% Hazard on Habitable Planets (Permanent)

Cryoarithmetic Engine 200,000¢ Patrol HQ

Military Base

High Command

Hot Planet +25% Fleet Size on Hot

+100% Fleet Size on Extreme Heat

Dealmaker Holosuite 120,000¢ Commerce +50% Colony Income
Fullerene Spool 150,000¢ Spaceport/Megaport No Extreme Weather

No Extreme Tectonic Activitiy

+30% Accessibility
Hypershunt Tap 300,000¢ Population & Infrastructure 10 Light-year (max) from a Coronal Tap +1 Industry Limit

+10 Transplutonics Demand

Orbital Fusion Lamp 150,000¢ Population & Infrastructure Mitigate Hazard Penalty the following features:

Cold, Extreme Cold, Poor Light, and Darkness

+10 Volatiles Demand

Plasma Dynamo 100,000¢ Mining Gas Giant +3 Production on Volatiles
Pristine Nanoforge 250,000¢ Heavy Industry

Orbital Works

+3 Production

+50% Fleet Quality

+25% Hazard on Habitable Planets (Permanent)

Soil Nanites 60,000¢ Farming No Volatiles deposit

No Transplutonic deposit

+2 Production
Synchrotron Core 250,000¢ Fuel Refinery No Atmosphere +3 Production



Industry
Industry Population & Infrastructure · Spaceport · Waystation · Farming · Aquaculture · Mining · Tech-Mining · Refining · Megaport · Light Industry · Heavy Industry · Orbital Works · Fuel Production · Commerce · Orbital Station · Ground Defences · Heavy Batteries · Patrol HQ · Military Base · High Command
Special Lion's Guard HQ · Planetary Shield · Cryosanctum · Cryorevival Facility
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Up to date for latest version, 0.97a.