Station

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A Luddic Church station in orbit around Tartessus
An enormous space station which can host shipyards, habitats, factories, or large stockpiles of weapons and supplies. These platforms allow humanity to project military and industrial power throughout known space.

–In-Game Description


Stations are large defensive structures in orbit around planets, or sometimes housing markets in themselves. They present a powerful deterrent to hostile fleets and protect their planet from bombardments & raids.

Overview

Stations functions as static protection for a Colony, compared to the power projection from Patrol HQ, Military Base or High Command.

They provide significant protection against raids, significantly increasing the colony's ground defenses which incentives engaging it for greater raid success.

They also provide complete protection against bombardments, requiring its destruction for any bombardment to be carried out.

Structure

Stations are consisted of 2 to 3 modules, which each has its own independent Health & Flux bar. These modules are attached to a rotating platform so that different module(s) will be engaging the player fleet at a time. A station will be destroyed when all of its modules are destroyed.

Stations also have some unique boons that makes it more difficult to engage:

  • Targeting Supercomputer hullmod that dramatically increases the range of its weapons, allowing the station to fire upon ships from a massive distance, far before they are able to properly close in on the station.
  • Support/Missile/Hanger modules usually have the Missile Autoforge system, allowing persistant missile pressure.
  • 100% Fighter replacement rate, ensuring that Fighters will always be a nuisance or threat as long as the Hanger modules are intact.

A station that loses some modules will replace them over time, a fully destroyed station will take 1-3 months to restore, with exception being for non-colony Pirate bases, Luddic Path bases & Remnant Battlestations, which are removed entirely on their destruction.

Stations are autofitted with a semi-random set of weapons (like other NPC ships), which vary based on the station type.

By default, stations do not come with officers (can be changed in the settings.json file).

Tech Types

Human-buildable stations have 3 Tech types that functions similarly to ships:

Tier

Human-buildable stations also have 3 Tiers, listed below in increasing strength.

  • Orbital Station
  • Battlestation
  • Star Fortress

Battlestations adds outwork-type modules to protect the main modules.

Star Fortress adds drones and a mine projector.

Both of the above can also gain Station Armor Modules.

Tech & Tiers Cross-section Table

Orbital Station Battlestation Star Fortress
Low Tech Station
  • 1 Combat Module
  • 2 Support Modules
  • 1 Citadel between the 2 Support Modules
  • 2 PD Bastions between the Combat Module & each Support Module
  • The Combat Module gains Station Armor Modules
  • A weak mine layer
  • 5 Merlon PD Drones
  • All unarmored Combat Modules gains Station Armor Modules
Midline Station
  • 1 Broadside Module
  • 1 Support Module
  • 2 Light Support Module on each end of the Station
  • A moderately powerful mine layer
  • 3 Ravelin Combat Drones
  • All Combat Modules gains Station Armor Modules
High Tech Station
  • 2 Combat Modules
  • 1 Hanger Module with the Recall Device hullmod
  • 2 Shield Modules with the Fortress Shield hullmod rotating along an inner ring
  • (the Combat & Hanger Modules don't have their own shields and instead relies on the 2 Shield Modules)
  • 1 Citadel & 1 extremely tough Station Armor Module rotating in sync with the 2 Shield Modules, covering the gap in their shields

Gallery

Bases

Pirates, the Luddic Path and the Remnants all have / can build bases in uninhabited systems for various purposes.

All of these bases will be destroyed permanently when the station is destroyed.

Pirates

Pirate Bases will naturally appear over time to serve as a base of operations to conduct raids and general piracy on some select star systems.

Pirate bases can be interacted akin to a Pirate market, and its location will eventually be discovered (usually with a bounty on it), or can be found in a bar interaction on a colony affected by the Pirate Activity.

Pirate bases are most frequently Low Tech Orbital Stations, initially starting of with 2 of its modules before completing with 3 if enough time passes, and are usually within a close distance of its target star system(s).

Piracy will cause the afflicted factions to occasionally post system bounties in response, or a bounty on the Pirate Base itself.

Destruction of a Pirate Base will remove all Pirate Activity debuffs from the colonies within the afflicted star systems.

Luddic Path

Luddic Path Bases will naturally appear over time to serve as a base of operations to support Cells on colonies with special properties that attracts their attention.

Pirate bases can be interacted akin to a Pirate market, and its location will eventually be discovered (usually with a bounty on it), or can be found in a bar interaction on a colony affected by the Luddic Path Cells.

Luddic Path bases are most often Low Tech Orbital Stations. Unlike pirates Luddic Path bases can become Battlestations if given enough time, and can be quite far away from its target star system(s).

Destruction of a Luddic Path Base will disrupt all the Luddic Path Cells that are supported by that base, if Luddic Path bases are continuously destroyed and these Cells remain disrupted for long enough, the Cells can eventually disappear.

Remnants

Unlike the other 2 factions, the Remnants do not build any new Remnant Battlestation over the course of a playethrough. All battlestations are created on sector generation.

Remnant Stations are often quite dangerous mainly due to its ability to generate Remnant fleets, though these fleets can serve as a consistent source of AI Cores.

Colonizing in a system with a Remnant Battlestation is possible and can offer some protections against hostile fleets, but it will also attract Unwanted Attention.

Colony

An Orbital Station is a cheap defensive structure that can be built at any colony with a Spaceport or Megaport. It can be upgraded to a Battlestation, which itself can be upgraded further into a Star Fortress.

Orbital Station, Battle Station & Star Fortress does not produce any commodities.

Table of Station Properties
Image Name Cost / Time Base Upkeep Production / Effect Demands Notes
Orbital station.png Orbital Station 150,000¢

90 days

1,500¢ +1 stability

x1.5 Ground Defense

50% Station CR

Supplies: 3

Crew: 3

Choices between:

Low Tech, Midline, and High Tech

Battlestation.png Battle Station 500,000¢

120 days

6,000¢ +2 stability

x2 Ground Defense

75% Station CR

Supplies: 5

Crew: 5

Upgraded from Orbital Station
Battlestation.png Star Fortress 1,000,000¢

180 days

12,500¢ +3 stability

x3 Ground Defense

100% Station CR

Supplies: 7

Crew: 7

Upgraded from Battlestation

AI Cores

Orbital Station / Battlestation / Star Fortress receives the following bonuses when assigned an AI Core:

Additional Buffs

A Story point Improvement adds +1 stability.

Notes

  • Orbital Station uses the artwork depicting a smaller Station while Battlestation & Star Fortress uses the artwork depicting the bigger station.
  • The Autofit options of the Station is influenced by the Blueprints possessed by the player as well as any set preferences in the doctrine tab under Command, not having the sufficient blueprints for the various mounts can result in the station having to downsize its weapons.



External links

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Up to date for latest version, 0.97a.