Spaceship 3
Explore New Worlds
Spaceship 1
Scout New Systems
Spaceship 4
Track and Trace
Spaceship 2
Diplomatic Envoy
Spaceship 5
Chart New Planets
Spaceship 7
Blow Things Up
Spaceship 6
Meet New Species
Spaceship 8
Get A Ship!
Spaceship 10
Upgrade your Ship!
Spaceship 9
Get More Ships!
Spaceship 11
Engage in Piracy
Spaceship 12
Smuggle for Mega Creds!
Spaceship 13
Transport High Value Goods
Spaceship 14
Overcome in-flight Hazards
Starbase 1
Get an Outpost
Starbase 2
Upgrade to Starbase
Starbase 3
Buy a Manufactory
Starbase 4
Buy a Shipyard

STARBASES AND OTHER FACILITIES

Facility Inventory

Activate your tradelink when near any facility by confirming the facility type; this will transfer a list of available resources and components to your display terminal.

Facility Inventory Report

Facility Inventory Tradelink


Types of Facilities, Functions and Classes


Although you may have passed through countless Starbases and outposts during your travels, noticing in passing that some are better equipped than others, would you be surprised to learn that there is a particular classification system in place that allows the educated traveler to better prepare themselves for the journeys ahead? Basic awareness of the details of these differences can make journeys more profitable, quicker and even safer for the astute citizen.
To start with, any construct above a level 3 Starbase would be a named facility such as a ringworld, arcology, stardock, trade nexus etc. Mining outposts, stations and platforms are equivalent in size to level 1, 2 and 3 Starbases respectively but usually do not offer any other services apart from the resale of raw materials. Outposts are generally more numerous and are usually stationed near an object or area of interest, such as an orbiting observation outpost for an evolving civilization, dormant Xenotech hotspot or science outpost around an X-Class object. Outposts are not restricted on name use, however Level 3 Starbases always inherit the systems star name, e.g. Tau-Ceti Starbase and are usually only found in larger named systems around known stars. Larger facilities historically use the constellations name, with peculiarities specific to the faction and the facilities usage. Examples include the Federation of United Scientists (FUS) “Virgo Megametre Telescopic Array”(VIMTA) and the Mining Consortiums “Draco Deep Core Mining Facility” (DEEPCOM). On a more mythological basis, the famous central facility of the Axillian Surgeons Coalition (ASC) orbiting Ross 248 in the constellation of Andromeda is simply called “Perseus”; The intention being to present an allegory with the monster as age, infirmity, disease and death and Andromeda herself representing all life, with of course Perseus as the rescuer. Balanced against this is the infamous “Poseidon’s Watch” Enhanced Weapons Platform only a few light days away standing guard over the “Abyssal Tear”, where Humans first encountered Cthonians in that ill-fated first contact debacle.

space, space station, space ships, science fiction, technology, fantasy, space, space station, space station, space station, space station, space station
Level 1 Military Starbase with armor partially retracted at undisclosed location on permanent overwatch near an ancient relic of unknown origin.

Types and Classifications Quick Reference

Outpost levels 1-3Fuel, BAM*, Hecknosinf** elements, hull plates, repairs, Black/Red Market (levels 1-3 differ mainly in size, docking bays and qty of elements available), minimal market stall vendors.
Starbase, Level 1 (+Level 1 ship upgrades)Limited elements. Basic Shops. Mining Consortium, Black Market, Autodoc, ASC Surgeon & Basic implant facility, 1 faction, 1 guild & 0-1 Alien Rep’s. Mission terminal. Survival Pods available.
Starbase, Level 2 (+Level 2 ship upgrades)Greater element selection. Decent shopping stores, Grey Market, Enhanced Implants, 4 Faction, 2 guild & 1-2 Alien Rep’s. 1 manufactory. MH Insurance Broker available.
Starbase, Level 3 (+Level 3 ship upgrades)Largest Starbase element selection. Premium shopping emporiums. Top-tier implants. 6 Faction, 4 guild & 1-4 Alien Rep’s. 3 Manufactories. Bio or Mech Transfer. Mind Backup. Minimal Grey market if any.

*Breathable Air Mix; Multi-lifeform compatible.

**Corruption of an acronym now usually abbreviated to ‘HECK(s)’, for the most abundant and inexpensive, yet vital elements: He, C, H, N, O, S, Si, Ni, Fe. These are bought and sold in 1 Ton mixed element cartridges and are always classed as a single item for the purposes of buying and selling. As a side note to elements and their availability, especially with regards to lanthanides, these are as important for the Silicoids as HECK’s are to Humans. The Silicoid’s proprietary Lanthanide sequencer (a semi-organic bio-reactor of unknown design) allows them to convert lanthanides into any others they require, although the input/output ratios vary slightly, and any lanthanides found are usually sold directly to Silicoids who have the most preferential trade rate in the empire. Conversely, they sell at consistent rates to those outside their racial territories providing that the lanthanides are given to them at a certain rate, the cost increasing as supply to them drops and decreasing as they are provided with greater amounts. The price scales from lowest to highest atomic weight e.g. Lanthanum through to the highest, Lutetium. Neodymium, Samarium and Gadolinium also command a higher cost, it is assumed that the larger jump in atomic weight somehow incurs extra expense in the process.

Level 3 Outpost defending itself from pesky pirates.
Mineral racks in Starbase warehouse racking.
Upgrading in progress.

Facility Statistics, Resources and Components Stocked

C=Common, U=Uncommon, R=Rare, E=Exotic, M=Metastable

Base TypeHullShieldsWeaponryCUREMComponents
L2L3
Outpost Level 130k15kMinimal2110000
Outpost Level 260k30kMinimal/Class 13110000
Outpost Level 390k45kClass 1321001 (50%)0
SB Level 1120k60kClass 14320010
SB Level 2180k90kClass 25431021
SB Level 3240k120kClass 36542032
Mining Quarry20k10kMinimal8640-10-100
Mining Station30k20kClass 110860-20-100
Mining Platform60k30kClass 2121080-30-210
Stardock360k240kClass 3All facilities are upgradeable. The cost is the difference in hull and shields x10, time for upgrade is the difference/10 in days (Ignoring the k)32
MANF L1120k60kMinimal21
MANF L2180k90kClass 132
MANF L3240k120kClass 242
FOB/LSDP80k40kClass 2So upgrading an outpost from lvl1 to lvl2 would cost 450kCr and take 45 days. For a lvl1 Starbase the upgrade cost would be 900kCr and take 90 days.
MOB/MSDP160k80kClass 3
HOB/HSDP240k120kClass 4
F, M, H, OB=Forward, Medium & Heavy Operational Base.L,M & H SDP=Light, Medium & Heavy Space Defense Platform.

Law levels and Entry Requirements

It is extremely important to follow the guidelines and read the rules upon entry to a starbase. For instance, did you know that to carry a soni-pulser, usually allowed on even the highest law level facilities carries a sentence punishable by death on any Silicoid-controlled facility? So, traveller, be aware. Reading is your friend. Always read the highlighted regions in the stations approach broadcast…you do not want to be visiting an outpost in unfamiliar territory who happens to be hosting a Xeno-Culinarist guild function with the primary topic being, for instance, ‘The Human Buffet’ (The buffet being of and not for). Most outposts and starbases do not allow any visible weapons to be carried, although outposts are extremely unpredictable and varied in their tolerances. All Starbases will not allow Battle Dress or their Xeno equivalents to be worn inside, and will also not allow Engineers robots or AI Holodrones through base security (Although the clever agent or engineer would likely be able to find a way around these measures). Standard protocol for most facilities (level 2 and up Starbases), to avoid embarrassment, is for the Bases AI to perform a full darkbooth scan before allowing entry into its facility. If any contraband or disallowed weaponry is found, this is all put into a safety deposit box and returned to the wearer upon exit, no matter the illegality of the items, the impartiality being strictly enforced and approved by all races. Needless to say pretty much everything has been tried, and on occasion individuals have been deposited into the crowded entrance lobby wearing nothing other than a blush (although usually greeted with a round of applause; sometimes horror depending on the stations racial makeup. The sight of an unclothed human has been known to make Silicoids spontaneously vomit). If internal weapon-tech is discovered an option is usually given of temporary amputation or entry refusal. Most turn back rather than comply with the request to ‘Deposit arm in box provided’. If the stations AI has had a bad day, however, it may not even deign to ask before removal, engaging the well known ACW (Asimov Compliant Workaround) for dangerous implant removal.

Please remain still while the laser scalpel removes your unauthorized implant. No, no, no need to protest, a surgeon is on their way to staunch the bleeding. Turning off audio input, Have a nice day! AI Profile: Whimsical, polite, caring.

Facility Weaponry Class Packs

The below weapons are standard weapon types and can be chosen to suit the environment. Starbases generally have inactive minefields and possibly additional mobile defense platforms depending on the size that they can activate and/or deploy when needed. Mobile Defense Platforms are deployed before battle commences and then either fire from that location or move to a more appropriate position after battle commences, although they must be protected while moving as they are vulnerable in this state. Ground-based Only MDP’s have 1/8 of the firepower and strength of the facility size and weapon class pack, and 8 together form the base of that size and type. AA/MAD/Mines/PDL/ASW/ARG and artillery (Ground Only) are not active until the base has been fully constructed, and any weapon quantities less than 8 for that base size are ignored until construction of the base has been completed. After the base has been completed and the power plant activated the force wall connects and mines are ejected to the surrounding area. All military facilities will have at least internal optical and electronic scanners and be equipped with internal defensive systems such as turrets, force walls, sealable bulkheads, fortified control centers with blast doors etc. whereas civilian facilities defenses will be entirely dependent on the investment of the parent corporation.

Weapon ClassWeapon ClassesPDLASW/ ARGMines (Max)MDPAA/ MADArtillery
LMHC
Minimal1640041/1001/10
Class 12482082/11612/21
Class 2321242123/23224/42
Class 3401684164/36436/84
Class 44820108205/512848/166
Anti SuperWeapon’s and Anti RailGun’s block 1 attack per system installed before failing. Anti-Aircraft systems (NA on SDP’s) can fire on 1 target per round and Mobile Attack Drones can engage either air or ground targets.

Other Starbase Facilities

Although the services on each Starbase vary, most roughly comply with the outline summaries given. However due to circumstances such as terrorism, malfunction, attacks or other supply chain issues certain facilities may be unavailable and may require help from an a outside un-aligned force in order to resolve their particular crisis. Valuable components can be given as mission rewards, and a pathway can even be opened up to eventual ownership, so check station mission terminals regularly and take advantage of the opportunities presented, keeping an eye out for base sponsored missions. If present in a facility, these terminals can usually be found on the central concourse near the predominantly Sylvan station guides; one has only to look for the glow of their broad spectrum lighting. Outside of major manufacturing centers, level 2 and 3 Starbases may support manufactories for some of the components required to raise the tech level of your ship. Items of particular interest to budding explorers are of course survival, with the basic option being the Survival Pod available at all Starbases.

Survival Pods, like so many other things: You don’t need them until you do!

Level 2 Starbases, having a Mercantile Hegemony (MH) office are able to offer Insurance at 10% of your ships value. This is a one-off fee and lasts until your ship has been destroyed. This then goes up to 20%, increasing by a further 10% with every destruction until it reaches 50% at which point you are considered uninsurable. A member of the MH halves the cost of insurance for his own registered ship, starts out at 5% and increases by 5% each time. It caps out at 25%, and their ships are never considered uninsurable, likely due to the income they generate which usually outweighs the cost. Level 3 Starbases offer the premium Organic Backup which is a brain clone with engrammatic overlays (requires rank 3 rep with ASC). If you choose the Mech option, Positrionic Seeding is offered instead (requires rank 4 rep with Mech’s. Please note that you will have an Androform body if choosing this option and will no longer be considered an Organic). Both versions take approximately 7 days, the main cost for both items being the continuous quantum linkage equipment required to keep the newly formed mind up-to-date with your current experiences. After the initial cost (usually around 10kCr and incorporating your first replacement), each new body, either mech or org is ready to go on a moment’s notice for around 2.5kCr, which in effect pays for the next one to start being constructed. The downside is that any implants would need to be re-purchased and re-installed. Of course, the best option is to stay safe by having a good crew, investing in equipment and upgrades, keeping your ship in good shape and make a variety of useful contacts and allies, where possible improving on all faction, racial and guild standings.

So this is what ya got to sell? Nice, nice, I think I can work with this!

Available Resources

The availability of resources increases with larger bases, and as you develop a network you will come to learn what is bought and sold for a profit and where, and upon obtaining enough funds you may wish to dabble as a merchant. Keep track of the cost of resources at each station you visit. They will simply stock that resource for the standard cost, or there will be a glut of the resource and it will be available there for an excellent price. There could also be a demand for particular resources, in which case the symbols of credits may flash before your eyes! Trading opportunities abound, but if you are not quick on the mark the demand could be filled or even overfilled. There is nothing worse than coming into a base full of glee and expectation, only to be forced to sell at a loss. Manufactured components can also be traded this way with smaller and faster ships, but the high cost of manufactured items usually bumps these jobs up to the top tier traders. Many also forget that a pirate’s network extends even into Starbases, and that more lucrative cargo is likely to draw more pirate attention. Few are the traders who have not learned this lesson in their early careers and who always apply the maxim; ‘Be fast, tricky or pack a mean punch, preferably all three.’ Resources can also be in high demand (Need) or be abundant (Glut). If there is a need, then that resource is in demand for 150% of its base value while a glut reduces it to 50%. Facilities never have a need for the components or elements they produce, but do have a 50% chance of having a glut, allowing them to offer a 25% reduction in cost.

Use the above form to track information from facilities you have visited.

Most Metastable series are manufactured although they do occur naturally under the right conditions, whereas most exotic ones are naturally occurring, although not necessarily in μ-space. It is impossible to transport Metastable and some Exotic elements without custom containers, and of course it is also highly advisable to properly contain Octarinium and Sylvanium (Unless, of course, you enjoy outlandish dreams of inept Wizards or exhausting erotic fantasies(respectively)).