![]() When a starbase is disabled, control of the starbase will be assigned to its owner, the war participant with the strongest system claim, or the war participant with the nearest fleet, in that order. If control of the starbase is uncontested, it will enter a self-repair phase and then become operational again as soon as it regains 5% Hull points. The starbase will then remain incapacitated for a duration of 30 days (after the latest attack), during which time any military ships in close proximity to the starbase will be able to gain control over it. As starbases cannot be destroyed, this is achieved by reducing the Hull points down to 0, disabling the starbase. This allows an FTL inhibitor-equipped starbase to turn strategically important systems into efficient choke points, preventing hostile fleets from bypassing the system without engaging the starbase and thereby forcing them into an engagement which may last long enough for reinforcements to arrive.ĭuring war, an attacker must disable the enemy's starbase within the system in order to be able to seize control of any planets within said system. An additional benefit of upgraded starbases comes from their including an FTL inhibitor which prevents enemy ships from leaving the system via any hyperlane other than the one they arrived through until the starbase is disabled or occupied. Additionally, those starbases grant a higher war-score if occupied successfully ( 10 occupation value). ![]() Systems with starbases above outpost level require a higher influence cost to claim ( 25 influence). Interstellar Expansion technology (repeatable 5 times) Strategic Coordination Center (stage III) This is increased by 1 for every 10 owned systems and can also be increased by the following: Regardless of their level, each starbase above outpost level occupies only one capacity slot and if the need arises, an empire can always downgrade existing starbases back to outpost level to reduce the number of upgraded starbases to within the cap. This modifier also affects the upkeep of modules and buildings on starbases. Every upgraded starbase exceeding that capacity adds 25% upkeep for all starbases. The number of upgraded starbases an empire can support without penalty is determined by the starbase capacity. Though it is not possible to design a starbase, its components will be auto-fitted with the latest advanced technology as soon as they are made available (at no additional cost to the owner). Shipyard build order is independent from the main build order of starbase. Having multiple shipyards on a starbase allows it to effectively act as a "fleet manufactory" by constructing several ships simultaneously in parallel. One such important module is the Shipyard which enables the construction of ships at the starbase. Aside from making the starbase more powerful due to better base stats and the addition of more weapon components, the upgrade also allows the owner to fit the starbase with different buildings and modules to increase its defensive capabilities and improve its contribution to the empire beyond its basic role of system control and defense. Star-Eaters also destroy the starbase when they crack the star.īesides the initial influence cost, upgrading the starbase to a higher level costs only alloys. ![]() Crisis factions, including the Khan and Gray Tempest, destroy starbases when they reduce it to 0 hull, though it is rebuilt as an outpost if their fleet leaves and a colonized world remains in the system. If a starbase is dismantled, the system reverts to being neutral and unowned and can then be claimed by any empire. It cannot be destroyed by any regular means, but it can be dismantled by its owner during peacetime if it is of no more than outpost level (higher-level starbases will need to be downgraded first) and the system is not colonized. Once built, the starbase will appear orbiting the center point of the system. Other modifiers to the total influence cost can be found below. For example, an adjacent system (1 jump) costs 75 influence, a system 2 jumps away costs 150 influence, or 94 influence with Slingshot to the Stars. This is reduced by the Slingshot to the Stars origin, which reduces the distance multiplier by 75%. The influence cost is a base of 75, multiplied by the number of hyperlane jumps, including bypasses, between the target systems and the empire's closest owned system. The build cost is 100 alloys and an additional influence cost on top of that. Constructing a starbase requires first fully surveying the desired system. ![]()
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