Category:Orbital Stations

From SotS

The contents of this page were introduced in A Murder of Crows.

Summary

There are 6 different types of orbital stations: Command Stations, Sensor Stations, Science Stations, Repair Stations, Trade Stations and Habitat Stations. Only the Morrigi may build Habitat Stations. Each type of station has a different benefit, and only one of each type (with the exception of Habitat Stations) may be built at any given world. 250,000,000 Imperials and 250,000,000 Civilians are required for each station. A maximum of 4 stations can be built at a world. Building a station requires a construction ship.

A note on population requirements: after the first station, you need a fraction of the NEXT 250,000,000 to build the next station. For example, you can build the third station when you have > 500,000,000 of each, but not if you have exactly 500,000,000. The ramifications are that a size 5 world with a natural max of 500,000,000 Civilians can only build 2 stations, but you can build the 3rd station if you raise the population via the Population Management screen.

Stations are very large, and too far from a planet for the planet's defense platforms to be of significant defensive use to a station. Each station can have 5 light defense platforms orbiting it.


Command Stations

Command Stations give a 10% bonus to Industrial Output for a system. They are armed.

They provide 46 command points — more points than a CR CnC but less than a DN CnC.

Required Technology: Orbital Complexes
Races Allowed: Hiver, Human, Liir, Morrigi, Tarka, Zuul
Orbital Stations
Crew Health Mass Cost Const.
Cost
Tac.
Speed
Turn.
Speed
Sm.
Mounts
Med.
Mounts
Lrg.
Mounts
Hiver 400 30,000 300,000 2,700,000 42,000 n/a n/a 28 9 5
Human 160 27,000 300,000 2,100,000 45,000 n/a n/a 19 8 5
Liir 200 21,000 300,000 2,400,000 48,000 n/a n/a 24 10 4
Morrigi 260 25,500 300,000 1,800,000 51,000 n/a n/a 16 8 4
Tarka 400 30,000 300,000 2,400,000 48,000 n/a n/a 17 11 4
Zuul 400 18,000 300,000 2,400,000 42,000 n/a n/a 18 6 3


Sensor Stations

Sensor stations have a very large scan radius and act as deep scan in tactical. They are armed.

Once the Tunneling Sensors tech is researched, Sensor stations also have an improved chance of sighting cloaked ships in the strategic map.

Required Technology: Orbital Complexes AND Advanced Sensors
Races Allowed: Hiver, Human, Liir, Morrigi, Tarka, Zuul
Orbital Stations
Crew Health Mass Cost Const.
Cost
Tac.
Speed
Turn.
Speed
Sm.
Mounts
Med.
Mounts
Lrg.
Mounts
Scan Range:
Strat / Tac
Hiver 320 27,000 300,000 2,100,000 36,000 n/a n/a 15 8 2 10 / 11.7k
Human 200 24,000 300,000 1,500,000 39,000 n/a n/a 13 8 3 10 / 10.7k
Liir 140 21,000 300,000 2,100,000 42,000 n/a n/a 16 8 2 11 / 11.7k
Morrigi 260 22,500 300,000 1,800,000 42,000 n/a n/a 16 4 1 12 / 11.2k
Tarka 200 27,000 300,000 1,800,000 39,000 n/a n/a 13 8 2 9 / 9.7k
Zuul 340 21,000 300,000 1,800,000 36,000 n/a n/a 12 5 2 12 / 11.2k


Repair Stations

Repair stations increase a planet's construction points available for building ships by 10%, the planet's repair capacity, and the amount of resources gained post–battle. They are armed.

Required Technology: Deep Space Constructors
Races Allowed: Hiver, Human, Liir, Morrigi, Tarka, Zuul
Orbital Stations
Crew Health Mass Cost Const.
Cost
Tac.
Speed
Turn.
Speed
Sm.
Mounts
Med.
Mounts
Lrg.
Mounts
Hiver 350 27,000 300,000 1,800,000 54,000 n/a n/a 26 12 0
Human 260 24,000 300,000 1,200,000 60,000 n/a n/a 26 12 0
Liir 140 21,000 300,000 1,500,000 63,000 n/a n/a 16 10 0
Morrigi 320 24,000 300,000 1,500,000 63,000 n/a n/a 24 8 0
Tarka 200 27,000 300,000 1,500,000 60,000 n/a n/a 13 10 0
Zuul 600 15,000 300,000 1,500,000 54,000 n/a n/a 12 8 0


Trade Stations

Trade stations increase the value of all normal trade routes at the planet they orbit by 25% as well as decrease the cost of researching Xenotech Technology. Trade Stations are unarmed. Trade Stations can also be built around uninhabited worlds.

Trade stations give two extra trade routes to Allied, NAP'ed or Independent worlds (not to your own or to your enemies), as long as they are in range of the station, when they are constructed. Extra routes to Allied, NAP'ed and Independent worlds do not get the 25% bonus, but have no IO maintenance costs.

Trade routes going from your worlds to alien colonies gives you 80% of the profits of each route with the other 20% of the profits going to them. Similarly trade routes going to your worlds from alien colonies will give you 20% of the profits while they collect 80% of the profits.


Required Technology: Orbital Complexes AND FTL Economics
Races Allowed: Hiver, Human, Liir, Morrigi, Tarka
Orbital Stations
Crew Health Mass Cost Const.
Cost
Tac.
Speed
Turn.
Speed
Sm.
Mounts
Med.
Mounts
Lrg.
Mounts
Hiver 500 21,000 300,000 2,400,000 39,000 n/a n/a - - -
Human 350 18,000 300,000 1,800,000 42,000 n/a n/a - - -
Liir 260 15,000 300,000 2,100,000 45,000 n/a n/a - - -
Morrigi 500 18,000 300,000 1,200,000 45,000 n/a n/a - - -
Tarka 300 15,000 300,000 2,100,000 43,500 n/a n/a - - -


Science Stations

Science stations increase a civilization's overall research rate by 5% and the research bonus does stack when multiple stations are built. They are unarmed.

Science stations also give advance warning of Von Neumann attacks at that world.

Required Technology: Orbital Complexes
Races Allowed: Hiver, Human, Liir, Morrigi, Tarka, Zuul
Orbital Stations
Crew Health Mass Cost Const.
Cost
Tac.
Speed
Turn.
Speed
Sm.
Mounts
Med.
Mounts
Lrg.
Mounts
Hiver 260 21,000 300,000 2,700,000 36,000 n/a n/a - - -
Human 160 21,000 300,000 2,100,000 36,000 n/a n/a - - -
Liir 260 15,000 300,000 2,100,000 45,000 n/a n/a - - -
Morrigi 160 21,000 300,000 2,700,000 39,000 n/a n/a - - -
Tarka 200 15,000 300,000 2,400,000 42,000 n/a n/a - - -
Zuul 300 15,000 300,000 3,000,000 42,000 n/a n/a - - -


Habitat Stations

Habitat stations add an extra 100 million Imperials and 100 million Civilians to any system in which they are built. They are unarmed.

Habitat stations cannot be built in uninhabited systems and, unlike all the other stations, more than one can be present in the same system.

Habitat station's extra population increases the system's industrial output in 360–756 IO (depending on factory bonus).

Habitat station's extra population increases system's income in 2,514–14,241 (combining increase in taxes, increase in IO, station upkeep, factory and trade bonuses).

Habitat station's extra population may increase the system's number of available trade routes, wich in turn add an extra net 20,000–88,750 to income each one (depending on technologies, bonuses and freighter type).

Whith Waldo Units, Cybernetic Interface, Expert Systems, Heavy Platforms, AI Factories and AI Administration researched, even in an insecure sector (with no trade) the habitat yields about 14K net income, so you can maintain two Habitat stations plus four DN ships (for extra CnC, repair, salvage and defense) in the system at about the same upkeep cost as one Command and one Repair station.

It is however, a long term investment and it'll take many turns for it to earn back it's initial costs.

Required Technology: Orbital Complexes
Races Allowed: Morrigi
Orbital Stations
Crew Health Mass Cost Const.
Cost
Tac.
Speed
Turn.
Speed
Sm.
Mounts
Med.
Mounts
Lrg.
Mounts
Morrigi 150 18,000 300,000 2,400,000 54,000 n/a n/a - - -

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