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Stations

Station

StationStations are built in an orbit. You can build various modules on them to get benefits, and some modules have additional benefits if the station is in one of the Earth's interface orbits.

When the game starts there are two existing tier 1 stations, each with a unique orbit around Earth: The International Space Station (controlled by the Academy), with two Solar Collectors and one Space Science Lab, and Tiangong Station (controlled by Project Exodus), with no modules beyond the core. Those two factions start with innate boostboost income to support the upkeep of those staion.

A hostile fleet may board or destroy the station. But if the station has defense module(s), the hostile fleet should fight a battle first and destroy the defense module(s). When destroying undefended station, it takes 15 minutes per each tier of the module to destroy a module.

Stations use the following core modules. They require the council engineering project with the same name to be constructed.

Module Tier Build Cost Monthly Upkeep[1]
Platform Core
1 0.75 volatiles 0.75 base metals 30 Days 2 mission control 2 money 3 Crew
Orbital Core
2 3.75 volatiles 3.75 base metals 60 Days 3 mission control 10 money 15 Crew
Ring Core
3 30 volatiles 30 base metals 90 Days 4 mission control 20 money 75 Crew
Automated Platform Core
1 0.8 volatiles 1 base metals 0.2 noble metals 30 Days 1 mission control

Particle Colliders

Particle Colliders are used to produce antimatterantimatter. They also produce Energy Research but once the bonus goes above 50% it suffers diminishing returns.

Colliders can only be built in orbit.

Module Tier Crew Mass (tons) Build Time (days) Required Power Monthly Income Support Costs Build Cost (from Earth) Build Cost (from space)
Particle Collider
1 10 200 60 100 2 Research
0.001 Antimatter
1% Energy Research
6 Money
2 Water
2 Volatiles
1 Base Metals
1 Noble Metals
1 Fissiles
200 Money 1 Water
4 Volatiles
7 Base Metals
7 Noble Metals
1 Fissiles
Atomsmasher
2 20 1000 180 250 5 Research
0.009 Antimatter
2.5% Energy Research
20 Money
10 Water
10 Volatiles
5 Base Metals
5 Noble Metals
3 Fissiles
1K Money 5 Water
20 Volatiles
35 Base Metals
35 Noble Metals
5 Fissiles
Supercollider
3 100 8000 360 750 10 Research
0.1 Antimatter
5% Energy Research
120 Money
32 Water
32 Volatiles
20 Base Metals
20 Noble Metals
10 Fissiles
10K Money 40 Water
120 Volatiles
280 Base Metals
280 Noble Metals
80 Fissiles

Antimatter Capture

Antimatter capture modules can only be constructed in orbits that have antimatterantimatter. Only one antimatter capture module can operate in each antimatter orbit, regardless of faction.

The amount of natural antimatter production is so small that it is in practice useless. For example, medium earth orbit has 33a monthly output, which is 0.000000000000000033 units of antimatter per month with the 100% efficient Antimatter Farm doing the harvesting. The largest antimatter value in the solar system is medium Saturn orbit at 2p, which is 0.000000000002.

Module Tier Crew Mass (tons) Required Power Monthly Output Support Costs Build Cost (from Earth) Build Cost (from space)
Antimatter Trap
1 3 20 15 25% of antimatter in the orbit
+5 Research
+5% Energy Research
2 Money
0.3 Water
0.3 Volatiles
32 Money 0.1 Water
0.5 Volatiles
1 Base Metals
0.4 Noble Metals
Antimatter Harvester
2 15 100 60 50% of antimatter in the orbit
+10 Research
+20% Energy Research
5 Money
0.6 Water
0.6 Volatiles
160 Money 0.5 Water
2.5 Volatiles
5 Base Metals
2 Noble Metals
Antimatter Farm
3 75 800 240 100% of antimatter in the orbit
+15 Research
+50% Energy Research
10 Money
5 Water
5 Volatiles
5 Base Metals
2 Noble Metals
1 Fissibles
815 Money 4 Water
20 Volatiles
40 Base Metals
16 Noble Metals

Campaign Modules

Campaign Modules are tier 3 modules that can only be constructed by certain factions once certain campaign objectives have been completed. Constructing it will allow the faction to complete its final objective.

Module Crew Mass (tons) Build Time (days) Required Power Support Costs Build Cost (from Earth) Build Cost (from space) Faction Notes
Sentinel Complex
200 10000 120 150 1 Mission Control
20 Money
200K Money 380 Volatiles
400 Base Metals
200 Noble Metals
20 Exotics
The Protectorate Will defend the station
May only be built in Low Earth Orbit
Interstellar Launch Facility
80 250000 720 5000 20 Mission Control
20 Money
25M Money 2350 Water
5000 Volatiles
11000 Base Metals
6250 Noble Metals
400 Exotics
Project Exodus
  1. ↑ Does not include crew upkeep. Each crew consumes 0.35water and 0.35volatiles per year. Human crew also consume 0.1money per year.