Private Space Stations2

From The Space Game
Jump to: navigation, search

On SS Plato in Apollo space, you can purchase a basic starter Space Station for 10,000 credits

You will find your space station after you warp into "deep space"

You will need to purchase Blueprints for the modules that are built onto the space station

There are 6 positions around the space station's first ring and several modules available.

Even though the modules say they need power, water and people, these are provided by the space station and don't need special modules to be built at this stage.

A fusion power plant will increase productivity and putting food in the warehouse will increase production slightly

-Space station Menu-

the menu system to the left of the screen includes

-Paint Ship-

This button brings up a panel with 10 sliders.

The colors are based on the red/green/blue standard of color selection

Main ship body color also has a 'Tint Strength' slider to increase/decrease the intensity of the color

Main body color, Window color and Stripe color can be changed

When you have made your selection, click paint to apply, or if not right, click clear to reset to original


This is where you swap to other ships you have built in the shipyard

You will not be permitted to leave your space station local space until you have fully fitted out with all required modules

-Shipyard Construction-

This is where you select the item to be constructed from the list of researched or purchased blueprints

The materials required to make the item will be displayed and construction will not start until the warehouse contains all materials required

-Refit Ship-

This is where you can remove and place modules on your current ship

You will not be permitted to leave your space station local space until you have fully fitted out with all required modules

Note - Adding extra modules or higher class module will take up cargo space

-Plan Module-

This is where you select space station module blueprints and then select on the space station ring where you would like that module to be built

After placing the module in its location you must then have the materials in you ship hull to supply the module to start the build, this is similar to planet surface module planning and construction starting

-Remove Module-

If a module has been placed and not wanted, you can delete it here, you will loose any materials supplied for construction

-Power On/Off-

Clicking this button will make it turn red to let you know it is active

Once active, you can then click on space station modules to power them down so they no longer produce.

This is most useful when you have made all the parts and robots you need and no longer want those factories using up resources

-Place Sell Order-

This is where you place items on the galactic market for sale

-Material - Select goods you have in the item hangar to place onto the galactic market stating amount and price per item. [At present you cannot sell such items at a Private Space Station]

-Ship modules - Sell those modules you have built in your space station or removed from ships that have been upgraded. As modules can only be moved about by being fitted to a ship, they will need to be removed from your ship in the 'Refit Ship' sub menu in the 'Shipyard'.

-Ship - Sell your unused space craft or space craft built at you shipyard. they will need to be in your 'Hangar'.

-Galactic Market-

This is where you can buy goods put up for sale by other players. Being Galactic means you view item located anywhere in the galactic system.

You will have to travel to where the goods are so take note of the location.

-Material - You can buy any item that can be carried in your cargo hold, The items will become available in the 'Item Hangar'.

-Ship Modules - Purchase upgrades for your ship, they will appear in the 'refit ship' menu withing the shipyard menu.

-Ships - Purchase whole complete ships other players are selling, they will become available in you 'Hangar'.

-Repair Ship-

After a Battle with Pirates, your ship will be damaged and when you have a Hyperdrive fitted ship, it *will* deteriorate with use and need repair. A popup will tell you what materials will be used from your warehouse and the 'repair Ship' button will repair your ship

--Additional Space Station Functions--

-Module status-

Mousing over modules on you space station will pop up a box showing its current status. eg mech parts built per day and materials required / offline

-Warehouse access-

Mousing over your warehouse (if you have one) will bring up a box showing inventory. Clicking on the your warehouse will allow you to load or unload items and materials. A warehouse can hold 100,000 tons of items.


Mousing over your Research Facility (if you have one) will bring up a box stating current research item and percentage completed. Clicking on your Research Facility will bring up a box where you can select a fragment to be researched or a blueprint to be up-classed.


Mousing over your shipyard (if you have one) will show your ship module inventory and current item construction with time to completion (ETA)

--Available Space Station Modules--

Blue prints for 8 modules can be purchased on the contracts market and are:-

-Farming Robot Factory-

Build farming robots to sell on the contract market and use on farms

Requires Aluminum, Electronics and Mechanical parts to build robots

Blueprint price ~ 150k

-Mining Robot Factory-

Build mining robots to sell on the contract market and use in mines

Requires Aluminum, Electronics and mechanical parts to build robots.

-Mechanical Parts Factory-

Build mechanical Parts used in other modules and land based buildings.

Requires Carbon and Iron to produce the Mechanical Parts.

Blueprint price ~ 90 - 130k

-Electronics factory-

Build Electronics for use in other modules and land based buildings.

Requires Aluminum, Silicon and Iron to produce Electronics.

Blueprint price ~ 110k

-Star base warehouse-

Provide storage of manufactured goods, manufacturing raw Materials and food for your workers.

Needs to be kept stocked with other modules requirements.

Also great for offloading excess minerals from asteroid mining until you have enough to fill a contract.

-Research Facility-

Research improvements to Blueprints as well as new blueprints from fragments scanned from wreckage.

-Residential Module-

Provides accomodation for colonists on your space station

Each module provides for 1000 workers so several will be required

-SB Entertainment Complex-

Provides aditional morale to starbase employees to increase production

Will show stats about morale, food secirity, housing security, employment security, health care, socialisation and Ambition satifaction

Froviding all 4 food types in your warehouse will provide 100% food security

Providing ample residential modules will give 100% housing security

Ensureing employment for all onboard colonists will enable 100% employment security

Health care percentage is a combination of basic medical supplies, advanced medical supplies and trained doctors

Basic medical supplies can be manufactured on land based colonies and suplied to your starbase

Multiple SB Entertaiment Complexes may be needed to get 100% socialisation

-additional Modules-

Blue prints for additional modules that are researched in the Research facility include the following

-Fusion Power plant-

Space station based facility provides added productivity to space station factories

Needs to be researched at the research facility


Needs to be researched at the research facility

This facility is used to make ship hulls and ship components (modules) for the hulls

The class of module generally has to match the class of ship, eg a class 6 hull requires a class 6 warp drive to operate

Required same class modules are:- Reactor *, Capacitor *, Warp drive, Electronics, Computer, Gravity Generator and Propulsion System

Required modules that only need to be class 1 for any ship class are:- Shields, Armour, Mining Beam, Salvage Beam, Axial Laser and Ram Scoop

Additional modules that are not required for basic flight include:- Turret Lasers, Broadside Lasers, Hyperdrives or Passenger Quarters.

The Shipyard can also be used to make upgraded modules for existing ships, eg you could put a class 10 mining Beam on your class 6 ship to get greatly increased yield from asteroid mining

Blueprints for the hulls and modules have to be either purchased or researched from wreck salvage partial blueprints

Note - Technically capacitor and Reactor do NOT need to be same class but performance is reduced somewhat if less than. 1 class lower is half the capacity and performance is reduced accordingly. Eg. A player may have a class 10 Mammoth with class 11 Mining Beam attached that stays at Elysium and never leaves, in this case a class 9 reactor works fine as it doesn't do any long jumps. The advantage is freeing up cargo space. On the other hand, 1 class bigger is twice the size and a ship with one class bigger reactor can jump non stop without depleting the capacitor. The downside is reduced cargo space.

-Graphene Factory-

Construction time: 60000 (seconds)

Powerdraw: 1000

Materials: Al 150, Fe 300, Ti 1, C 10.

1 carbon makes 1 graphene

5,000 Graphene to build 1 dome.

-Superconducting Coils Factory-

Construction time: 60000 (seconds)

Powerdraw: 1000

Materials: Al 150, Fe 300, Ti 1, C 10

.05 electronics, .05 Mechanical Parts, .4 Niobium, .4 Tin, .2 Carbon makes 1 Superconducting Coils.

500 Superconducting Coils to build 1 dome.

-Module layout-

When starting a space station, Mechanical parts and Electronics will be needed in large quantities. Along with a warehouse and research lab, these are the recommended first modules to be built.

Note: it is favorable to have a research lab, shipyard and warehouse on the first ring, for easy access.

Mining and Farming robots are of very little use until colonizing distant planets. They should not be built until the time that super coils and graphene are built.

These are recommended setups and can be extremely varied, depending on play style or personal goals.

1 Ring setup

1 Starbase warehouse, 1 Shipyard, 1 Research laboratory, 1 Electronics Factory and 1 Mechanical Parts Factory.

100 Ring setup – requires premium industry, 0.99 USD/month

Note: Ring setup is 1 power and 5 other modules each for convenience.

1 Starbase warehouse, 1 Shipyard, 1 Research laboratory. 0.6 rings used.

25 Electronics Factories base level with power – 400 per day. 5 rings.

75 Mechanical Parts Factories base level with power – 1200 per day. 15 rings.

320 Graphene Factories base level with power – 5120 per day. 64 rings used.

32 Superconducting Coils Factories base level with power – 512 per day. 6.4 rings used.

5 Farming Robot Factories base level with power – 80 per day. 1 ring.

5 Mining Robot Factories base level with power – 80 per day. 1 ring.

5 Core Sampling Probe Factories base level with power - 80 per day. 1 ring.

10 Starbase warehouses, 2 rings.

100 Basic Fusion Plants – 1 on each ring.

5 rings open for new modules or warehouse expansion.

Additional Rings-

With a Premium payment of $1/month for premium industry, you may research additional rings to expand the space station to provide more modules, up to 100 rings total to provide space for 600 modules.

Up until 13 May 2014 the limit was 6 rings.

Personal tools

To Begin
Character Skills
Player Built Star Bases
Settlements and Colonies
PVE Combat