Private Space Stations2
(Created page with " 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 ...") |
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On SS Plato in Apollo space, you can purchase a basic starter Space Station for 10,000 credits | On SS Plato in Apollo space, you can purchase a basic starter Space Station for 10,000 credits | ||
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A fusion power plant will increase productivity and putting food in the warehouse will increase production slightly | A fusion power plant will increase productivity and putting food in the warehouse will increase production slightly | ||
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Space station Menu- | Space station Menu- | ||
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the menu system to the left of the screen includes | the menu system to the left of the screen includes | ||
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Paint Ship- | Paint Ship- | ||
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This button brings up a panel with 10 sliders. | This button brings up a panel with 10 sliders. | ||
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The colors are based on the red/green/blue standard of color selection | The colors are based on the red/green/blue standard of color selection | ||
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Main ship body color also has a 'Tint Strength' slider to increase/decrease the intensity of the color | Main ship body color also has a 'Tint Strength' slider to increase/decrease the intensity of the color | ||
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Main body color, Window color and Stripe color can be changed | Main body color, Window color and Stripe color can be changed | ||
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When you have made your selection, click paint to apply, or if not right, click clear to reset to original | When you have made your selection, click paint to apply, or if not right, click clear to reset to original | ||
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Hangar- | Hangar- | ||
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This is where you swap to other ships you have built in the shipyard | This is where you swap to other ships you have built in the shipyard | ||
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You will not be permitted to leave your space station local space until you have fully fitted out with all required modules | You will not be permitted to leave your space station local space until you have fully fitted out with all required modules | ||
− | Shipyard | + | |
+ | Shipyard Construction- | ||
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This is where you select the item to be constructed from the list of researched or purchased blueprints | This is where you select the item to be constructed from the list of researched or purchased blueprints | ||
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The materials required to make the item will be displayed and construction will not start until the warehouse contains all materials required | The materials required to make the item will be displayed and construction will not start until the warehouse contains all materials required | ||
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Refit Ship- | Refit Ship- | ||
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This is where you can remove and place modules on your current ship | This is where you can remove and place modules on your current ship | ||
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You will not be permitted to leave your space station local space until you have fully fitted out with all required modules | You will not be permitted to leave your space station local space until you have fully fitted out with all required modules | ||
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Note - Adding extra modules or higher class module will take up cargo space | Note - Adding extra modules or higher class module will take up cargo space | ||
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Plan Module- | Plan Module- | ||
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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 | 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 | ||
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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 | 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 | ||
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Remove Module- | Remove Module- | ||
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If a module has been placed and not wanted, you can delete it here, you will loose any materials supplied for construction | If a module has been placed and not wanted, you can delete it here, you will loose any materials supplied for construction | ||
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Power On/Off- | Power On/Off- | ||
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Clicking this button will make it turn red to let you know it is active | Clicking this button will make it turn red to let you know it is active | ||
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Once active, you can then click on space station modules to power them down so they no longer produce. | Once active, you can then click on space station modules to power them down so they no longer produce. | ||
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This is most useful when you have made all the parts and robots you need and no longer want those factories using up resources | This is most useful when you have made all the parts and robots you need and no longer want those factories using up resources | ||
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Place Sell Order- | Place Sell Order- | ||
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This is where you place items on the galactic market for sale | This is where you place items on the galactic market for sale | ||
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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] | 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] | ||
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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 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'. | ||
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Ship - Sell your unused space craft or space craft built at you shipyard. they will need to be in your 'Hangar'. | Ship - Sell your unused space craft or space craft built at you shipyard. they will need to be in your 'Hangar'. | ||
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Galactic Market- | Galactic Market- | ||
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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. | 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. | ||
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You will have to travel to where the goods are so take note of the location. | You will have to travel to where the goods are so take note of the location. | ||
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Material - You can buy any item that can be carried in your cargo hold, The items will become available in the 'Item Hangar'. | Material - You can buy any item that can be carried in your cargo hold, The items will become available in the 'Item Hangar'. | ||
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Ship Modules - Purchase upgrades for your ship, they will appear in the 'refit ship' menu withing the shipyard menu. | Ship Modules - Purchase upgrades for your ship, they will appear in the 'refit ship' menu withing the shipyard menu. | ||
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Ships - Purchase whole complete ships other players are selling, they will become available in you 'Hangar'. | Ships - Purchase whole complete ships other players are selling, they will become available in you 'Hangar'. | ||
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Repair Ship- | Repair Ship- | ||
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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 | 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 | ||
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Module status- | Module status- | ||
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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 | 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 | ||
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Warehouse access- | Warehouse access- | ||
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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 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. | ||
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Research- | Research- | ||
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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 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. | ||
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Shipyard- | Shipyard- | ||
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Mousing over your shipyard (if you have one) will show your ship module inventory and current item construction with time to completion (ETA) | Mousing over your shipyard (if you have one) will show your ship module inventory and current item construction with time to completion (ETA) | ||
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Available Space Station Modules- | Available Space Station Modules- | ||
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Blue prints for 6 modules can be purchased on the contracts market and are:- | Blue prints for 6 modules can be purchased on the contracts market and are:- | ||
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Farming Robot Factory- | Farming Robot Factory- | ||
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Build farming robots to sell on the contract market and use on farms | Build farming robots to sell on the contract market and use on farms | ||
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Requires Aluminum, Electronics and Mechanical parts to build robots | Requires Aluminum, Electronics and Mechanical parts to build robots | ||
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Blueprint price ~ 150k | Blueprint price ~ 150k | ||
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Mining Robot Factory- | Mining Robot Factory- | ||
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Build mining robots to sell on the contract market and use in mines | Build mining robots to sell on the contract market and use in mines | ||
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Requires Aluminum, Electronics and mechanical parts to build robots. | Requires Aluminum, Electronics and mechanical parts to build robots. | ||
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Mechanical Parts Factory- | Mechanical Parts Factory- | ||
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Build mechanical Parts used in other modules and land based buildings. | Build mechanical Parts used in other modules and land based buildings. | ||
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Requires Carbon and Iron to produce the Mechanical Parts. | Requires Carbon and Iron to produce the Mechanical Parts. | ||
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Blueprint price ~ 90 - 130k | Blueprint price ~ 90 - 130k | ||
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Electronics factory- | Electronics factory- | ||
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Build Electronics for use in other modules and land based buildings. | Build Electronics for use in other modules and land based buildings. | ||
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Requires Aluminum, Silicon and Iron to produce Electronics. | Requires Aluminum, Silicon and Iron to produce Electronics. | ||
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Blueprint price ~ 110k | Blueprint price ~ 110k | ||
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Star base warehouse- | Star base warehouse- | ||
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Provide storage of manufactured goods, manufacturing raw Materials and food for your workers. | Provide storage of manufactured goods, manufacturing raw Materials and food for your workers. | ||
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Needs to be kept stocked with other modules requirements. | Needs to be kept stocked with other modules requirements. | ||
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Also great for offloading excess minerals from asteroid mining until you have enough to fill a contract. | Also great for offloading excess minerals from asteroid mining until you have enough to fill a contract. | ||
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Research Facility- | Research Facility- | ||
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Research improvements to Blueprints as well as new blueprints from fragments scanned from wreckage. | Research improvements to Blueprints as well as new blueprints from fragments scanned from wreckage. | ||
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+ | Graphene Factory | ||
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+ | Construction time: 60000 (seconds) | ||
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+ | Powerdraw: 1000 | ||
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+ | Materials: Al 150, Fe 300, Ti 1, C 10. | ||
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+ | 1 carbon makes 1 graphene | ||
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+ | 5,000 Graphene to build 1 dome. | ||
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+ | Superconducting Coils Factory | ||
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+ | Construction time: 60000 (seconds) | ||
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+ | Powerdraw: 1000 | ||
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+ | Materials: Al 150, Fe 300, Ti 1, C 10 | ||
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+ | .05 electronics, .05 Mechanical Parts, .4 Niobium, .4 Tin, .2 Carbon makes 1 Superconducting Coils. | ||
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+ | 500 Superconducting Coils to build 1 dome. | ||
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Additional Modules- | Additional Modules- | ||
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Blue prints for additional modules that are researched in the Research facility include the following | Blue prints for additional modules that are researched in the Research facility include the following | ||
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Fusion Power plant- | Fusion Power plant- | ||
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Space station based facility provides added productivity to space station factories | Space station based facility provides added productivity to space station factories | ||
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Needs to be researched at the research facility | Needs to be researched at the research facility | ||
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Shipyard- | Shipyard- | ||
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Needs to be researched at the research facility | Needs to be researched at the research facility | ||
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This facility is used to make ship hulls and ship components (modules) for the hulls | This facility is used to make ship hulls and ship components (modules) for the hulls | ||
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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 | 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 | ||
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Required same class modules are:- Reactor *, Capacitor *, Warp drive, Electronics, Computer, Gravity Generator and Propulsion System | Required same class modules are:- Reactor *, Capacitor *, Warp drive, Electronics, Computer, Gravity Generator and Propulsion System | ||
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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 | 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 | ||
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Additional modules that are not required for basic flight include:- Turret Lasers, Broadside Lasers, Hyperdrives or Passenger Quarters. | Additional modules that are not required for basic flight include:- Turret Lasers, Broadside Lasers, Hyperdrives or Passenger Quarters. | ||
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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 | 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 | ||
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Blueprints for the hulls and modules have to be either purchased or researched from wreck salvage partial blueprints | Blueprints for the hulls and modules have to be either purchased or researched from wreck salvage partial blueprints | ||
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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. | 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. | ||
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Module layout- | Module layout- | ||
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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. | 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. | ||
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Note: it is favorable to have a research lab, shipyard and warehouse on the first ring, for easy access. | Note: it is favorable to have a research lab, shipyard and warehouse on the first ring, for easy access. | ||
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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. | 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. | ||
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These are recommended setups and can be extremely varied, depending on play style or personal goals. | These are recommended setups and can be extremely varied, depending on play style or personal goals. | ||
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Note: Ring setup is 1 power and 5 other modules each for convenience. | Note: Ring setup is 1 power and 5 other modules each for convenience. | ||
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1 Starbase warehouse, 1 Shipyard, 1 Research laboratory. 0.6 rings used | 1 Starbase warehouse, 1 Shipyard, 1 Research laboratory. 0.6 rings used | ||
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50 Electronics Factories base level with power – 800 per day. 10 rings. | 50 Electronics Factories base level with power – 800 per day. 10 rings. | ||
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50 Mechanical Parts Factories base level with power – 800 per day. 10 rings. | 50 Mechanical Parts Factories base level with power – 800 per day. 10 rings. | ||
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320 Graphene Factories base level with power – 5120 per day. 64 rings used | 320 Graphene Factories base level with power – 5120 per day. 64 rings used | ||
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32 Superconducting Coils Factories base level with power – 512 per day. 6.4 rings used | 32 Superconducting Coils Factories base level with power – 512 per day. 6.4 rings used | ||
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5 Farming Robot Factories base level with power – 80 per day. 1 ring. | 5 Farming Robot Factories base level with power – 80 per day. 1 ring. | ||
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5 Mining Robot Factories base level with power – 80 per day. 1 ring. | 5 Mining Robot Factories base level with power – 80 per day. 1 ring. | ||
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10 Starbase warehouses, 2 rings. | 10 Starbase warehouses, 2 rings. | ||
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100 Basic Fusion Plants – 1 on each ring. | 100 Basic Fusion Plants – 1 on each ring. | ||
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5 rings open for new modules or warehouse expansion. | 5 rings open for new modules or warehouse expansion. | ||
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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. | 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. | ||
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Up until 13 May 2014 the limit was 6 rings. | Up until 13 May 2014 the limit was 6 rings. |
Revision as of 02:04, 7 July 2014
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
Hangar-
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.
Research-
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.
Shipyard-
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 6 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.
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.
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
Shipyard-
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.
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
50 Electronics Factories base level with power – 800 per day. 10 rings.
50 Mechanical Parts Factories base level with power – 800 per day. 10 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.
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.