Starbase – stellaris wiki gas bloating


A starbase’s most fundamental function lies in asserting ownership over a star system. Doing so requires fully surveying the desired system and then constructing a starbase in it. The build cost is 100 Alloys and an additional influence cost on top of that. The influence cost is determined by a fixed cost which is then multiplied by the shortest path of hyperlane jumps (gates and wormholes act as shortcuts) between the electricity usage by state target systems and the empire’s closest owned system.

Once built, the starbase will appear orbiting the center point of the system. It cannot be destroyed by any regular means but it can still be dismantled by its owner during peacetime if it is of no more than outpost level (higher-level starbases will need to be downgraded to outpost in order to be dismantled). If a starbase is dismantled, the system reverts back to being neutral and unclaimed and can then claimed by any empire.

Besides the initial influence cost, upgrading the starbase to a higher level above outpost level will cost only alloys gas mask ark. Aside from making the starbase more powerful due to better base stats and the addition of more weapon components, the upgrade also allows gas weed strain 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. One such important module is the Shipyard which enables the construction of military ships in the starbase. Having multiple shipyards on a starbase allows it to effectively act as a fleet manufactory by constructing electricity billy elliot karaoke several ships in parallel, simultaneously. Shipyards build order is independent from the main build order of starbase.

Systems with starbases bigger than outposts require a higher influence cost to claim ( 25 influence). Consequently, those starbases grant a higher war-score if occupied successfully ( 10 occupation value). An additional benefit of upgraded starbases manifests in them including an FTL inhibitor which, as long as the starbase remains active, prevents enemy ships from leaving the system via any hyperlane other than the one they arrived through. This allows an FTL inhibitor-equipped starbase to turn strategically important systems into efficient choke points, delaying hostile fleets from leaving the system and advancing further by forcing them into an engagement which may last long enough for reinforcements gas in oil car to arrive.

During war, an attacker must disable the enemy’s starbase within the system in order to seize control of any planets found within said system. As starbases cannot be destroyed, this is achieved by reducing their Hull points down to 0, disabling electricity experiments for high school them. 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. If the starbase is left unoccupied and is not attacked, it will enter a self-repair phase and become operational again as soon as it regains 5% Hull points. If there are multiple empires fighting on one side of the war, the newly-occupied system will then be assigned to the empire with the strongest claim, even if the system wasn’t conquered by them.

Occupied starbases are fully operational and can repair ships of the side that controls it, inhibit FTL for enemy ships, and manage defense platforms, all empire-wide bonuses will also be applied, including home territory modifiers (The Eternal Vigilance ascension perk’s platform cap of the original power outage houston zip code owner is also temporarily retained). However their buildings and modules cannot be changed, and what are the 4 gas giants in the solar system they cannot be upgraded or downgraded, although they can be returned back to the owner.

An empire can in theory have as many starbases as their economy can support but an empire can only maintain a limited number of upgraded starbases bigger than outposts. The amount of upgraded starbases an empire can support is dictated by the Starbase Capacity and exceeding that capacity will cause all upkeep costs for starbases to increase by +25% Upkeep for every starbase exceeding the cap. This is an empire-wide gas utility modifier, and thus affects all starbases owned by the empire. This modifier also affects the maintenance of any modules and buildings on the starbases. Regardless of their level, each starbase bigger than an outpost occupies only one capacity slot and if the need arises, an empire can always downgrade existing starbases back to outpost level to reduce the amount of upgraded starbases to within the cap limit.

The weapon slots are fitted with the most effective kinetic and energy weapons (though not necessarily by equal division). The utility slots are divided equally between shield and armor components (auto-fitting does not add hull components here), while the auxiliary slot uses standard auto-fitting of a shield capacitor or auxiliary fire-control (whatever is available in order of priority).

Upgrading a starbase gas leak explosion can only be done in a sequential order – meaning that if one were start with a basic outpost and wants to upgrade it to a citadel, they have to go through every single level in between in order to get to the desired level. Downgrading a starbase, however, reduces its gas news australia level to the basic outpost level (outpost) straight away – regardless of what level the starbase initally was – and removes any present buildings, modules, and any defense platforms over the outpost’s capacity limit. Any resources invested into the starbase prior to downgrading will not be refunded.

A starbase’s self-defense capabilities can be further reinforced with the construction of defense platforms. These platforms are smaller military stations deployed around the starbase. They will engage any incoming hostile forces, effectively acting as a buffer, by attacking and distracting them from focusing their efforts on the starbase itself. When compared with ships, platforms are situated between destroyer and cruiser classes, their hull and armament slightly better than the first, while armor-potential is equivalent to the latter. However, due to them having no evasion arkla gas phone number whatsoever, individual platforms are still very vulnerable, and if a strong gas exchange in the lungs is facilitated by, sustainable firepower is a priority it is wiser to put more turrets on the base itself.

As opposed to the auto-fitting of the starbase’s components, defense platforms can be altered through the ship designer allowing for several designs to be built based on the different needs in each front and upgraded based on this designs. However, unlike ships, their designs cannot be switched once built, necessitating dismantling and complete rebuilding. It also renders any transferred platforms non-upgradeable. Economically defense platforms are, again, comparable to destroyers, but they cost no minerals upkeep.

In addition to the regular defense platforms, a more powerful platform type may be constructed equipped with an Ion Cannon weapon (once the required technology has been researched). This platform type carries a singular weapon, identical to the Perdition Beam weapon and which can o gastronomo not be changed, capable of engaging enemies from further away. It is titan-class hull-wise, although armored only as battleship, economically it also comparable to the latter without mineral upkeep, and it is deployed quite slowly.