A base is not scenery on a surface but a contract with the world: you get income and defence, and you pay upkeep every day. The command post is the centre of that contract.
Founding
- One base stands on one surface plot.
- A plot is a 32×32 grid of cells.
- Founding costs 5,000 cr.
- The capture beacon is consumed on founding; the next costs 2,000 cr, and the rack holds three.
- For the first 24 hours newcomer protection keeps the base from being captured.
No colony can be founded in a system with security above 60. That is a law of the world, not a quirk of the interface: the calmer the system, the easier the start.
The command post
The command post occupies 6×4 cells at (13, 14) and plays two roles at once:
- Build anchor. It sets a radius of 12 cells. Every corner of a new structure or upgrade must fall inside it.
- Upkeep collector. It charges the daily fee for every module on the base.
If the command post is destroyed, the radius disappears, construction is blocked and power is cut — but the base is not deleted. Modules stay on the map, and a grace period begins.
The build queue
A base runs one sequential queue. One module builds at a time; the rest wait.
- A module can reach level 3.
- Build time grows with the level.
- You can cancel or reorder, but spent time is not refunded.
Power
Power is the main constraint on a colony. In a deficit:
- production is halved;
- shields and defences switch off.
That is why a power plant is not “one more module” but a condition for the base to exist. A mining plant adds power too, but relying on it alone is a gamble.
Upkeep
Every 24 hours the command post charges credits:
- 40 cr for the command post itself;
- each module’s upkeep multiplied by its level.
For example, a base with a power plant, a mining plant and a turret at level one pays about 150 cr a day. Stay away and the world catches up on the debt — up to seven cycles in a row.
Arrears and RUINED
The chain of consequences when upkeep goes unpaid:
- Modules stay on the map.
- Power is cut.
- Production and defence stop.
- The base loses 15 integrity per missed cycle.
- At zero integrity the plot becomes RUINED.
A destroyed command post grants 30 minutes of grace. After that the base loses 10 integrity an hour until it is restored. It is never deleted outright — but it does not work either.
Repair
- Repairing the command post costs 2,500 cr plus accumulated arrears.
- It restores integrity to at least 25.
- Rebuilding from rubble costs 50% of a new structure.
- Repair is available on the colony screen.
Shields
A shield protects the base from orbital bombardment while the command post runs.
| Source | Shield |
|---|---|
| Base | 75 |
| Working command post | +15 |
| Power plant | +40 per level |
| Starport | +30 per level |
A shield regenerates 5 points a minute. Once broken it opens a vulnerability window for 10 minutes, then needs 2 hours to recover.
Siege
A siege is not an instant win. Orbital fire strips the shield, but capture matters more than destruction.
- A siege window is open for two hours, then closed for four.
- Windows open at
00:00,06:00,12:00and18:00UTC. - Capture stops at 99% without a capture beacon.
- Capture is impossible in a system with security above 50.
The exact round maths is in Flight and combat.
Offline protection
You are not wiped around the clock:
- an offline defender’s integrity never drops below 25;
- capture never rises above 75;
- emergency relief costs 500 cr plus 10 cr per percent of capture, has a 30-second cooldown and gives +20 integrity and −20% capture;
- a captured base keeps at least 65 integrity.
Multiple bases
You can place a second base on another plot or another planet. That does not cancel upkeep: every base pays separately.
Sometimes one strong colony is cheaper than three weak ones. Count income minus upkeep, not the number of buildings.
What next
- Modules — twelve structures and their exact cost.
- Economy — where the credits for upkeep come from.
- Flight and combat — how a siege runs.