# The bases you run (docs/logistics.md): a template saying what a base does, # one tier saying how well. A base answers every facility question from its # template and tier (crates/sim/src/bases.rs); Opportunity keeps its fixed # facilities (facilities.toml `opportunity`). # # [bases] # growth build(T) = credits x growth^(T - 1); raising a base # from T to U costs build(U) - build(T) in credits # build_seconds seconds to build a base: build_seconds + per_tier x T # per_tier # raise_share raising takes this share of building straight there # yard_tiers the tier from which a base's shipyard builds frigates, # destroyers, battleships and titans # colony, command the template a planet you claim becomes, and a # starbase you reclaim, take or bring on an expedition # # [[base]] # id, name, description # credits what building one at tier 1 costs (see growth) # build true: you can build one from a base of yours, as an # outpost (structures.toml); Command and Colony you # reclaim, take, bring or claim instead # materials its bill, in kinds at tier 1 (ore, crystal, salvage, # alloy, components): a base built or raised to tier T # pays tier T's materials only # [base.facilities] what each facility does at tier T, one of: # "tier" its level is T (forge, refinery) # "yard" the largest hull class yard_tiers allows at T # N a fixed level # { per, plus } level plus + ceil(T / per) (storage) # A facility left out is one the base doesn't have. # Levels stop at the facility's last (facilities.toml). # [[base.stock]] the stock rules a base starts with (stock.rs), until # you set its own: # kinds ore, crystal, salvage, alloy, components # tiers [lowest, highest], counted from the base's # tier: [-2, 0] is its top three # want fill each material up to this share of the # hangar # offer offer each material above this share # Amounts are per material; a later rule naming a # material decides it. [bases] growth = 1.45 build_seconds = 480.0 per_tier = 60.0 raise_share = 0.5 yard_tiers = [1, 3, 9, 14] colony = "colony" command = "command" [[base]] id = "depot" name = "Supply Depot" description = "A hangar the size of a moon, and pads to match. Other bases' fleets pick up here and drop off here." credits = 85000 build = true materials = { ore = 400, alloy = 100 } [base.facilities] storage = { per = 2, plus = 3 } defense = 1 sensors = 1 repair = 1 [[base]] id = "refinery" name = "Refinery" description = "Refines ore and crystal into alloy and components, and compacts stock into the tier above, up to its own tier." credits = 170000 build = true materials = { ore = 600, alloy = 150, components = 40 } [base.facilities] refinery = "tier" storage = { per = 2, plus = 1 } defense = 1 repair = 1 # The ore and crystal of its top three tiers in, and what it makes of # them out. [[base.stock]] kinds = ["ore", "crystal"] tiers = [-2, 0] want = 0.08 [[base.stock]] kinds = ["alloy", "components"] tiers = [-2, 0] offer = 0.02 [[base]] id = "bastion" name = "Bastion" description = "Every hardpoint open and a wide sensor net. Where a garrison waits." credits = 127500 build = true materials = { alloy = 250, components = 80 } [base.facilities] defense = 3 sensors = 3 repair = 2 storage = { per = 2, plus = 1 } [[base]] id = "buildyard" name = "Buildyard" description = "A forge and slips: modules and hulls up to its tier, from alloy and components brought in." credits = 255000 build = true materials = { alloy = 300, components = 120 } [base.facilities] forge = "tier" shipyard = "yard" storage = { per = 2, plus = 1 } defense = 1 repair = 1 # The alloy and components of its top three tiers in, for what it forges # and builds. [[base.stock]] kinds = ["alloy", "components"] tiers = [-2, 0] want = 0.08 # The general bases you take rather than build: a bit of everything. [[base]] id = "command" name = "Command" description = "A starbase that does a bit of everything: refines, forges, builds hulls, and moves if it has engines." credits = 200000 materials = { ore = 600, alloy = 150, components = 55 } [base.facilities] forge = "tier" refinery = "tier" shipyard = "yard" storage = { per = 2, plus = 1 } # Its support facilities rise with it, one level every four tiers: all its # hardpoints from tier 9 (a Bastion opens them from tier 1). defense = { per = 4, plus = 0 } tow = { per = 4, plus = 0 } sensors = { per = 4, plus = 0 } repair = { per = 4, plus = 0 } [[base]] id = "colony" name = "Colony" description = "A planet that's yours: it refines, forges and builds hulls, and stays where it is." credits = 200000 materials = { ore = 600, alloy = 150, components = 55 } [base.facilities] forge = "tier" refinery = "tier" shipyard = "yard" storage = { per = 2, plus = 1 } # Its support facilities rise with it, one level every four tiers: all its # hardpoints from tier 9 (a Bastion opens them from tier 1). defense = { per = 4, plus = 0 } sensors = { per = 4, plus = 0 } repair = { per = 4, plus = 0 }