# Dock facilities (forge, refinery, shipyard, storage, defense, tow, sensors # and repair) and what each level does. # # Every dock has them, each at a level. Opportunity's are # fixed by the Ministry (`opportunity`, 0 = it has none); a starbase you # reclaim starts with `station_start` and buys the rest, one level at a time, # at its own hangar (credits from your wallet, materials from that hangar). # A structure you build starts with `built_start` where a facility gives one, # `station_start` otherwise. # # A level's effect fields depend on the kind: # forge tier (highest module tier it forges), factions (bool: works faction # blueprints), forged_level (modules come out at this level) # refinery tier (highest tier it refines and compacts into), lines (jobs at once) # shipyard hull_class (largest class it sells, or at a starbase builds from blueprints: 1 frigates, 2 destroyers, 3 battleships, 4 titans) # storage capacity (hangar volume: material units, modules count as several) # defense hardpoints (how many of the structure's weapon, shield and armor # hardpoints are open to fit; its frame in hulls.toml has them) # tow speed (map units a second under tow) # sensors net (a sensor net this far around the dock: full fight estimates inside it) # repair price (multiplier on pad repair rates) # Opportunity has no storage limit, no guns, can't be towed, and its sensor # net is [planet] sensor_net in system.toml. [[facility]] id = "forge" kind = "forge" name = "Forge" description = "Turns blueprints and materials into modules." opportunity = 2 station_start = 0 [[facility.level]] cost = { credits = 8000, materials = { glimmerite = 20 } } tier = 1 forged_level = 1 [[facility.level]] cost = { credits = 25000, materials = { glimmerite = 40, kesslerite = 10 } } factions = true tier = 2 forged_level = 1 [[facility.level]] cost = { credits = 60000, materials = { kesslerite = 30, circuitry = 20 } } factions = true tier = 3 forged_level = 2 # Levels 4-6 are Two Cradle's: each is paid in its own tier's refined goods, # so a forge goes up only once its dock's refinery works that tier, and in # the ring whose ore and wrecks make them (systems/two_cradle.toml). [[facility.level]] cost = { credits = 120000, materials = { vanasteel = 40, capacitors = 20 } } factions = true tier = 4 forged_level = 2 [[facility.level]] cost = { credits = 220000, materials = { osmium_plate = 40, actuators = 20 } } factions = true tier = 5 forged_level = 3 [[facility.level]] cost = { credits = 400000, materials = { iridium_weave = 40, logic_lattices = 20 } } factions = true tier = 6 forged_level = 3 # Levels 7-20 are the explored systems' (docs/expeditions.md), one a tier, # each paid in its tier's refined goods. Forged modules come out a level # higher every three tiers, an explored system's span. [[facility.level]] cost = { credits = 640000, materials = { umbral_steel = 40, ion_cells = 20 } } factions = true tier = 7 forged_level = 4 [[facility.level]] cost = { credits = 1000000, materials = { solar_steel = 40, fusion_valves = 20 } } factions = true tier = 8 forged_level = 4 [[facility.level]] cost = { credits = 1600000, materials = { pyre_alloy = 40, warp_coils = 20 } } factions = true tier = 9 forged_level = 4 [[facility.level]] cost = { credits = 2600000, materials = { gravsteel = 40, inertial_dampers = 20 } } factions = true tier = 10 forged_level = 5 [[facility.level]] cost = { credits = 4200000, materials = { nullsteel = 40, phase_switches = 20 } } factions = true tier = 11 forged_level = 5 [[facility.level]] cost = { credits = 6700000, materials = { prismsteel = 40, photon_looms = 20 } } factions = true tier = 12 forged_level = 5 [[facility.level]] cost = { credits = 11000000, materials = { riftforged_alloy = 40, fold_cores = 20 } } factions = true tier = 13 forged_level = 6 [[facility.level]] cost = { credits = 17000000, materials = { quasar_steel = 40, beam_lenses = 20 } } factions = true tier = 14 forged_level = 6 [[facility.level]] cost = { credits = 27000000, materials = { voidsteel = 40, abyssal_cores = 20 } } factions = true tier = 15 forged_level = 6 [[facility.level]] cost = { credits = 44000000, materials = { nebular_steel = 40, echo_processors = 20 } } factions = true tier = 16 forged_level = 7 [[facility.level]] cost = { credits = 70000000, materials = { celestial_alloy = 40, halo_drives = 20 } } factions = true tier = 17 forged_level = 7 [[facility.level]] cost = { credits = 110000000, materials = { neutron_steel = 40, singularity_cells = 20 } } factions = true tier = 18 forged_level = 7 [[facility.level]] cost = { credits = 180000000, materials = { eclipse_steel = 40, horizon_engines = 20 } } factions = true tier = 19 forged_level = 8 [[facility.level]] cost = { credits = 290000000, materials = { starforged_alloy = 40, genesis_cores = 20 } } factions = true tier = 20 forged_level = 8 [[facility]] id = "refinery" kind = "refinery" name = "Refinery" description = "Refines ore and crystal into alloy and components, and compacts raw stock into the tier above. Jobs run while you fly; the output lands in this hangar." opportunity = 2 station_start = 0 [[facility.level]] cost = { credits = 9000, materials = { ferrite = 150, scrap_metal = 40 } } tier = 1 lines = 1 [[facility.level]] cost = { credits = 24000, materials = { manganite = 150, kesslerite = 15 } } tier = 2 lines = 2 [[facility.level]] cost = { credits = 55000, materials = { manganite = 300, glimmerite = 40, kesslerite = 30 } } tier = 3 lines = 3 # Levels 4-6 are Two Cradle's, paid in their own tier's raw stock: the ore # and crystal of that ring's belt and the salvage of its wrecks. [[facility.level]] cost = { credits = 100000, materials = { vanadite = 300, sunstone = 40, reactor_slag = 30 } } tier = 4 lines = 3 [[facility.level]] cost = { credits = 180000, materials = { osmite = 300, emberglass = 40, drive_husks = 30 } } tier = 5 lines = 4 [[facility.level]] cost = { credits = 320000, materials = { iridite = 300, twinfire_quartz = 40, shield_ash = 30 } } tier = 6 lines = 4 # Levels 7-20 are the explored systems', one a tier, paid in each tier's # raw stock; a line more every three tiers. [[facility.level]] cost = { credits = 510000, materials = { umbrite = 300, duskglass = 40, plasma_scoria = 30 } } tier = 7 lines = 5 [[facility.level]] cost = { credits = 820000, materials = { solarite = 300, corona_pearl = 40, cinder_hulks = 30 } } tier = 8 lines = 5 [[facility.level]] cost = { credits = 1300000, materials = { pyrestone = 300, flare_crystal = 40, warp_debris = 30 } } tier = 9 lines = 5 [[facility.level]] cost = { credits = 2100000, materials = { gravite = 300, tidal_crystal = 40, graviton_husks = 30 } } tier = 10 lines = 6 [[facility.level]] cost = { credits = 3400000, materials = { nullstone = 300, hollow_quartz = 40, silent_wreckage = 30 } } tier = 11 lines = 6 [[facility.level]] cost = { credits = 5400000, materials = { auralite = 300, aurora_prism = 40, auroral_slag = 30 } } tier = 12 lines = 6 [[facility.level]] cost = { credits = 8600000, materials = { riftstone = 300, rift_shards = 40, rift_flotsam = 30 } } tier = 13 lines = 7 [[facility.level]] cost = { credits = 14000000, materials = { quasarite = 300, pulsar_glass = 40, beacon_wrecks = 30 } } tier = 14 lines = 7 [[facility.level]] cost = { credits = 22000000, materials = { voidmetal = 300, void_pearl = 40, titan_bones = 30 } } tier = 15 lines = 7 [[facility.level]] cost = { credits = 35000000, materials = { nebulite = 300, stardrift_opal = 40, ghost_hulls = 30 } } tier = 16 lines = 8 [[facility.level]] cost = { credits = 56000000, materials = { celestine = 300, halo_crystal = 40, seraph_wreckage = 30 } } tier = 17 lines = 8 [[facility.level]] cost = { credits = 90000000, materials = { neutronium = 300, magnetar_glass = 40, collapsed_hulls = 30 } } tier = 18 lines = 8 [[facility.level]] cost = { credits = 140000000, materials = { eclipsite = 300, eclipse_diamond = 40, horizon_ash = 30 } } tier = 19 lines = 8 [[facility.level]] cost = { credits = 230000000, materials = { starheart = 300, firstlight_crystal = 40, elder_relics = 30 } } tier = 20 lines = 8 [[facility]] id = "shipyard" kind = "shipyard" name = "Shipyard" description = "At Opportunity, the Ministry's yard sells hulls. At a starbase you own, it builds them from your blueprints, one at a time, up to the largest class its slips can take." opportunity = 1 station_start = 0 # Frigate slips, then destroyers (Two Cradle), then battleships and titans # (explored systems), each paid in the stock of the tier its first hulls # arrive at. [[facility.level]] cost = { credits = 15000, materials = { ferrite = 200, kesslerite = 10 } } hull_class = 1 # Destroyer slips: Two Cradle's Bison and Hawk, and the Corsair. [[facility.level]] cost = { credits = 60000, materials = { titansteel = 150, servos = 40, vanadite = 300 } } hull_class = 2 # Battleship slips: the Mammoth, the Raven and the Imperial Consul, from the # first explored system's tier-9 stock. [[facility.level]] cost = { credits = 450000, materials = { pyrestone = 1500, pyre_alloy = 600, warp_coils = 200 } } hull_class = 3 # Titan slips: the Behemoth, the Phoenix and the Imperial Mandate, from # tier-14 stock. [[facility.level]] cost = { credits = 4000000, materials = { quasarite = 4500, quasar_steel = 1800, beam_lenses = 600 } } hull_class = 4 [[facility]] id = "storage" kind = "storage" name = "Storage" description = "How much the hangar holds. Anything that won't fit when a ship unloads is sold by the dockmaster at half price." station_start = 1 [[facility.level]] cost = { credits = 5000 } capacity = 4000 [[facility.level]] cost = { credits = 18000, materials = { ferrite = 300 } } capacity = 12000 [[facility.level]] cost = { credits = 45000, materials = { ferrite = 600, cobaltine = 200 } } capacity = 40000 # Levels 4-6 are Two Cradle's, paid in the raw stock of its tiers like the # refinery's and forge's: you can raise a starbase's storage there without # hauling Stipend's ore through the gate. Each holds half again the last. [[facility.level]] cost = { credits = 60000, materials = { titanite = 300, azurine = 60, wreck_plating = 20 } } capacity = 60000 [[facility.level]] cost = { credits = 110000, materials = { vanadite = 300, sunstone = 60, reactor_slag = 20 } } capacity = 90000 [[facility.level]] cost = { credits = 200000, materials = { osmite = 300, emberglass = 60, drive_husks = 20 } } capacity = 135000 # Levels 7-10 belong to the explored systems, one a tier like the forge's and # refinery's (scripts/modules_past_six.py storage), still half again each. # Storage stops at 10 for now. [[facility.level]] cost = { credits = 270000, materials = { umbrite = 300, duskglass = 60, plasma_scoria = 20 } } capacity = 200000 [[facility.level]] cost = { credits = 360000, materials = { solarite = 300, corona_pearl = 60, cinder_hulks = 20 } } capacity = 300000 [[facility.level]] cost = { credits = 490000, materials = { pyrestone = 300, flare_crystal = 60, warp_debris = 20 } } capacity = 450000 [[facility.level]] cost = { credits = 660000, materials = { gravite = 300, tidal_crystal = 60, graviton_husks = 20 } } capacity = 675000 [[facility]] id = "defense" kind = "defense" name = "Defense battery" description = "Hardpoints on the structure itself, fitted from its hangar like a ship's. What you fit fires at the nearest hostile in range." station_start = 1 # A starbase you take comes with the Ministry's guns; an outpost you bolt # together has none until you buy the battery and fit it. Raids beat an # unarmed structure every time (docs/defenses.md, Balance). built_start = 0 [[facility.level]] cost = { credits = 10000 } hardpoints = { weapon = 3, shield = 1, armor = 1 } [[facility.level]] cost = { credits = 30000, materials = { kesslerite = 20 } } hardpoints = { weapon = 4, shield = 2, armor = 2 } [[facility.level]] cost = { credits = 70000, materials = { kesslerite = 50 } } hardpoints = { weapon = 6, shield = 2, armor = 2 } [[facility]] id = "tow" kind = "tow" name = "Tow engines" description = "What moves the starbase when you tow it somewhere." station_start = 1 [[facility.level]] cost = { credits = 6000 } speed = 40.0 [[facility.level]] cost = { credits = 20000, materials = { glimmerite = 30 } } speed = 60.0 [[facility.level]] cost = { credits = 50000, materials = { glimmerite = 60 } } speed = 90.0 [[facility]] id = "sensors" kind = "sensors" name = "Sensor array" description = "A sensor net around the dock. Fight estimates inside it are full reads, no scanner needed." station_start = 0 [[facility.level]] cost = { credits = 10000, materials = { glimmerite = 20 } } net = 2500.0 [[facility.level]] cost = { credits = 28000, materials = { glimmerite = 40 } } net = 3500.0 [[facility.level]] cost = { credits = 60000, materials = { glimmerite = 80, kesslerite = 10 } } net = 4500.0 [[facility]] id = "repair" kind = "repair" name = "Repair bay" description = "Patches armor and structure on the pad." opportunity = 1 station_start = 1 [[facility.level]] cost = { credits = 8000 } price = 1.0 [[facility.level]] cost = { credits = 24000, materials = { cobaltine = 100 } } price = 0.8 [[facility.level]] cost = { credits = 55000, materials = { cobaltine = 200, kesslerite = 20 } } price = 0.6