# Structures: built places in a system, such as a faction's hall, each with # a holder and services. # # Core's kinds are the ones you build (an outpost, a monument); packs add # theirs with the same shape (the Union's halls, # packs/union/content/structures.toml). # # [[structure]] # id = "hall" # a pack's ids are its own (union:hall) # name = "Union Hall" # the kind's name; sites may be named otherwise # description = "..." # faction = "union:union" # who keeps the ones placed here (factions.toml) # color = "#d08a2c" # the marker's color # radius = 110.0 # the body on the map; pads sit just outside # look = { starbase = 2 } # drawn as a starbase picture of that grade (1 an # # outpost, 5 a fortress), painted the keeper's colour # # [structure.services] # what it does for whoever docks # dock = true # pads: a faction's guests may dock # shop = ["union:deep_drill"] # modules on the shelf from the start, at list # # price; a row can name its tiers: # # { module = "...", tiers = [1, 3] } # paints = ["union:rust"] # paints its painter applies from the start # patronage = true # takes credits for its faction (rungs below) # guests = ["dock", "shop"] # what a guest may use here, by word (below); # # left out, a kind with pads gives guests # # dock, fitting, shop, painter and repair, # # and patronage when it takes patronage # patrons = [{ rung = 2, services = ["storage", "crews"] }] # # more for whoever has reached that rung of # # the keeper's patronage (1 the lowest) # # The service words: dock (the pads), fitting, shop (the shelf), painter, # repair (hull repairs at the pad), patronage (giving credits), storage (a # hangar of yours here: materials and modules kept, sold, loaded and stowed; # module repairs and scrapping; loadouts from stock; crews based here unload # here, and haulers run to it) and crews (ships parked and pilots hired here; # fleets formed, sent out and based here). A base of yours does everything; # the forge, refinery, workshop, shipyard and building are a base's own. # # Patronage rungs (what giving unlocks) sit on the faction's row in # factions.toml. # # [[structure.sites]] # where content stands one # system = "stipend" # a system id, or an instance template's # name = "Union Hall" # angle = 0.9 # round the system's first star unless # orbit = 4200.0 # `star` names another, like a gate # place = { orbit = [3000, 5000] } # or: a random orbit in the band at a # # random angle (leave angle/orbit out); # # the seed, system, kind and name fix it # # What a guest may do is the kind's service words. Without a list, a guest # docks, fits from what they buy there, has a ship painted and gives # credits, and nothing else of theirs stays (no materials, parked ships, # crews or facilities). A kind with [structure.build] (credits, materials, # seconds) is one you build from a base of yours; a garrison (below) is how # a kind changes hands. # # [structure.services] garrison = { band = "lone_cutter", hold_seconds = 60.0, hold_radius = 600.0 } # Who defends it while a hostile faction holds it: a band (bands.toml) # spawned at the structure in the holder's hulls and gear, calling it home. # Sink the last of them, then hold the area (hold_radius round the # structure) with your ships and no enemy in it for hold_seconds, and the # structure is yours: a dock of your own if it has pads. A neutral or # friendly keeper's structure is never defended, and never taken. # What you can build yourself, from a base of yours, at a spot you point to # in its system ([structure.build]: credits and materials paid from that # base's hangar, seconds until it stands, clearance from every other body). # `faction` on a kind you build is whose design it is. # A base of your own anywhere in a system. It goes up as one of the # templates you can build (bases.toml `build = true`) at the tier you pick, # and costs what that template costs at that tier (`base = true`: no price # of its own). The second base in a system is a second slip. [[structure]] id = "outpost" name = "Outpost" description = "Pads, a hangar and whatever else you build it to be, bolted together where you want them. The Ministry sells the plans and asks no questions." faction = "ministry" color = "#8fb3c9" radius = 90.0 look = { starbase = 1 } frame = "outpost_frame" [structure.services] dock = true [structure.build] base = true # A monument: it stands there and costs a fortune, which is the point. [[structure]] id = "monument" name = "Monument" description = "A spire of osmite and emberglass with your name on it, visible from the belts. It does nothing. Everyone will know you could afford it." faction = "ministry" color = "#e6d7a3" radius = 140.0 frame = "monument_frame" [structure.build] credits = 250000 materials = { osmite = 300, emberglass = 120 } seconds = 1200.0 # The Empire's starbases in the systems it holds past the warp gate # (explored.toml [holdings], holder.rs). Each is garrisoned by the Empire's # line at its own tier, so the garrison band here is only the shape: sink # whoever guards it, hold the area, and its pads and hangar are yours. [[structure]] id = "imperial_starbase" name = "Imperial Starbase" description = "A ring of ivory plate and crimson trim, built to the same plan as a thousand others. Its garrison files a report on every ship that passes, including yours." faction = "empire" color = "#b8323a" radius = 120.0 look = { starbase = 3 } # Its hull once it's yours (docs/defenses.md): the Empire's own have no # body yet; one you take can be fitted, and raided. frame = "starbase_frame" [structure.services] dock = true garrison = { band = "empire_line_t7", hold_seconds = 60.0, hold_radius = 900.0 }