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This article has been verified for the current PC version (3.10) of the game.
Mammalian Citadel

Mammalian Citadel

A starbase is the primary space station used throughout the game and is used for determining the ownership of a star system; construction, repair and maintenance of ships; collection and transportation of Trade Value; as well as acting as a strategic fortress during warfare.

Mechanics[]

Constructing a starbase requires first fully surveying the desired system. The build cost is Alloys 100 alloys and an additional Influence influence cost on top of that. The influence cost is a base of 75, multiplied by the number of hyperlane jumps, including bypasses, between the target systems and the empire's closest owned system. This is reduced by the Origins slingshot to the stars Slingshot to the Stars origin, which reduces the distance multiplier by 75%. For example, an adjacent system (1 jump) costs 75 influence, a system 2 jumps away costs 150 influence, or 94 influence with Slingshot to the Stars. Other modifiers to the total influence cost can be found below.

Once built, the starbase will appear orbiting the center point of the system. It cannot be destroyed by any regular means, but it can be dismantled by its owner during peacetime if it is of no more than outpost level (higher-level starbases will need to be downgraded first) and the system is not colonized. If a starbase is dismantled, the system reverts to being neutral and unowned and can then be claimed by any empire. Crisis factions, including the Khan and Gray Tempest, destroy starbases when they reduce it to 0 hull, though it is rebuilt as an outpost if their fleet leaves and a colonized world remains in the system. Star-Eaters also destroy the starbase when they crack the star.

Besides the initial influence cost, upgrading the starbase to a higher level costs only alloys. Aside from making the starbase more powerful due to better base stats and the addition of more weapon components, the upgrade also allows 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 Shipyard which enables the construction of ships at the starbase. Having multiple shipyards on a starbase allows it to effectively act as a "fleet manufactory" by constructing several ships simultaneously in parallel. Shipyard build order is independent from the main build order of starbase.

Though it is not possible to design a starbase, its components will be auto-fitted with the latest advanced technology as soon as they are made available (at no additional cost to the owner).

Starbase capacity[]

The number of upgraded starbases an empire can support without penalty is determined by the Mod country starbase capacity mult starbase capacity. Every upgraded starbase exceeding that capacity adds Upkeep 25% upkeep for all starbases. This modifier also affects the upkeep of modules and buildings on starbases. Regardless of their level, each starbase above outpost level occupies only one capacity slot and if the need arises, an empire can always downgrade existing starbases back to outpost level to reduce the number of upgraded starbases to within the cap.

The base Mod country starbase capacity mult starbase capacity is 3. This is increased by 1 for every 10 owned systems and can also be increased by the following:

Source Starbase capacity
MegaCorp Strategic Coordination Center (stage III) +6
Grasp the Void Grasp the Void ascension perk +5
Civic trading posts Trading Posts civic +4
MegaCorp Strategic Coordination Center (stage II) +4
Menu icon edicts Fortify the Border edict +2
Tradition icon unyielding Unyielding tradition tree +2
Fortress Doctrine Fortress Doctrine tradition tree +2
Tech galactic ambitions Stellar Expansion technology +2
Tech manifest destiny Manifest Destiny technology +2
MegaCorp Strategic Coordination Center (stage I) +2
Tech repeatable improved starbase capacity Interstellar Expansion technology (repeatable 5 times) +1

Warfare behavior[]

Systems with starbases above outpost level require a higher influence cost to claim (Influence 25 influence). Additionally, those starbases grant a higher war-score if occupied successfully (10 occupation value). An additional benefit of upgraded starbases comes from their including an FTL inhibitor which prevents enemy ships from leaving the system via any hyperlane other than the one they arrived through until the starbase is disabled or occupied. This allows an FTL inhibitor-equipped starbase to turn strategically important systems into efficient choke points, preventing hostile fleets from bypassing the system without engaging the starbase and thereby forcing them into an engagement which may last long enough for reinforcements to arrive.

During war, an attacker must disable the enemy's starbase within the system in order to be able to seize control of any planets within said system. As starbases cannot be destroyed, this is achieved by reducing the Health Hull points down to 0, disabling the starbase. The starbase will then remain incapacitated for a duration of Time 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 control of the starbase is uncontested, it will enter a self-repair phase and then become operational again as soon as it regains Health 5% Hull points. When a starbase is disabled, control of the starbase will be assigned to its owner, the war participant with the strongest system claim, or the war participant with the nearest fleet, in that order.

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 Eternal Vigilance ascension perk's platform cap of the original owner is also temporarily retained). However, the buildings and modules cannot be changed, and the starbase cannot be upgraded or downgraded, although it can be returned to the owner.

It is worth noting that auto-upgrading a starbase can "gift" higher tech components to occupied starbases (including FTL inhibitors), while keeping their own more advanced components. They will stay equipped even if said starbase is reclaimed back, so repeated re-conquering might become harder for both sides.

Level[]

A starbase is auto-fitted with the latest components as soon as they are available to the empire. This is done automatically and has no additional cost for the empire - as such this also does not affect a starbase's level upgrade cost.

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 shield and Armor armor components (auto-fitting does not add hull components here), while the Auxiliary auxiliary slot uses standard auto-fitting of a shield capacitor or auxiliary fire-control (whatever is available in order of priority).

Upgrading a starbase requires the technology of the same name and can only be done in sequential order - meaning that upgrading a basic outpost to a citadel requires going through every level in between to get to the desired level. Downgrading a starbase, however, reduces it to outpost level immediately, which removes all buildings and modules and any defense platforms over the outpost's capacity limit. Any resources invested into the starbase prior to downgrading will not be refunded.

Starting from starport level, all starbases have an FTL magnet FTL inhibitor if the Tech aura snare FTL Inhibition technology has been researched.

Note: The table lists the base properties of each starbase level. The actual values themselves will differ due to one's progress in-game (technology, tradition, and etc.), existing modifiers (if any) as well as individual starbase composition (buildings, modules, and etc.).

Level Alloys Cost Time Time Energy Credits Upkeep Modules Buildings Defense platform cap Platforms Mod starbase trade protection add Trade protection Health Hull Armor Armor Weapons Utilities Mod ship auto repair add Repairs docked fleets
Tech starbase 1 Outpost 100 100 1 0 0 3 0 5000 1000 Medium 1
  • Large 2
  • Auxiliary 1
No
Tech starbase 2 Starport 200 360 2 2 1 6 8 10000 2000 Medium 3
  • Large 6
  • Auxiliary 1
Yes
Tech starbase 3 Starhold 500 720 3 4 2 9 16 20000 5000 Medium 5
  • Large 10
  • Auxiliary 1
Yes
Tech starbase 4 Star Fortress 1250 1080 4 6 3 12 24 40000 10000 Medium 7
  • Large 14
  • Auxiliary 1
Yes
Tech starbase 5 Citadel 3500 1440 5 6 4 15 32 80000 20000 Medium 13
  • Large 26
  • Auxiliary 1
Yes

Modules[]

A fully upgraded starbase can support up to 6 modules. It is possible to construct multiple modules of the same type and the starbase will be described in the outliner depending on the majority module type. Each module takes 180 days to construct and has an Energy Credits Energy upkeep of 1.

Module Cost Effects Requirements Description
Sb shipyard Shipyard Alloys 50 Mod ship build speed mult +1 Shipyard Capacity A Shipyard may build one ship at a time, in parallel with other Shipyards.
Sb anchorage Anchorage Alloys 50 Fleet anchorages are necessary to support the growth of our navy.
Sb gun battery Gun Battery Alloys 50
  • Medium +2 Medium weapon components
  • Mod starbase trade protection add +5 Trade Protection
  • Mod starbase trade protection range add +1 Protection Range
  • Mod starbase defense platform capacity add +1 Defense Platform Cap
  • Armor +10% Starbase armor hit points
  • Health +10% Starbase hull points
Adds two medium-size weapon slots to the Starbase.
Sb missile battery Missile Battery Alloys 50
  • Guided +2 Guided weapon components
  • Mod starbase trade protection add +5 Trade Protection
  • Mod starbase trade protection range add +1 Protection Range
  • Mod starbase defense platform capacity add +1 Defense Platform Cap
  • Armor +10% Starbase armor hit points
  • Health +10% Starbase hull points
Space Torpedoes Space Torpedoes technology Adds two torpedo weapon slots to the Starbase.
Sb hangar bay Hangar Bay Alloys 50
  • Hangar +1 Hangar weapon components
  • Mod starbase trade protection add +10 Trade Protection
  • Mod starbase trade protection range add +1 Protection Range
  • Mod starbase defense platform capacity add +1 Defense Platform Cap
  • Armor +10% Starbase armor hit points
  • Health +10% Starbase hull points
Tech strike craft 1 Carrier Operations technology Adds a hangar for strike craft to the Starbase.
Sb trading hub Trade Hub Alloys 50 Mod starbase trade collection range add +1 Collection Range NoGestalt consciousness Gestalt Consciousness A civilian docking area where merchants and traders can conduct business.
Solar Panel Network Solar Panel Network Alloys 50
  • Energy Credits +6 Energy
  • Energy Credits +12 total with Unchained Knowledge resolution level 2 or above
Gestalt consciousness Gestalt Consciousness Advances in solar panel technology could offset the operating costs of our starbases.
Spaceport module detecton array Detection Array Alloys 100 Cloaking detection +1 Detection Strength Tech detection array Detection Array technology Adds high-powered suite of external sensors, capable of detecting cloaked fleets.
Sb archaeo rampart Ancient Rampart
  • Alloys 50
  • Minor artifacts 45
  • Mod starbase defense platform capacity add +2 Defense Platform Cap
  • Health +5% Defense Platform hull points
  • Damage +5% Defense Platform damage
  • Health +15% Starbase hull points
  • Without Archaeo-Engineers Archaeo-Engineers:
    • Armor +15% Starbase armor hit points
  • With Archaeo-Engineers Archaeo-Engineers:
    • Armor +20% Starbase armor hit points
    • Armor +10% Starbase armor hardening
Tech archaeo rampart Ancient Rampart technology Defense platforms are a cost effective way to ensure our safety, but they need to be monitored from an operation center. Fortifying our Starbase to ensure its survivability in the event of an attack, and maximizing our capacity to network independent orbital defenses would give us more time to dispatch reinforcements.

Buildings[]

A fully upgraded starbase can support up to 4 buildings. Unlike modules, it is only possible to construct a single building of any type. Building cost is reduced by −25% by the Tech modular engineering Modular Engineering technology. Many starbase buildings can also be built on Orbital Rings.

Building Cost Time Upkeep Effects Orbital Ring Requirements
Sb resource silo Resource Silo Alloys 50 Time 180 Yes
Sb communication jammer Communications Jammer Alloys 50 Time 180 Energy Credits 1
  • Mod ship disengagement –20% Enemy Combat Disengagement Chance in system
  • Mod ship speed mult –20% Enemy Sublight Speed in system
Yes Max 1 per system
Sb disruption field generator Disruption Field Generator Alloys 100 Time 180 Energy Credits 2 Shield –20% Enemy Shield Hit Points in system Yes Max 1 per system
Crew Quarters Crew Quarters Alloys 50 Time 180 Energy Credits 1 Mod ship upkeep mult –25% Docked ship upkeep Yes NoGestalt consciousness Gestalt Consciousness
Crew Quarters Crew Gestation Chambers Alloys 50 Time 180 Energy Credits 1 Mod ship upkeep mult –25% Docked ship upkeep Yes Auth hive mind Hive Mind
Crew Quarters Service Umbilicals Alloys 50 Time 180 Energy Credits 1 Mod ship upkeep mult –25% Docked ship upkeep Yes Auth machine intelligence Machine Intelligence
Fleet Academy Fleet Academy Alloys 100 Time 360 Energy Credits 2 Mod leader species exp gain +100 Ship Starting Experience No
Fleet Academy Battle Simulators Alloys 100 Time 360 Energy Credits 2 Mod leader species exp gain +100 Ship Starting Experience No
Observatory Black Hole Observatory Alloys 100 Time 360 Energy Credits 2 Yes
Sb command center Command Center Alloys 250 Time 360 Energy Credits 5 Mod ship fire rate mult +10% Allied Fire Rate in system Yes
Sb deep space black site Deep Space Black Site Alloys 100 Time 360 Energy Credits 2
  • Unity +1 Unity
  • Mod pop government ethic attraction +25% System Governing Ethics Attraction
  • Mod planet stability add +5 System Stability
No
Sb defense grid supercomputer Defense-Grid Supercomputer Alloys 150 Time 360 Energy Credits 2 Mod starbase defense platform capacity add +8 Defense Platform Cap Yes Synchronized Defenses Synchronized Defenses
Sb hydroponics bay Hydroponics Bay Alloys 50 Time 180 Energy Credits 1 Food +10 Food Yes Tech hydroponics Hydroponics Farming
Sb hyperlane registrar Hyperlane Registrar Alloys 100 Time 180 Energy Credits 2 Mod starbase trade collection range add +1 Collection Range No
Sb listening post Listening Post Alloys 100 Time 360 Energy Credits 2
  • Mod planet sensor range mult +2 Sensor range
  • Mod planet sensor range mult +4 Hyperlane detection range
  • Mod planet sensor range mult +1 Sensor range if Starbase has 3 Detection Array modules with Tech unusual senses Unusual Senses
  • Cloaking detection +1 Detection strength if Starbase has 3 Detection Array modules with Tech unusual senses Unusual Senses
  • Mod planet sensor range mult +1 Sensor and Hyperlane detection range with Resolution galactic studies Unchained Knowledge resolution 2
No Tech sensors 2 Gravitic Sensors
Sb nebula refinery Nebula Refinery Alloys 100 Time 360 Energy Credits 2 Yes
Sb offworld trading company Offworld Trading Company Alloys 100 Time 360 Mod trade value add +2 Trade value from Sb trading hub Trading Hubs No
Spaceport module pioneering terminal Transit Hub Alloys 100 Time 180 Energy Credits 3
  • Mod planet migration all pull +100% Automatic Resettlement Chance for every planet in system
  • Pop cat slave Slaves and non-sapient robots can automatically resettle from this system
Yes
Spaceport mining bay Mining Bay Alloys 50 Time 180 Energy Credits 1 Minerals +5 Minerals Yes
Sb titan assembly yard Titan Assembly Yards Alloys 500 Time 720 Energy Credits 10 Apocalypse Titan construction enabled No
Sb colossus assembly yard Colossal Assembly Yards Alloys 1000 Time 720 Energy Credits 20
  • Apocalypse Colossus construction enabled
  • Federations Juggernaut construction enabled
  • Nemesis Star-Eater construction enabled
No
  • Sb shipyard Shipyard
  • Spaceport 1 Citadel
  • Tech colossus Colossi, Tech juggernaut Juggernaut or Nemesis Star Eater technologies
Sb archaeo overcharger Ancient Shield Overcharger Alloys 100
Minor artifacts 45
Time 360 Energy Credits 15
Exotic gases 2
No Tech archaeo overcharger Ancient Shield Overcharger
Sb recruitment office Interstellar Recruitment Office Alloys 50 Time 720 Energy Credits 2
  • Mod country leader pool size +1 External Leader Pool Size
  • Mod leader species exp gain +10% Leader Experience Gain
  • Unknown +200% Chance to be contacted by a Renowned Paragon
Yes
Sb dark matter detector Dark Matter Resonance Chamber Alloys 500
Dark Matter 25
Time 360 Energy Credits 5
Dark Matter 0.25
Cloaking detection +1 Detection strength if Starbase has 3 Detection Array modules No
Sb feeder Starseed Garden Alloys 50 Time 180 Energy Credits 1
  • Text icon seed Non-hostile space fauna are attracted to the starbase and collect Seed Pods at it
  • Feature Relic-spawned Prethoryn fleets will collect Seed Pods if orbiting the starbase
No Origins gardeners Fruitful Partnership
Sb offspring aura Offspring Outlook Alloys 150 Time 180 Energy Credits 2
  • Mod ship tracking add +65% Accuracy in system
  • Mod ship evasion mult +65% Evasion in system
  • Mod ship fire rate mult +65% Fire rate in system
  • Mod ship speed mult +65% Sublight speed in system
  • No Does not stack with Offspring ship auras
No Origins progenitor hive Progenitor Hive
Sb reloading bay Reloading Bay Alloys 100 Time 360 Energy Credits 2
  • Mod ship fire rate mult +25% Fire rate
  • Mod starbase defense platform capacity add +2 Defense Platform Cap
Yes Civic sovereign guardianshipCivic corporate sovereign guardianshipCivic hive sovereign guardianshipCivic machine sovereign guardianship Sovereign Guardianship
Sb cordyceptic reanimation facility Cordyceptic Reanimation Facility Alloys 100 Time 180 Food 10
  • Menu icon fleet manager Creates a fleet of 8 large and 8 small Tiyanki Space Whales every 5 years if built in Tiyun Ori or Tiyana Vek
  • Menu icon fleet manager Creates a fleet of 12 large and 6 small Space Amoeba every 5 years if built in Amor Alveo
No
Sb dimensional shrine Dimensional Shrine Alloys 100 Time 360 Energy Credits 3 Unity +10 Unity Yes
Sb ice mining station Ice Mining Station Alloys 100 Time 360
  • Minerals +15% Mining Station Output
  • Decision arctic planet Enables the Expand Planetary Sea decision
No
  • Ap hydrocentric Hydrocentric ascension perk
  • Planet frozen Frozen world or ice asteroids in system
Sb dragon hatchery Dragon Hatchery Alloys 750 Time 720 Energy Credits 10 Feature Allows the construction of Fledgling Dragons No
Sb listening post Dark Matter Listening Post Alloys 500
Dark Matter 50
Time 360 Energy Credits 10
Dark Matter 0.5
  • Mod planet sensor range mult +2 Sensor range
  • Mod planet sensor range mult +4 Hyperlane detection range
  • Cloaking detection +6 Detection strength
No Origins elder race Fallen Empire

Enclave buildings[]

The following starbase buildings require an agreement with an enclave and/or the enclave's presence in the system. They cannot be constructed on Orbital Rings. Enclave buildings gain a bonus if the Resolution galactic studies Unchained Knowledge resolution 3 is passed.

Building Cost Time Upkeep Effects Resolution galactic studies Unchained Knowledge bonus Requirements Description
Sb curator think tank Curator Think Tank Alloys 100 Time 360 Energy Credits 2 Research +5 Research Research +5 Research
  • LeviathansDistant Stars Agreement with the Curator enclave
  • LeviathansDistant Stars System has a Curator station
By constructing a research facility entirely focused on learning from, and cooperating with, the Curators, we are able to make significant contributions to our scientific progress.
Sb artist college Art College Alloys 200 Time 360 Energy Credits 2 Unity +10 Unity Unity +10 Unity
  • Leviathans Agreement with the Artisan enclave
  • Leviathans System has an Artisan station
This zero-g Art College, operated in conjunction with the nearby Artisan Enclave, celebrates the beauty of outer space in the works produced by its talented students.
Sb offworld trading company Trader Proxy Office Alloys 100 Time 360 Menu icon market −5% Market fee Mod trade value add +5 Trade value The Trader Enclaves enjoy special privileges on the Galactic Market, which can also benefit us.
Sb salvager workshop Salvage Works Alloys 100 Time 360 Energy Credits 3
  • Mod ship upkeep mult –20% Docked ship upkeep
  • Mod ship hull regen +30% Docked ship hull repair speed
  • Mod ship hull regen +30% Docked ship armor repair speed
Alloys +5 Alloys
  • Overlord Agreement with the Salvager enclave
  • Overlord System has the Salvager enclave
This bustling annex equips our engineering teams with a cornucopia of tools and spare parts, facilitating closer collaboration with the nearby Salvager Enclave.
Sb mercenary garrison Mercenary Garrison Alloys 100 Time 360 Energy Credits 20 Mod ship fire rate mult +15% Allied Fire Rate in system Mod navy size add +5 Naval capacity Overlord Agreement with a Mercenary enclave A collection of barracks hosting military contractors. These grizzled veterans organize regular drills for the rest of the crew, and stand ready to defend the station - as long as we pay them.
Sb shroud beacon Shroud Beacon Alloys500
Rare crystals 25
Time 720 Energy Credits 3
  • Feature Creates a Shroud Tunnel bypass
  • Feature Allows use of Shroud Tunnel bypasses
  • Overlord Agreement with the Shroud-Touched Coven enclave
  • No Wormhole in system
  • Max 1 per empire
A psionic Beacon used to spawn a Shroud Tunnel in system. While the Shroud Beacon may be dismantled (or destroyed), the Tunnel itself cannot be removed.

Precursor buildings[]

The following starbase buildings can only be constructed after completing the special project to delve into the secrets of one of the precursors and researching a unique technology. They cannot be constructed on Orbital Rings. Precursor buildings gain a bonus with the Archaeo-Engineers Archaeo-Engineers ascension perk.

Building Cost Time Upkeep Effects Archaeo-Engineers Archaeo-Engineers bonus Required technology Description
Sb cybrex mining hub Cybrex Mining Hub Alloys 100
Minor artifacts 12
Time 360 Energy Credits 1 Minerals +100% Mining Station Output Minerals +50% Mining Station Output Sb cybrex mining hub Cybrex Mining Hub To build their ring world, the Cybrex relied on highly efficient mining drones to survey and harvest orbital resources. Cybrex-made memory chips and sensors could outfit our own mining drones, so that we might put their millennia old algorithms to good use.
Sb irassian naval yards Irassian Naval Yards Alloys 100
Minor artifacts 45
Time 360 Energy Credits 2
  • Mod ship build speed mult +1 Shipyard Capacity
  • Mod ship build speed mult +20% Ship Build Speed
Mod ship build speed mult +10% Ship Build Speed The Irassian astronaval tradition was unmatched in their time. Their shipyards produced a constant stream of ships for their navy and merchant fleets, which would ultimately be their downfall. With so many ships, and such a high reliance on them, the Irassians were powerless to quarantine the disease that would claim their empire.
Sb yuht detection array Yuht Astronomical Interferometer Alloys 100
Minor artifacts 45
Time 360 Energy Credits 2
  • Mod planet sensor range mult +7 Sensor Range
  • Mod planet sensor range mult +14 Ship Hyperlane Detection Range
  • Mod planet sensor range mult +3 Sensor Range
  • Mod planet sensor range mult +6 Ship Hyperlane Detection Range
Tech secrets yuht Yuht Astronomical Interferometer The Yuht were a paradoxical society, obsessed with the idea of finding other sentient species, yet refusing to accept that they were not alone. They were so focused on disproving any claim of alien life, that their bias found a way into their technology. However, with the proper modifications and calibrations, we could certainly fix their powerful detection arrays.
Sb zroni storm caster Zroni Storm Caster Alloys 100
Minor artifacts 45
Zro 100
Time 360 Energy Credits 20
Zro 1
System hazards icon Creates a Space Storm in the system Damage −10% Daily Hull to enemy ships Tech secrets zroni Zroni Storm Caster Zro is a fascinating element, prone to chaotic bursts of energy. We believe that with the right artifacts, we could use it to fuel spatial storms over entire solar systems.

Defenses[]

Mammalian Ion Cannon

Mammalian Ion Cannon

Because starbases are vital targets during warfare, an empire must ensure that they can maintain control over their own starbases to prevent their opponents from seizing control of the system. Investing resources into arming a starbase can allow it to function as a strong deterrent to enemy invasions, a powerful supporting power during a fleet battle in the system, and a starbase that is heavily armed enough can potentially even repel an entire enemy fleet by itself. Successfully maintaining control over every single starbase in the empire is by itself enough to allow an empire to end the war through a status-quo without losing any systems, earning them a defensive victory.

Basic starbase defense are turrets. Starbase turrets are always of Medium medium size. Number of slots increase after each Starbase level upgrade and more can be added by building Sb gun battery Gun Batteries. Type of weapon cannot be chosen-slots will be filled by highest possible tier of automatically chosen type of weapon. Only possibility of diversification of turrets is to add Guided guided weapon by building Sb missile battery Missile Batteries or Hangar aircrafts weapon by building Sb hangar bay Hangar Bays. It is advised to reinforce critical starbases with defense platforms and to not rely only on turrets.

Defense platforms are smaller military stations that are deployed around the starbase and act as additional weapons platforms. They will engage any incoming hostile ships, effectively acting as a supporting weapon, by attacking and distracting them from focusing their efforts on the starbase itself, allowing the starbase to engage the enemies and support the defense platforms.

Unlike starbase auto-fitted turret design, they have two sections for weapon slots which can be outfitted with a wide variety of weapon configurations in Ship Designer, allowing for several designs to be built based on the different needs on each front and to be upgraded based on these designs. However, unlike ships, their designs cannot be switched once built, necessitating dismantling and completely rebuilding in order to change designs. It also renders any transferred platforms non-upgradeable.

When compared with ships, platforms are situated between Destroyer and Cruiser classes, their hull and armament slightly better than the former, while their armor-potential is equivalent to the latter. However, due to them having no Evasion evasion whatsoever, individual platforms are still very vulnerable, and if a strong, sustainable firepower is a priority, it is wiser to put more turrets on the base itself and only add in defense platforms once the starbases available armaments have been maxed out.

Basic capacity of defense platforms is 3. The Defense platform cap defense platform capacity for starbases can be increased by the following:

Source Defense platform cap (empire)
MegaCorp Strategic Coordination Center (stage III) +12
MegaCorp Strategic Coordination Center (stage II) +8
Specialist subject bulwark Bulwark tier III +8
Specialist subject bulwark Bulwark tier II +5
Eternal Vigilance Eternal Vigilance ascension perk +5
MegaCorp Strategic Coordination Center (stage I) +4
Building Vigil Command holding (subject tier III) +4
Specialist subject bulwark Bulwark tier I +2
Building Vigil Command holding (subject tier II) +2
Building Vigil Command holding (subject tier I) +1
Source Defense platform cap (starbase)
Tech starbase 5 Citadel base level +12
Tech starbase 4 Star Fortress base level +9
Sb defense grid supercomputer Defense Grid Supercomputer +8
Tech starbase 3 Starhold base level +6
Tech starbase 2 Starport base level +3
Sb archaeo rampart Ancient Rampart +2
Sb reloading bay Reloading Bay +2
Sb gun battery Gun Battery +1
Sb hangar bay Hangar Bay +1
Sb missile battery Missile Battery +1

Ion Cannon[]

In addition to the regular defense platforms, a citadel-level starbase is also capable of hosting an Ion Cannon, a more powerful platform type that carries a weapon identical to the Perdition Beam titan weapon. It is titan-class hull-wise, but only battleship-class armor-wise. Each Ion Cannon has an upkeep of Energy Credits 8 energy.

An ion cannon platform is equivalent to 8 defense platforms in terms of capacity slots and can only be constructed on citadel-level starbases.

Defense platform modifiers[]

Defense platforms have Mod ship weapon range mult +30% Weapons Range. Additional modifiers which affect various defense platform parameters are summarized below. Note that general modifiers to ship hull, armor, shield, and damage also apply to defense platforms.

Defense platform damage Damage
+100% Specialist subject bulwark Bulwark Tier 3
+75% Specialist subject bulwark Bulwark Tier 2
+50% Specialist subject bulwark Bulwark Tier 1
+50% Specialist subject bulwark Bulwark with A Voice for All Resolution
+33% Defensive Zeal Defensive Zeal
+25% Eternal Vigilance Eternal Vigilance
+25% Agenda Secure the Borders
+10% Tech repeatable improved military station damage Synchronized Firing Patterns
Defense platform hull points Hull points
+100% Specialist subject bulwark Bulwark Tier 3
+75% Specialist subject bulwark Bulwark Tier 2
+50% Specialist subject bulwark Bulwark Tier 1
+50% Specialist subject bulwark Bulwark with A Voice for All Resolution
+33% Defensive Zeal Defensive Zeal
+25% Agenda Secure the Borders
+10% Tech repeatable improved military station health Fortified Core Layers
+500 Tech defense platform hull 1 Improved Structural Integrity


Defense platform build cost Build cost
−75% Specialist subject bulwark Bulwark Tier 3
−50% Specialist subject bulwark Bulwark Tier 2
−33% Trait ruler fortifier Fortifier ruler trait
−25% Specialist subject bulwark Bulwark Tier 1
−25% Specialist subject bulwark Bulwark Prefabs (overlord)
−15% Agenda Secure the Borders
+25% Specialist subject bulwark Bulwark Prefabs (subject)
Speed Build speed
+100% Menu icon edicts Fortress Proclamation
Upkeep Upkeep
−75% Specialist subject bulwark Bulwark Tier 3
−50% Specialist subject bulwark Bulwark Tier 2
−25% Specialist subject bulwark Bulwark Tier 1
−25% Specialist subject bulwark Bulwark Prefabs (overlord)
+25% Specialist subject bulwark Bulwark Prefabs (subject)

References[]


Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
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Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
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