Help CenterStations & InfrastructureBuilding Stations

Building Stations

Status: Planned Feature - This system is currently in development. This article describes how station building will work when released.

The ultimate goal of infrastructure: your own stations. Freestanding facilities in space that you control completely. This is late-game content requiring significant investment.

Why Build Stations?

BenefitDescription
Full ControlYou set the rules, prices, taxes
No RentStop paying others
Location ChoiceBuild exactly where you want
ScaleMuch larger than rented modules
IncomeCharge others for services
TerritoryProject influence into a region

The downside: massive upfront investment and ongoing maintenance.

Station Types

Production Station

Focus: Manufacturing goods

Includes:

  • Multiple production modules
  • Storage facilities
  • Worker housing
  • Power generation

Best for: Serious manufacturing operations, vertical integration

Trade Hub

Focus: Commerce and exchange

Includes:

  • Large docking facilities
  • Multiple trading posts
  • Storage for rent
  • Services (repair, refuel)

Best for: Strategic locations along trade routes

Mining Platform

Focus: Resource extraction

Includes:

  • Mining operations
  • Basic processing
  • Storage
  • Ship support

Best for: Asteroid belts, gas giants, resource-rich locations

Research Station

Focus: Technology and development

Includes:

  • Research labs
  • Prototype production
  • Data storage
  • Specialized facilities

Best for: Remote locations, specialized operations

Defense Platform

Focus: Area control

Includes:

  • Weapons systems
  • Sensor arrays
  • Ship support
  • Command facilities

Best for: Protecting other assets, denying territory

Station Construction

Phase 1: Planning

Before you build anything:

  1. Choose location

    • Near resources? Near markets?
    • Security zone considerations
    • Competition nearby?
  2. Design station layout

    • What modules do you need?
    • What's your growth plan?
    • Defense requirements?
  3. Calculate costs

    • Construction materials
    • Worker recruitment
    • Defense installations
    • Ongoing maintenance

Phase 2: Foundation

Build the station core:

ComponentMaterials NeededTime
Station CoreHull Plates, Computer Cores, Reactors7 days
Basic PowerReactors, Fuel Cells, Wiring3 days
Life SupportOxygen Systems, Water Processing3 days
Basic DockingHull Plates, Machinery2 days

Total foundation: ~2 weeks, ~500,000 credits in materials

Phase 3: Modules

Add functional modules:

ModuleMaterialsTimeCost (approx)
Production Bay (S)1,000 Hull, 50 Machinery3 days50,000
Production Bay (M)3,000 Hull, 150 Machinery5 days150,000
Production Bay (L)10,000 Hull, 500 Machinery10 days500,000
Storage (S)500 Hull, Basic Systems1 day20,000
Storage (L)5,000 Hull, Climate Control4 days100,000
Trading Post2,000 Hull, Computer Systems3 days80,000
Worker Hab1,500 Hull, Life Support2 days60,000

Phase 4: Population

Stations need workers:

Population SourceMethod
RecruitmentPay bonuses to attract workers
MigrationGood conditions attract people
ContractsHire temporary workers

Without population, your production modules won't produce.

Station Management

Power Budget

Everything needs power:

FacilityPower Draw
Life Support100 units base
Production (S)50 units
Production (M)150 units
Production (L)400 units
Defense200+ units
Docking30 units per bay

Your reactors must exceed total draw. No power = nothing works.

Population Needs

Your workers need:

  • Food and Water (basic)
  • Housing (Worker Habs)
  • Entertainment (optional, improves productivity)
  • Safety (security systems)

Happy workers = efficient production. Unhappy workers = problems.

Maintenance

Stations degrade over time:

ComponentMaintenance Cost/Day
Station Core200 credits
Per Module10-50 credits
Defense Systems100 credits per battery
Docking Bays20 credits each

Skipping maintenance causes breakdowns and accidents.

Station Economics

Revenue Streams

SourceHow It Works
ProductionSell what you make
Docking FeesCharge visitors to dock
Storage RentRent space to others
Trading FeesTax on transactions
ServicesRepair, refuel, rearm

Expense Categories

ExpenseTypical Cost
Maintenance500-5,000/day
Power (fuel)200-2,000/day
Workers100-1,000/day
Defense0-5,000/day
SuppliesVariable

Break-Even Analysis

A small production station might look like:

Revenue:
  Production sales: 5,000/day
  Docking fees: 500/day
  Total: 5,500/day

Expenses:
  Maintenance: 400/day
  Power: 300/day
  Workers: 200/day
  Total: 900/day

Net Profit: 4,600/day

Construction cost: 800,000
Break-even: 174 days (~6 months)

Plan for long-term operation.

Defense Considerations

Why Defend?

Stations can be:

  • Raided (cargo stolen)
  • Damaged (modules disabled)
  • Blockaded (no trade)
  • Captured (rare, extreme cases)

In Low-Sec and Null-Sec, defense is essential.

Defense Options

SystemEffectCost
Point DefenseStops small threatsLow
Weapons BatteryDeters attackersMedium
Shield ArrayAbsorbs damageHigh
Fighter BayActive defenseVery High

Defense vs. Location

ZoneRecommended Defense
High-SecMinimal (ECON protects)
Mid-SecModerate (deterrence)
Low-SecHeavy (expect attacks)
Null-SecMaximum (survival)

Strategic Placement

Chokepoint Stations

Build at trade route intersections:

  • Everyone passes through
  • Charge for services
  • Information advantage

Resource Stations

Build near resources:

  • Reduce transport costs
  • Control the source
  • Process on-site

Market Stations

Build near high-demand locations:

  • Supply population centers
  • Reduce delivery time
  • Capture local market

Common Mistakes

  1. Building too big - Start small, expand later
  2. Wrong location - Research before building
  3. No defense - Even in Mid-Sec, have something
  4. Ignoring maintenance - Breakdowns cost more than prevention
  5. No population plan - Workers don't appear automatically

From Module to Station

The typical progression:

  1. Month 1-3: Trade, learn the markets
  2. Month 3-6: Rent modules, learn production
  3. Month 6-12: Build modules, establish presence
  4. Year 1+: Build first station

Don't rush. A failed station is an expensive lesson.

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