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?
| Benefit | Description |
|---|---|
| Full Control | You set the rules, prices, taxes |
| No Rent | Stop paying others |
| Location Choice | Build exactly where you want |
| Scale | Much larger than rented modules |
| Income | Charge others for services |
| Territory | Project 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:
-
Choose location
- Near resources? Near markets?
- Security zone considerations
- Competition nearby?
-
Design station layout
- What modules do you need?
- What's your growth plan?
- Defense requirements?
-
Calculate costs
- Construction materials
- Worker recruitment
- Defense installations
- Ongoing maintenance
Phase 2: Foundation
Build the station core:
| Component | Materials Needed | Time |
|---|---|---|
| Station Core | Hull Plates, Computer Cores, Reactors | 7 days |
| Basic Power | Reactors, Fuel Cells, Wiring | 3 days |
| Life Support | Oxygen Systems, Water Processing | 3 days |
| Basic Docking | Hull Plates, Machinery | 2 days |
Total foundation: ~2 weeks, ~500,000 credits in materials
Phase 3: Modules
Add functional modules:
| Module | Materials | Time | Cost (approx) |
|---|---|---|---|
| Production Bay (S) | 1,000 Hull, 50 Machinery | 3 days | 50,000 |
| Production Bay (M) | 3,000 Hull, 150 Machinery | 5 days | 150,000 |
| Production Bay (L) | 10,000 Hull, 500 Machinery | 10 days | 500,000 |
| Storage (S) | 500 Hull, Basic Systems | 1 day | 20,000 |
| Storage (L) | 5,000 Hull, Climate Control | 4 days | 100,000 |
| Trading Post | 2,000 Hull, Computer Systems | 3 days | 80,000 |
| Worker Hab | 1,500 Hull, Life Support | 2 days | 60,000 |
Phase 4: Population
Stations need workers:
| Population Source | Method |
|---|---|
| Recruitment | Pay bonuses to attract workers |
| Migration | Good conditions attract people |
| Contracts | Hire temporary workers |
Without population, your production modules won't produce.
Station Management
Power Budget
Everything needs power:
| Facility | Power Draw |
|---|---|
| Life Support | 100 units base |
| Production (S) | 50 units |
| Production (M) | 150 units |
| Production (L) | 400 units |
| Defense | 200+ units |
| Docking | 30 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:
| Component | Maintenance Cost/Day |
|---|---|
| Station Core | 200 credits |
| Per Module | 10-50 credits |
| Defense Systems | 100 credits per battery |
| Docking Bays | 20 credits each |
Skipping maintenance causes breakdowns and accidents.
Station Economics
Revenue Streams
| Source | How It Works |
|---|---|
| Production | Sell what you make |
| Docking Fees | Charge visitors to dock |
| Storage Rent | Rent space to others |
| Trading Fees | Tax on transactions |
| Services | Repair, refuel, rearm |
Expense Categories
| Expense | Typical Cost |
|---|---|
| Maintenance | 500-5,000/day |
| Power (fuel) | 200-2,000/day |
| Workers | 100-1,000/day |
| Defense | 0-5,000/day |
| Supplies | Variable |
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
| System | Effect | Cost |
|---|---|---|
| Point Defense | Stops small threats | Low |
| Weapons Battery | Deters attackers | Medium |
| Shield Array | Absorbs damage | High |
| Fighter Bay | Active defense | Very High |
Defense vs. Location
| Zone | Recommended Defense |
|---|---|
| High-Sec | Minimal (ECON protects) |
| Mid-Sec | Moderate (deterrence) |
| Low-Sec | Heavy (expect attacks) |
| Null-Sec | Maximum (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
- Building too big - Start small, expand later
- Wrong location - Research before building
- No defense - Even in Mid-Sec, have something
- Ignoring maintenance - Breakdowns cost more than prevention
- No population plan - Workers don't appear automatically
From Module to Station
The typical progression:
- Month 1-3: Trade, learn the markets
- Month 3-6: Rent modules, learn production
- Month 6-12: Build modules, establish presence
- Year 1+: Build first station
Don't rush. A failed station is an expensive lesson.
Related Topics
- Station Modules - Start with modules first
- Defense Systems - Protect your investment
- Population & Demand - Workers and markets