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  • Reinforced Metal Plating
  • Fusion Reactors
  • Energy Cells
  • Food Rations
  • Bio-Optic Wiring or Plasma Pumps (Albion/DeVries/Home of Light vs Argon economies)
  • Optional surface elements (weapons and Force Field Projectors)

Station management

 Once constructed, several NPCs are needed for crew in order for the station to run smoothly and safely. Those being the Manager (trading), Architect on CV (station extensions, repairs and equipping), Defence Officer (controls surface elements to attack hostiles; will actively protect the CV when set to Attack) and optional Specialists (production yield increases).

In order to function successfully, a station needs a few other things apart from crew:

  1. Cargolifter URVs:
    1. Required for transferring wares to and from Large Extra Large ships.
    2. Lacking any on a station or assigned ships can lead to the ships buying needed wares they cannot unload.
  2.  V Crushers for any installed Launchers:
    1. In v3.61 they are not needed but that may have changed in v4.00 alongside the new CV Supply Options menu.
  3. Lots of credits:
    1. Manager's budget is used for buying ingredients, receiving sales, and paying for Supply Options (Rebirth v4.00; see below).
    2. Architect's budget is used for buying wares for constructing or upgrading the station.

Manager settings:

  1. "Restrict trade to other factions" set to "Yes" prevents other factions selling wares to the station.
  2. "Manage trade offer prices" allows for changing supply/demand-based automatic pricing to manual pricing.
  3. "Supply Options" govern the optional automatic stocking of Cargolifters, Defence Drones and Missiles.
  4. "Trading operation range" is selectable between zone and sector, or system if a Command Realy (AKA Radar) is built.

Civilian ships working for stations

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