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Once a station is built or upgraded, it's modules can work straight away if you manually supply required wars. However for it to really work for you, it needs a Manager and crew and ships assigned to the Manager them (ship assignment is described heredescribed below). Managers create Buy Orders for required ingredients and Sell Orders for products. These trade deals , which may be fulfilled by NPC traders, your our manually-ordered trades or ships assigned to the Station Manager station Managers (reduces micro-management). Station management is described below.

Information on the wares stations may produce and the building materials needed to make them are nicely presented here.

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Production modules will often need multiple types of storage space (Bulk, Container, Energy and/or Liquid) in order to function smoothly, so stations work best with ships assigned that cover the relevant types. Typically, modules contain some storage for each ware they need, and stations may also be extended with additional storage modules.

Manager and Architect settings

It is possible to control various aspects of how the station trades, in terms of what wares assigned ships may trade and what wares NPC factions may trade. Player faction ships can freely trade with any player station regardless of settings. Trade restriction options, and ways to set them up, are described in the child page here.

Summary of trade restriction options:

  1. Trading with an NPC faction ships and stations.

  2. Trading with an NPC faction stations only.

  3. Trading with an NPC faction ships only.

  4. Trading only with player property.

Manager and architect settings are summarised in the following table. 

SettingDescription for ManagerArchitect use?
Current budget

Definable balance for trading that is maintained at roughly +/- 25% this level

Yes

Restrict trade to other factions

Opens the menu for setting up NPC faction trade restrictions (see above)

Yes
Manage trade offer pricesAllows for changing supply/demand-based automatic pricing to manual pricingYes
Supply OptionsGovern the optional automatic stocking of consumables (see below)

No

Trading operation rangeDetermines how far subordinate Trade ships may operate*Yes

* Default range for Managers is Sector (System becomes available after Command Relay is constructed); default range for Architects is System.

Station consumables

In order to function successfully, a station needs a few things other than crew(Supply Options setting supporting the first two):

  1. Cargolifter URVs:
    • A prerequisite for transferring wares to and from Large and Extra Large ships. The lack of any on a station or its assigned ships can lead to ships (including NPCs) buying/mining wares they cannot unload.
    • Station Managers organise stock/replenishment of cargo drones through the Supply Options menu.
  2.  Defensive consumables:
    • V Crusher missiles for V Launcher surface elements (optional).
    • Combat drones for use against S/M ships (optional).
    • Station Managers organise stock/replenishment through the Supply Options menu.
  3. Lots of credits, at least initially:
    • Manager budgets are used for buying ingredients, selling products, and for Supply Options.
    • Architect's budget is used for buying wares for constructing, repairing or upgrading the station.

Manager and Architect settings

It is possible to control various aspects of how the station trades, interns of what wares assigned ships may trade and what wares NPC factions may trade. Player faction ships can freely trade with any player station regardless of settings. For details about the various trade restriction options, and how to set them up, see here (the the related settings are listed below). Managers have 5 settings in their Detail Page, with Architects possessing 4 of them. 

SettingDescription for ManagerArchitect use?
Current budget

Definable balance for trading that is maintained at roughly +/- 25% this level

Yes

Restrict trade to other factions

Opens a menu for setting up how and with whom the station will trade (See paragraph above)

Yes
Manage trade offer pricesAllows for changing supply/demand-based automatic pricing to manual pricingYes
Supply OptionsGovern the optional automatic stocking of consumables (see above)

No

Trading operation rangeDetermines how far subordinate Trade ships may operate*Yes

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Assigning ships to stations

In order to help stations run smoothly, we can assign ships to the station's crew. This is described in detail in a child page here and summarised in the following table. 

Station crewShip roleShip tasksNotes
ManagerTradeBuying manufacturing ingredientsBuying is a priority
Selling manufactured waresOnly if sell price drops below average price
To buy and sell traded waresHoL DLC only (Warehouses)
Mine To harvest manufacturing ingredientsWill not trade without player intervention
Defense OfficerFightCapital ships will patrol the zoneThey will engage hostiles in their radar range
 Fighters patrol or are assigned as escortsOnly medium Trade/Mine ships are escorted
Architect (on CV)TradeTo buy station construction waresOperate system-wide

Station Damage and Combat

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