Bases

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Revision as of 17:13, 29 July 2011

A Legion Base is a shared structure for the entire legion. A legion will work over time to upgrade it, unlocking new modules and increasing its potential.


Contents

Base Resource Production

Similarly to planets, bases can produce resources (mining, research, artifacts). Modules must be constructed to allow for the production of certain resources. All bases start with the same level of production. Early base levels do not produce much, but larger bases will start to produce amounts that exceed very good planets.

Unlike planets, base resource shipments are delivered once per day to all eligible members, split based on the preferences chosen. Legion members are eligible for shipments if they were active in the last day and have been with the legion for at least 24 hours.

Base shipments will be made to members even if they have already reached their planet resource capacity.

Leaders can increase the availability of certain resources by spending 'Production Points'. 5 Production Points are awarded each time the base gains a new level. A Legion may choose to focus all of their points on a single resource, but note that the cost to increase availability rises as more points are spent.

Point Increase Progression:

Availability Level Availability Bonus Total Allocated Points Points To Next Lvl
Average +0% 0 1
Abundant +25% 1 1
Very Abundant +50% 2 2
Extremely Abundant +75% 4 2
Rich +100% 6 2
Very Rich +125% 8 2
Extremely Rich +150% 10 3
Ultra Rich +175% 13 3
Mega Rich +200% 16 3

Base Loyalty

A Legion member is considered "loyal" if they have been a member of the legion continuously for a week or longer. If a legion member leaves and returns, they are considered a new member, regardless of how long they were with the legion before. Loyalty effects many parts of the base, including its production bonuses, and whether certain modules can be used, such as the CT Lab.


Base Modules

Bases hold 2 different types of modules. Special modules occupy their own "special" space on the base and allow for production of resources and unlocking of base abilities. All other modules use up the the standard space, which is separate. This allows defensive modules to be constructed that do not conflict with the space used for special purposes.

Unlike ship modules, base modules cannot be "uninstalled", as there is no cargo storage, thus a base module can only be sold to free up necessary space. When a module is sold, the balance is added to the base funds.

All modules have a daily upkeep cost. If there are not enough base funds to pay the upkeep, all modules on the base will provide no bonuses until the funds are brought back to positive. Any Legion member may add more base funds by clicking on the ‘Add Credits’ in the actions tab.


Standard Base Modules


Turrets

These modules can be obtained by studying the Advanced Weapons Research Tree.

Weapons Base Modules
(Occupy Standard Space in the Base)
Module Name Bonus Cost Upkeep Size Limit Received With
Rail Turret Attack +50 2,000 Credits 100 Credits 2 12 Turrets (Medium) Mass Driver
Ion Turret Attack +100 20,000 Credits 1,000 Credits 2 12 Turrets
Phase Turret Attack +200 100,000 Credits 5,000 Credits 2 12 Turrets
Disruptor Turret Attack +400 2,000,000 Credits 100,000 Credits 2 12 Turrets
Singularity Turret Attack +800 50,000,000 Credits 2,500,000 Credits 2 12 Turrets
Null Turret Attack +1600 500,000,000 Credits 25,000,000 Credits 2 12 Turrets Light Null Ray
Quasi-Chaos Turret Attack +3500 5,000,000,000 Credits 250,000,000 Credits 2 12 Turrets

Grids

These modules can be obtained by studying the Shield Systems Research Tree.

Shields Base Modules
(Occupy Standard Space in the Base)
Module Name Bonus Cost Upkeep Size Limit Received With
Deflector Grid Shield +200 5,000 Credits 250 Credits 4 12 Shields Light Hull Polarizer
Forcefield Grid Shield +400 50,000 Credits 2,500 Credits 4 12 Shields
Phase Shield Grid Shield +1000 250,000 Credits 12,500 Credits 4 12 Shields
Stasis Grid Shield +2000 5,000,000 Credits 250,000 Credits 4 12 Shields
Rift Grid Shield +5000 50,000,000 Credits 2,500,000 Credits 4 12 Shields
Meta-Chron Grid Shield +10000 500,000,000 Credits 25,000,000 Credits 4 12 Shields
Obviation Grid Shield +20000 5,000,000,000 Credits 250,000,000 Credits 4 12 Shields Light Obviator Shield

Platings

These modules can be obtained by studying the Advanced Armor Research Tree.

Hull Base Modules
(Occupy Standard Space in the Base)
Module Name Bonus Cost Upkeep Size Limit Received With
Titanium Base Plating Hull +300 2,000 Credits 100 Credits 4 12 Platings Reinforced Titanium Plating
Durtanium Base Plating Hull +600 50,000 Credits 2,500 Credits 4 12 Platings (Medium) Durtanium Plating
Nanosphere Base Plating Hull +1200 250,000 Credits 12,500 Credits 4 12 Platings
Nexus Base Plating Hull +2500 5,000,000 Credits 250,000 Credits 4 12 Platings
Neutronium Base Plating Hull +7500 50,000,000 Credits 2,500,000 Credits 4 12 Platings
Fermionic Base Plating Hull +15000 500,000,000 Credits 25,000,000 Credits 4 12 Platings
Syncopated Base Plating Hull +30000 5,000,000,000 Credits 250,000,000 Credits 4 12 Platings

Arrays

These modules can be obtained by studying the Defensive Systems Research Tree.

Defensive Base Modules
(Occupy Standard Space in the Base)
Module Name Bonus Cost Upkeep Size Limit Received With
Structural Stabilizer Defense +50 2,000 Credits 100 Credits 2 12 Defenses Motion Compensator (Mark I)
Inertial Dampening Array Defense +100 20,000 Credits 1,000 Credits 2 12 Defenses
Inertial Canceling Array Defense +200 100,000 Credits 5,000 Credits 2 12 Defenses
Phase Shift Array Defense +400 2,000,000 Credits 100,000 Credits 2 12 Defenses
Energy Nullification Array Defense +800 50,000,000 Credits 2,500,000 Credits 2 12 Defenses Energy Nullifier (Mark I)
Trans-Temporal Array Defense +1600 500,000,000 Credits 25,000,000 Credits 2 12 Defenses Trans-Temporal Nacelle (Mark I)
Entropy Field Array Defense +3500 5,000,000,000 Credits 250,000,000 Credits 2 12 Defenses

Special Base Modules

These modules can be obtained by studying the Legion Base Research Tree.

Special Base Modules
(Occupy Special Space in the Base)
Module Name Effect Cost Upkeep Size Limit
Asteroid Extractor Mining: 20 1,000 Credits 50 Credits 2 4 Mining Modules
Science Bay Research: 20 140,000 Credits 7,000 Credits 2 4 Research Modules
Base Factory Artifact: 20 140,000 Credits 7,000 Credits 2 4 Artifact Modules
Commerce Bay Grants the ability to withdraw funds from the base. 250,000 Credits
+ 50 Exotic Matter
12,500 Credits 3 1 Commerce Bay
Docking Port Allows the legion to hold 2 more members. 250,000 Credits
+ 20 XTS-9
12,500 Credits 4 5 Docks
Repair Bay Allows the base to repair ships. 500,000 Credits
+ 25 XTS-9
25,000 Credits 4 1 Repair Bay
Mining-Drone Bay Mining: 35 2,000 Credits
+ 100 Exotic Matter
250,000 Credits 3 4 Mining Modules
A.I. Bay Research: 35 5,000,000 Credits 250,000 Credits 3 4 Research Modules
Automated Factory Artifact: 35 5,000,000 Credits 250,000 Credits 3 4 Artifact Modules
Embassy Allows the legion to hold 2 more Non-Aggression Pacts. 15,000,000 Credits
+ 20 Political Favor
750,000 Credits 2 5 Embassies
Collective Theory Lab Allows the legion to discover new artifact designs. 500,000,000 Credits
+ 1,000 Tech Parts
25,000,000 Credits 4 1 Theory Lab
Sub-Quantum Harvester Mining: 50 3,000 Credits
+ 200 Exotic Matter
2,500,000 Credits 4 4 Mining Modules
Sub-Quantum Core Research: 50 50,000,000 Credits 2,500,000 Credits 4 4 Research Modules
Sub-Quantum Fabricator Artifact: 50 50,000,000 Credits 2,500,000 Credits 4 4 Artifact Modules
Shield Charging Station Allows the base to charge the shields of ships. 200,000,000 Credits
+ 25 XTS-9
10,000,000 Credits 4 1 Base Charger
Material Transporter Mining: 75 4,000 Credits
+ 300 Exotic Matter
25,000,000 Credits 5 4 Mining Modules
Sentience Core Research: 75  ??? Credits 25,000,000 Credits 5 4 Research Modules
Rift Fabricator Artifact: 75  ??? Credits 25,000,000 Credits 5 4 Artifact Modules

Collective Theory Lab (Advanced Module)

Module Image

After the legion has finished researching Hybrid Theory Dynamics, they will be allowed to construct the Collective Theory Lab (CT-Lab for short) on their base.

As with other special structures, the CT-Lab will unlock a new option in the 'Actions' tab when installed. Only members who have also finished researching Hybrid Theory Dynamics can use the Lab. Members must also be 'Loyal' to use the CT-Lab.


CT-Lab Discoveries

The CT-Lab allows the legion to research new 'discoveries'. A discovery is a special blueprint/formula that allows lab-users to convert artifacts into newer, more powerful artifacts. Unlike normal research, discoveries are completely random and are intended to be a way for members to constantly spend research points after they have completed most of the tiers.

Attempting a discovery starts at 2000 Research points per attempt. If a breakthrough is achieved, it will be added to the list of available options in the CT-Lab permanently. However, subsequent discovery attempts will cost more depending on how many discoveries have already been made (appears to be +2000 RP per attempt for every new discovery).

All discoveries are considered 'rare' and will typically be achieved in 1-2% of attempts. However, this chance becomes more difficult as further discoveries are made. Finding all of the available discoveries will be difficult and require attempts from many members.


Base Construction and Upgrades

A base can be constructed by any legion by clicking on the ‘Legion Base’ button in the legion area. (Cost: 100 Energy) There are 27 different images to choose from for your base. Some images are not available until the base has been upgraded a few times; level 5 bases have all base images unlocked.

Before Initial Construction: Base Under Construction image

Base Level 1: Image #1 Image #2 Image #3 Image #10 Image #11 Image #22

Base Level 2: Image #5 Image #8 Image #9 Image #14 Image #26

Base Level 3: Image #18 Image #19 Image #21 Image #23 Image #24

Base Level 4: Image #4 Image #12 Image #13 Image #15 Image #17 Image #25 Image #27

Base Level 5: Image #6 Image #7 Image #16 Image #20

Members will need the ‘Advanced Logistics’ research to build any modules on the base or contribute to its upgrade. As the base continues to upgrade, members will need even more advanced levels of Logistics research.

Further Base upgrades can be achieved by clicking on the ‘Upgrade’ tab once the base has finished construction. Each base level requires a certain amount of resources and research level.

Upgrade Base XP per
Energy
Requirements
From To Energy Exotic
Matter
Complex
Tech Parts
Research
Construction Level 1 2.0 1,000 0 0 Advanced Logistics
Level 1 Level 2 1.8 4,000 2,000 0 Advanced Logistics
Level 2 Level 3 1.5 15,000 8,000 250 Advanced Logistics
Level 3 Level 4 1.3 80,000 65,000 4,750 A.I. Logistics
Level 4 Level 5 1.1 400,000 175,000 5,000 A.I. Logistics
Level 5 Level 6 1.0 2,000,000 750,000 40,000 Sub-Quantum Logistics
Level 6 Level 7 1.0 7,500,000 3,000,000 150,000 Dimensional Logistics
Level 7 Level 8 1.0 30,000,000 16,000,000 300,000 Hyper Logistics (Not Yet Available)

Base Artifacts

At present there are only a few Base Artifacts available, which can be purchased with Galaxy Points.

Artifact Name Effect Cost Image
Base Comm Interlink Installs a Base Comm Interlink on your base and unlocks the use of certain base special abilities.
[Base Module - Standard Size: 2, Defense: +10%, Limit: 2 per Base]
80 Galaxy Points Image
Structural Extender Installs a Structural Extender on your base.
[Base Module - Standard Size: 0, Special Space: +1, Limit: 5 per Base Level]
80 Galaxy Points Image
Warp Arch Installs a Warp Arch on your base.
[Base Module - Special Size: 2, Base Ability Point Production: +3 per Day, Limit: 3 per Base]
72 Galaxy Points Image

Base Abilities


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