Bases
PitchNinja (Talk | contribs) (→Training Base Modules) |
PitchNinja (Talk | contribs) (→Training Base Modules) |
||
Line 1,371: | Line 1,371: | ||
|- | |- | ||
| align="center" | Combat Drill Simulator | | align="center" | Combat Drill Simulator | ||
- | | align="center" | | + | | align="center" | Attack +4,000 |
| align="center" | ?? [[Credits|CR]] | | align="center" | ?? [[Credits|CR]] | ||
- | | align="center" | | + | | align="center" | 2 |
| align="center" | ?? | | align="center" | ?? | ||
| align="center" | Players Disabled: 50 | | align="center" | Players Disabled: 50 |
Revision as of 13:07, 22 December 2014
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 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)
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, as outlined in the following table.
To Base Level | XP/E Ratio | Energy | EM | CTP | Research |
---|---|---|---|---|---|
1 | 2.0 | 1,000 | 0 | 0 | Advanced Logistics Lv.1 |
2 | 1.8 | 4,000 | 2,000 | 0 | Advanced Logistics Lv.1 |
3* | 1.5 | 15,000 | 8,000 | 250 | Advanced Logistics Lv.1 |
4 | 1.3 | 80,000 | 65,000 | 4,750 | A.I. Logistics Lv.1 |
5 | 1.1 | 400,000 | 175,000 | 5,000 | A.I. Logistics Lv.1 |
6 | 1.0 | 2,000,000 | 750,000 | 40,000 | Sub-Quantum Logistics Lv.1 |
7 | 1.0 | 7,500,000 | 3,000,000 | 150,000 | Dimensional Logistics Lv.1 |
8 | 1.0 | 30,000,000 | 16,000,000 | 300,000 | Hyper Logistics Lv.1 |
9 | 1.0 | 160,000,000 | 30,000,000 | 1,500,000 | Hyper Logistics Lv.1 |
10 | 1.0 | 600,000,000 | 200,000,000 | 6,000,000 | Hyper Logistics Lv.1 |
- Note that once a base reaches level 2, the base can not be abandoned without contacting the game development team.
Base Images
There are 30 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. The Sha'din Hyperport drops schematics for an additional base image.
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 Image #29
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 Image #28 Image #30
Unlocked at unknown level: Image #31
Base Artifacts
At present there are several Base Artifacts available, which can be purchased with Galaxy Points, as well as one that can be bought via the Battle Market. The Sha'din Schematics is the only NPC drop Base Artifact.
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 |
Charged Exo-Clamp | Installs a Charged Exo-Clamp on your base. [Base Artifact - Shield Capacity: +10, Hull Integrity: +15] | 2 Silver Badges | Image |
Chromatic Teleporter | Installs a Chromatic Teleporter on your base. [Size: 2, Defense +6%, Limit: 2 per Base] Note: If you have 2 Chromatic Teleporters installed on your base, this unlocks the 'Chromatic Collective' base combat ability. | 76 Galaxy Points [Limited Item - Easter] | Image |
Command Beacon | Installs a Command Beacon on your base. [Base Module - Special Size: 2, Scan Cost: -1 Red Badge, Limit: 3 per Base] | 88 Galaxy Points | Image |
Darmos Arena Defenses | Increases a base's defense permanently by 100 and hull by 200. [Base Artifact - Defense: +100, Hull +200] | Completion of LM Task: Arena of Twilight | [Need Image] |
Hallows Bane Turret | Installs a Hallows Bane Turret on your base. [ Base Module - Size:2, Attack: +10%, Limit: 2 per Base] | 68 Galaxy Points [Limited Item - Halloween] | Image |
Hallows Bane Turret II Upgrade | Upgrades a Hallows Bane Turret on your base to a Hallows Bane Turret II, increasing its attack bonus to 12%. [ Base Module - Size:2, Attack: +12%, Limit: 2 per Base] | 52 Galaxy Points [Limited Item - Halloween] | Image |
Hallows Bane Turret III | Upgrades a Hallows Bane Turret II on your base to a Hallows Bane Turret III, increasing its attack bonus to 14%. [ Base Module - Size:2, Attack: +14%, Limit: 2 per Base] | 52 Galaxy Points [Limited Item - Halloween] | Image |
Harvest Aegis | Constructs a Harvest Aegis Module on your base. [Size: 15, Shield: +6%, Limit: 2] Note: If you have 2 Harvest Aegises installed on your base, this unlocks the 'Allied Aegis' base combat ability. | 76 Galaxy Points [Limited Item - Thanksgiving] | Image |
Q-Pedd Field Generator | Constructs a Q-Pedd Field Generator on your base. [ Base Module - Size:2, Shields: +12%, Limit: 2 per Base] | 68 Galaxy Points [Limited Item - St. Valentine's Day] | Image |
Scruuge Bastion | Constructs a Scruuge Bastion on your base. [ Base Module - Size:2, Hull: +12%, Limit: 2 per Base] | 68 Galaxy Points [Limited Item - Christmas] | Image |
Scruuge Fortified Bastion Upgrade | Upgrades a Scruuge Bastion building on your base to a Scruuge Fortified Bastion. [ Base Module - Size:2, Hull: +16%, Limit: 2 per Base] | 52 Galaxy Points [Limited Item - Christmas] | Image |
Sha'din Schematics | Changes your base's appearance to one similar to the Sha'din Hyperport. Also permanently adds 50 attack to the base. Can only use on bases level 6 or higher. [Base Artifact - Attack: +50, Base Image: Sha'din Hyperport] | Dropped from NPC: Sha'din Hyperport | Image |
Silthion Thermal Regulator | Increases a base's attack permanently by 100. [Base Artifact - Attack: +100] Scrap Value: 6250 to 25,000 Credits | Dropped from NPC: Silthion Hybrid Cluster | Image |
Structural Extender | Installs a Structural Extender on your base. [Base Artifact - Special Space: +1, Limit: 5 per Base Level] | 80 Galaxy Points | Image |
T.O. Resistor Overcharge | Permanently upgrades a random shield module on your base, and increases its shield output by 10%, but increases the modules value and upkeep by 20%. Modules upgraded in this way cannot exceed a 100% bonus. [Base Artifact - Shield Module Output: +10%, Shield Module Upkeep: +20%, Limit: 10 per Shield Module] | Dropped from NPC: T.O. HyperSeeker | Image |
Tactical Base Extender | Installs a Tactical Base Extender on your base. [Base Artifact - Standard Space: +1, Limit: 10 per Base Level] | 40 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 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. Bases are unlike planets in that the displayed production goes directly from "Ultra Rich" to "1x Mega Rich" without the plain "Mega Rich" that you find on planets. Any base output at or above "1x Mega Rich" will therefore be 25% lower than the equivalent named planetary availability.
Base resource shipments can be divided either equally between all eligible members, or by the percentage base upgrade contribution from each eligible member. 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 are delivered either once per day, or can be manually claimed. Base shipments will be made to members even if they have already reached their planet resource capacity.
To find the total production of any resource of a base, use this formula:
Total Base Production=(Production Module Output)*(1+(Base Level Bonus)/100%)*(1+(Base Defender Bonus)/100%)*(1+(Base Loyalty Bonus)/100%)*(1+(Availability Bonus)/100%)*(1+(Base Ability Bonus)/100%)
-OR-
You can use This .xls Microsoft Office spreadsheet based calculator made by THEBIGPOTPLANT. This simple tool allows you to "on the fly" change values to your base to see the long term effects without waiting 20 hours. :-) Free software comparable to "Microsoft Office" can be Found Here.
Some Features Include:
-Total Base Production for all resources.
-Total resources received from your shipment.
-Amount of credits you should deposit to the base for your share of the upkeep.
-Amount of credits you pay with base upkeep per resource point.
-ALSO factors in the amount of players NOT claiming shipments.
-Option for percentage based resource dividend results.
Production Module Output
Special Base Production modules can be built to allow the base to produce artifacts, minerals and research. Only 4 modules associated with each resource type can be built at a time. As the base level increases, more advanced production modules can be built. See the Special Base Modules section for more details about these modules.
Base Level Bonus
The base receives a 500% production bonus for each base level 2+. A level 3 base receives a 1000% production bonus, a level 4 receives 1500%, and so on.
Base Defender Bonus
The base receives a 10% production bonus for each day since the base was last disabled, up to 100%.
Base Loyalty Bonus
The base receives a 40% production bonus for each active legion member that has been with the legion continuously for a week or longer. The cap on the number of members in a legion is currently 60.
If a legion member leaves and returns, they are considered a new member, regardless of how long they were with the legion before. Loyalty affects many parts of the base, including its production bonuses, and whether certain modules can be used, such as the CT Lab.
Note that while the total production of the base increases with each additional member, each member receives a lower percentage payout of that total.
Base Payout Percentages
Number of Loyal Active Members | Base Production (% of Initial) | Base Payout Per Member (% of Initial) |
---|---|---|
1 | 100 | 100 |
2 | 140 | 70.0 |
3 | 180 | 60.0 |
4 | 220 | 55.0 |
5 | 260 | 52.0 |
6 | 300 | 50.0 |
7 | 340 | 48.6 |
8 | 380 | 47.5 |
9 | 420 | 46.7 |
10 | 460 | 46.0 |
11 | 500 | 45.5 |
12 | 540 | 45.0 |
15 | 660 | 44.0 |
20 | 860 | 43.0 |
30 | 1260 | 42.0 |
40 | 1660 | 41.5 |
50 | 2060 | 41.2 |
60 | 2460 | 41.0 |
Availability Bonus
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 |
1x Mega Rich | 200% | 16 | 3 |
2x Mega Rich | 225% | 19 | 3 |
3x Mega Rich | 250% | 22 | 4 |
4x Mega Rich | 275% | 26 | 4 |
5x Mega Rich | 300% | 30 | 4 |
6x Mega Rich | 325% | 34 | 4 |
7x Mega Rich | 350% | 38 | 5 |
8x Mega Rich | 375% | 43 | 5 |
9x Mega Rich | 400% | 48 | 5 |
Base Ability Points
Base ability points gain just like energy, but the cap depends on the level of base.
Base Level | Ability Point Cap | Ability Point Recharge per Day (nominal) | Ability Point Recharge per Day (1 Warp Arch) | Ability Point Recharge per Day (2 Warp Arch) | Ability Point Recharge per Day (3 Warp Arch) |
---|---|---|---|---|---|
1 | 15 | 5 | 8 | 11 | 14 |
2 | 30 | 10 | 13 | 16 | 19 |
3 | 45 | 15 | 18 | 21 | 24 |
4 | 60 | 20 | 23 | 26 | 29 |
5 | 75 | 25 | 28 | 31 | 34 |
6 | 90 | 30 | 33 | 36 | 39 |
7 | 105 | 35 | 38 | 41 | 44 |
8 | 120 | 40 | 43 | 46 | 49 |
9 | 135 | 45 | 48 | 51 | 54 |
Base Abilities
There are multiple abilities that improve base outputs, defense and attack, and allow more to be done. Some base abilities require the installment of an Artifact module.
Base Ability | Description | Ability Point Cost | Other Requirements | Image |
---|---|---|---|---|
Emergency Repair | Repairs 3% of the base hull for each Loyal Fixer profession in your legion. | 4 | 1+ Fixer Professions (Loyal Members) | Image |
Chromatic Collective | Boosts base defense by 1% for each distinct type of Loyal Race in your legion. (Up to 15 possible races = 15% maximum bonus). Lasts 4 hours. | 2 | 2 Chromatic Teleporters installed on base | Image |
Chuhn Trade Comm | Boosts base artifact output by 1%, plus an additional 1% for each continuously active trade pact (1 month or greater) you have with other legions. Lasts 20 hours. | 4 | 2 Chuhn Transgalactic Comm installed on base | [Image] |
Inverse Energy Vortex | [ Trap - 1 Day ] When applied, the next ship to damage the base will increase the bases' attack by 10% of that ship's attack rating. | 2 | 1 Warp Arch Module(s) Installed 3+ Inergon (Loyal Members) | Image |
Auxiliary Fortification | Boosts base hull maximum by 10% for each Loyal Lazuli race or Fixer profession in your legion. Lasts 4 hours. | 3 | 1+ Fixer Professions (Loyal Members) | Image |
Cyborg DataChannel | Boosts base research output by 2% for each loyal Vygoid and Zolazin member in your legion. Lasts 20 hours. | 5 | Days since base was last disabled: 2+ 1+ Vygoid (Loyal Members) | Image |
Grid Surge | Boosts base shield output by 10% for each loyal physicist in your legion. Lasts 4 hours. | 3 | 1+ Physicist Professions (Loyal Members) | Image |
Trade Route | Boosts base artifact output by 2%, plus an additional 2% for each active trade pact you have with other legions. Lasts 20 hours. | 5 | 1 Base Comm Interlink Module(s) Installed Days since base was last disabled: 2+ | Image |
Dimensional Decoy | Boosts base defense by 5% for each loyal Aerlen member in the legion. Lasts 4 hours. | 3 | 1+ Aerlen (Loyal Members) | Image |
Miners Coalition | Boosts base mining output by 2% for each Loyal miner in your legion. Lasts 20 hours. | 5 | Days since base was last disabled: 2+ 1+ Miner Professions (Loyal Members) | Image |
Remote Intrusion | Lowers the attack of the current 3 top base damagers by 90%. Lasts 2 hours. Alternatively, if ODragon is part of the battle, he will be hit with it whether or not he is top 3. | 3 | 1 Base Comm Interlink Module(s) Installed Target Locked & Damaged 3+ Hacker Professions (Loyal Members) | Image |
Battlestations | Boosts base attack by 2% for each loyal member in your legion that has been online in the last 24 hours. Lasts 4 hours. | 4 | Loyal Legion Members: 1+ | Image |
Allied Aegis | Boosts base shields by 1% for each pact you have with other legions that are 2+ weeks old. Lasts 4 hours. | 2 | Base Level: 2 Harvest Aegis Module(s) Installed | Image |
Krionite Minefield | [ Trap - 1 Day ] When applied, the next ship to attack the base will be dealt damage equal to 50% of its maximum hull + shield. | 1 | Base Level: 3+ 3+ Saboteur Professions (Loyal Members) | Image |
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.
Module Name | Bonus | Cost | Upkeep | Size | Limit | Required Research | Min Lvl | Image |
---|---|---|---|---|---|---|---|---|
Rail Turret | Attack +50 | 2,000 CR | 100 CR | 2 | 12 Turrets | Linear Induction Lv 2 ** | 1 | Image |
Ion Turret | Attack +100 | 20,000 CR | 1,000 CR | 2 | 12 Turrets | Ion Channeling Lv 1 | ?? | Image |
Phase Turret | Attack +200 | 100,000 CR | 5,000 CR | 2 | 12 Turrets | Phased Energy Lv 1 | 2 | Image |
Disruptor Turret | Attack +400 | 2,000,000 CR | 100,000 CR | 2 | 12 Turrets | Matter Disruption Lv 1 | 2 | Image |
Singularity Turret | Attack +800 | 50,000,000 CR | 2,500,000 CR | 2 | 12 Turrets | Micro-Singularities Lv 1 | 3 | Image |
Null Turret | Attack +1600 | 500,000,000 CR | 25,000,000 CR | 2 | 12 Turrets | Null Rays Lv 1 | 4 | Image |
Quasi-Chaos Turret | Attack +3500 | 5,000,000,000 CR | 250,000,000 CR | 2 | 12 Turrets | Quasi-Chaotic Force Lv 1 | 5 | Image |
Grids
These modules can be obtained by studying the Shield Systems Research Tree.
Module Name | Bonus | Cost | Upkeep | Size | Limit | Required Research | Min Lvl | Image |
---|---|---|---|---|---|---|---|---|
Deflector Grid | Shield +200 | 5,000 CR | 250 CR | 4 | 12 Shields | Hull Polarization Lv 1 | ?? | Image |
Forcefield Grid | Shield +400 | 50,000 CR | 2,500 CR | 4 | 12 Shields | Force Projection Fields Lv 1 | ?? | Image |
Phase Shield Grid | Shield +1000 | 250,000 CR | 12,500 CR | 4 | 12 Shields | Phase Fields Lv 1 | ?? | Image |
Stasis Grid | Shield +2000 | 5,000,000 CR | 250,000 CR | 4 | 12 Shields | Stasis Fields Lv 1 | ?? | Image |
Rift Grid | Shield +5000 | 50,000,000 CR | 2,500,000 CR | 4 | 12 Shields | Rift Fields Lv 1 | 3 | Image |
Meta-Chron Grid | Shield +10000 | 500,000,000 CR | 25,000,000 CR | 4 | 12 Shields | Meta-Chron Fields Lv 1 | 4 | Image |
Obviation Grid | Shield +20000 | 5,000,000,000 CR | 250,000,000 CR | 4 | 12 Shields | Force Obviation Fields Lv 1 | 5 | Image |
Platings
These modules can be obtained by studying the Advanced Armor Research Tree.
Module Name | Bonus | Cost | Upkeep | Size | Limit | Required Research | Min Lvl | Image |
---|---|---|---|---|---|---|---|---|
Titanium Base Plating | Hull +300 | 2,000 CR | 100 CR | 4 | 12 Platings | Titanium Improvements Lv 1 | ?? | Image |
Durtanium Base Plating | Hull +600 | 50,000 CR | 2,500 CR | 4 | 12 Platings | Durtanium Alloy Lv 1 | ?? | Image |
Nanosphere Base Plating | Hull +1200 | 250,000 CR | 12,500 CR | 4 | 12 Platings | Nanospheres Lv 1 | ?? | Image |
Nexus Base Plating | Hull +2500 | 5,000,000 CR | 250,000 CR | 4 | 12 Platings | Nexus Grids Lv 1 | ?? | Image |
Neutronium Base Plating | Hull +7500 | 50,000,000 CR | 2,500,000 CR | 4 | 12 Platings | Neutronium Lv 1 | 3 | Image |
Fermionic Base Plating | Hull +15000 | 500,000,000 CR | 25,000,000 CR | 4 | 12 Platings | Fermionic Unification Lv 1 | 4 | Image |
Syncopated Base Plating | Hull +30000 | 5,000,000,000 CR | 250,000,000 CR | 4 | 12 Platings | Syncopated Phase Matter Lv 1 | 5 | Image |
Arrays
These modules can be obtained by studying the Defensive Systems Research Tree.
Module Name | Bonus | Cost | Upkeep | Size | Limit | Required Research | Min Lvl | Image |
---|---|---|---|---|---|---|---|---|
Structural Stabilizer | Defense +50 | 2,000 CR | 100 CR | 2 | 12 Defenses | Motion Compensation Lv 1 | ?? | Image |
Inertial Dampening Array | Defense +100 | 20,000 CR | 1,000 CR | 2 | 12 Defenses | Inertial Dampening Lv 1 | ?? | Image |
Inertial Canceling Array | Defense +200 | 100,000 CR | 5,000 CR | 2 | 12 Defenses | Inertial Cancelation Lv 1 | ?? | Image |
Phase Shift Array | Defense +400 | 2,000,000 CR | 100,000 CR | 2 | 12 Defenses | Phase Shifting Lv 1 | ?? | Image |
Energy Nullification Array | Defense +800 | 50,000,000 CR | 2,500,000 CR | 2 | 12 Defenses | Energy Nullification Lv 1 | 3 | Image |
Trans-Temporal Array | Defense +1600 | 500,000,000 CR | 25,000,000 CR | 2 | 12 Defenses | Trans-Temporal Travel Lv 1 | 4 | Image |
Entropy Field Array | Defense +3500 | 5,000,000,000 CR | 250,000,000 CR | 2 | 12 Defenses | Entropy Field Warping Lv 1 | 5 | Image |
Special Base Modules
These modules can be obtained by studying the Legion Base Research Tree.
Module Name | Bonus | Cost | Upkeep | Size | Limit | Required Research | Min Base Lvl | Image |
---|---|---|---|---|---|---|---|---|
Asteroid Extractor | Mining: 20 | 1,000 CR | 50 CR | 2 | 4 Mining Modules | Advanced Logistics | ?? | Image |
Science Bay | Research: 20 | 140,000 CR | 7,000 CR | 2 | 4 Research Modules | Advanced Logistics | ?? | Image |
Base Factory | Artifact: 20 | 140,000 CR | 7,000 CR | 2 | 4 Artifact Modules | Advanced Logistics | ?? | Image |
Commerce Bay | Grants the ability to withdraw funds from the base. | 250,000 CR + 50 Exotic Matter | 12,500 CR | 3 | 1 Commerce Bay | Galactic Commerce | ?? | Image |
Docking Port | Allows the legion to hold 2 more members. | 250,000 CR + 20 XTS-9 | 12,500 CR | 4 | 5 Docks | Spacial Docking | ?? | Image |
Repair Bay | Allows the base to repair ships. | 500,000 CR + 25 XTS-9 | 25,000 CR | 4 | 1 Repair Bay | Spacial Docking | ?? | Image |
Mining-Drone Bay | Mining: 35 | 2,000 Credits + 100 Exotic Matter | 250,000 CR | 3 | 4 Mining Modules | AI Logistics | 3 | Image |
A.I. Bay | Research: 35 | 5,000,000 CR | 250,000 CR | 3 | 4 Research Modules | AI Logistics | 3 | Image |
Automated Factory | Artifact: 35 | 5,000,000 CR | 250,000 CR | 3 | 4 Artifact Modules | AI Logistics | 3 | Image |
Embassy | Allows the legion to establish 2 additional treaties. | 15,000,000 CR + 20 Political Favor | 750,000 CR | 2 | 5 Embassies | Xeno-Diplomacy | 3 | Image |
Mission Control Center | Allows your legion to start and manage legion missions. Legions should have at least 15 active members to use. | 200,000,000,000 CR + 2500 CTP | 10,000,000,000 CR | 2 | 1 Mission Control Center | Xeno-Diplomacy | 4 | Image |
Collective Theory Lab | Allows the legion to discover new artifact designs. | 500,000,000 CR + 1,000 CTP | 25,000,000 CR | 4 | 1 Theory Lab | Hybrid Theory Dynamics | 4 | Image |
Sub-Quantum Harvester | Mining: 50 | 3,000 CR + 200 Exotic Matter | 2,500,000 CR | 4 | 4 Mining Modules | Sub-Quantum Logistics | 4 | Image |
Sub-Quantum Core | Research: 50 | 50,000,000 CR | 2,500,000 CR | 4 | 4 Research Modules | Sub-Quantum Logistics | 4 | Image |
Sub-Quantum Fabricator | Artifact: 50 | 50,000,000 CR | 2,500,000 CR | 4 | 4 Artifact Modules | Sub-Quantum Logistics | 4 | Image |
Shield Charging Station | Allows the base to charge the shields of ships. | 200,000,000 CR + 25 XTS-9 | 10,000,000 CR | 4 | 1 Base Charger | Phase Transference | 4 | Image |
Material Transporter | Mining: 75 | 4,000 CR + 300 Exotic Matter | 25,000,000 CR | 5 | 4 Mining Modules | Dimensional Logistics | 5 | Image |
Sentience Core | Research: 75 | 500,000,000 CR | 25,000,000 CR | 5 | 4 Research Modules | Dimensional Logistics | 5 | Image |
Rift Fabricator | Artifact: 75 | 500,000,000 CR | 25,000,000 CR | 5 | 4 Artifact Modules | Dimensional Logistics | 5 | Image |
Universal Service Terminal | Provides the Legion with special ship Bonuses. Note: (2 Bonuses Every day, Activation is every 4 hours, and costs 50 CTP) | 5,000,000,000 CR + 1000 CTP | 250,000,000 CR | 2 | 1 Universal Service Terminal | Universal Maintenance | 51 | Image |
Base HyperLifter | Mining: 110 | 6,000 CR + 500 Exotic Matter | ? | 6 | 4 Mining Modules | Hyper Logistics | 6 | Image |
Base HyperCore | Research: 110 | 10,000,000,000 CR | 500,000,000 CR | 6 | 4 Research Modules | Hyper Logistics | 6 | Image |
Base HyperFactory | Artifact: 110 | 10,000,000,000 CR | 500,000,000 CR | 6 | 4 Artifact Modules | Hyper Logistics | 6 | Image |
1 Given that the Research topic needed comes after Dimensional Logistics (Needed for Base level 5 upgrades), I am presuming that this means that level 5 base is needed for the Terminal - Luked
Collective Theory Lab (Advanced Module)
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.
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.
Training Base Modules
These modules can be obtained by completing objectives in the Training section of the game.
Module Name | Bonus | Upkeep | Size | Limit | Module Requirement(s) | Attendance (Days) | Min Base Lvl | Image |
---|---|---|---|---|---|---|---|---|
Physics Lab | ?? | ?? CR | 4 | ?? | Planets Scanned: 50 | 10 | 3 | [Image] |
Hall of Discipline | ?? | ?? CR | 4 | ?? | Planets Invaded: 30 | 10 | 3 | [Image] |
Admissions Center | 1 Extra Treaty | 4.8B CR | 1 | 5 Admissions Centers | Missions Completed: 50 | 20 | 4 | [Image] |
Combat Drill Simulator | Attack +4,000 | ?? CR | 2 | ?? | Players Disabled: 50 | 5 | 3 | [Image] |
Galactic Study Archives | ?? | ?? CR | 4 | ?? | Hacks Performed: 80 | 10 | 3 | [Image] |
Metallurgy Shop | ?? | ?? CR | 4 | ?? | Raids Performed: 50 | 15 | 3 | [Image] |
Piloting Simulator | ?? | ?? CR | 2 | ?? | NPC Disabled: 50 Graduated (Rank 50): 1 | 10 | 3 | [Image] |
Academy | ?? | ?? CR | 2 | ?? | Ranks Gained: 60 Graduated (Rank 50): 1 | 10 | 3 | [Image] |
Alumni Workshop | ?? | ?? CR | 4 | ?? | Planets Colonized: 50 Graduated (Rank 50): 2 | - | 4 | [Image] |
Pedagogue Hab | ?? | ?? CR | 4 | ?? | Graduate Tenure (Days):90 Graduated (Rank 50): 10 | 30 | 4 | [Image] |
Base Combat
Every 8 hours, members of a legion can scan for and attack another legion's base. Since this can only be done once every 8 hours per legion, this is usually restricted to just officers or leaders so they can plan the best time for the attack.
To find a base, go to the Battle Tab and click Enemy Bases. Here you can spend 5 Red Badges (minus one for each Command Beacon on the base, limit 3) to target a randomly chosen base (no chance of failure on the scan).
- Minimum Level Scan-able = ROUNDUP( Your Base's Level / 2)
Your Base Level | Minimum Enemy Base Level |
---|---|
3 | 2 |
4 | 2 |
5 | 3 |
6 | 3 |
7 | 4 |
8+ | 4 |
If you do not want to attack that base, you can pay the red badges again to lose that target and target a different base. NOTE: Clicking outside of the scan window, closing the window, refreshing the browser, or clicking an NPC/Player/Planet alert will make you lose your scan if you haven't locked it in yet
Once you have chosen your target you can lock on and the legion can start attacking.
Base Statistics
Base Level | Special Space | Standard Space | Max. Attack from Researched Modules | Max. Defense from Researched Modules | Max. Hull from Researched Modules | Max. Shield from Researched Modules | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
(Min) | (Max) | (Min) A | (Max) B | A | B | A | B | A | B | A | B | |
1 | 5 | 10 | 10 | 20 | 2000 | 4000 | 2000 | 4000 | 6250 | 12,500 | 5000 | 10,000 |
2 | 10 | 20 | 20 | 40 | 4000 | 8000 | 4000 | 8000 | 12,500 | 25,000 | 10,000 | 20,000 |
3 | 15 | 30 | 30 | 60 | 12,000 | 24,000 | 12,000 | 24,000 | 56,250 | 112,500 | 37,500 | 75,000 |
4 | 20 | 40 | 40 | 80 | 32,000 | 42,000 | 32,000 | 42,000 | 150,000 | 300,000 | 100,000 | 200,000 |
5 | 25 | 50 | 50 | 100 | 42,000 | 42,000 | 42,000 | 42,000 | 360,000 | 360,000 | 250,000 | 480,000 |
6 | 30 | 60 | 60 | 120 | 42,000 | 42,000 | 42,000 | 42,000 | 360,000 | 360,000 | 300,000 | 480,000 |
7 | 35 | 70 | 70 | 140 | 42,000 | 42,000 | 42,000 | 42,000 | 360,000 | 360,000 | 350,000 | 480,000 |
8 | 40 | 80 | 80 | 160 | 42,000 | 42,000 | 42,000 | 42,000 | 360,000 | 360,000 | 400,000 | 480,000 |
9 | 45 | 90 | 90 | 180 | 42,000 | 42,000 | 42,000 | 42,000 | 360,000 | 360,000 | 450,000 | 480,000 |
10 | 50 | 100 | 100 | 200 | 42,000 | 42,000 | 42,000 | 42,000 | 360,000 | 360,000 | 480,000 | 480,000 |
Note that the figures in this chart do not take into account the 2% bonus to the base's attack / defense / cloak for each active legion member, any base ability bonuses, or the installation of any charged exo-clamps.
There is a limit of 12 of each class of researchable standard base modules that can be built (e.g. no more than 12 attack modules).
The maximum shield values are double the base values from the researched shield mods for the base as they can be upgraded with the use of T.O. Resistor Overcharges.
Silver Badges for Disables
Once the base is disabled the top damagers will receive a payout of silver badges, as per the chart below.
Base Level | Top Damagers Receive X Silver Badges | total | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
1-5 | 6-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51-60 | 61-70 | 71-80 | ||
1 | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
2 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 15 |
3 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 35 |
4 | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 65 |
5 | 5 | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 105 |
6 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 155 |
7 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | 0 | 215 |
8 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | 285 |
9 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 365 |
Base Damage Caps
Base Level | Damage Cap |
---|---|
2 | 60 |
3 | 120 |
4 | 200 |
5 | 260 |
6 | 600 |
7 | 600 |
8 | 600 |
9 | 600 |
Base Raids
Bases that are level 4 and higher can be raided for 'Base Crates' after they are disabled. Crates contain various special materials and artifacts. Unlike ship raids, bases do not lose anything for being raided - it is merely a reward given to ships for its defeat.
Raiding bases works differently than raiding ships, however:
- Each ship that has dealt damage to the base can attempt one raid on the base.
- The chance of a successful raid is determined by each player's final placement on the Combat Log.
- Raiders and those with other % bonuses to raiding (such as Protean Armories or Systematic Avarice), will have their success chance increased proportionally.
Base Raid Chance Calculation
The exact formula is disclosed in this forum post by DF:
raid chance =
100 * (1 - [(DR - 1) / (BL - 1) / 10]) * 1.07^PARM * 1.09^PARS * 1.08^DNG * 1.2^AVAR * 1.3^RP * 1.1^THALLY
where:
DR = damage rank
BL = base level
PARM = number of protean armouries
PARS = number of protean arsenals
DNG = 1 if darmos nerve gas effect is active, otherwise 0
AVAR = 1 if systematic avarice UST effect is active (during Scruuge seasonal event), otherwise 0
RP = 1 if raider profession, otherwise 0
THALLY = 1 if Thraccti ally is above rank 60, otherwise 0
Basic Base Raid Success Table
With no raid modifiers:
Base Damage Rank | Base Level | ||
---|---|---|---|
4 | 5 | 6+ | |
1 | 100.0 | 100.0 | 100.0 |
2 | 96.7 | 97.5 | 98.0 |
3 | 93.3 | 95.0 | 96.0 |
4 | 90.0 | 92.5 | 94.0 |
5 | 86.7 | 90.0 | 92.0 |
6 | 83.3 | 87.5 | 90.0 |
7 | 80.0 | 85.0 | 88.0 |
8 | 76.7 | 82.5 | 86.0 |
9 | 73.3 | 80.0 | 84.0 |
10 | 70.0 | 77.5 | 82.0 |
11 | 66.7 | 75.0 | 80.0 |
12 | 63.3 | 72.5 | 78.0 |
13 | 60.0 | 70.0 | 76.0 |
14 | 56.7 | 67.5 | 74.0 |
15 | 53.3 | 65.0 | 72.0 |
16 | 50.0 | 62.5 | 70.0 |
17 | 46.7 | 60.0 | 68.0 |
18 | 43.3 | 57.5 | 66.0 |
19 | 40.0 | 55.0 | 64.0 |
20 | 36.7 | 52.5 | 62.0 |
21 | 33.3 | 50.0 | 60.0 |
22 | 30.0 | 47.5 | 58.0 |
23 | 26.7 | 45.0 | 56.0 |
24 | 23.3 | 42.5 | 54.0 |
25 | 20.0 | 40.0 | 52.0 |
26 | 16.7 | 37.5 | 50.0 |
27 | 13.3 | 35.0 | 48.0 |
28 | 10.0 | 32.5 | 46.0 |
29 | 6.7 | 30.0 | 44.0 |
30 | 3.3 | 27.5 | 42.0 |
31 | - | 25.0 | 40.0 |
32 | - | 22.5 | 38.0 |
33 | - | 20.0 | 36.0 |
34 | - | 17.5 | 34.0 |
35 | - | 15.0 | 32.0 |
36 | - | 12.5 | 30.0 |
37 | - | 10.0 | 28.0 |
38 | - | 7.5 | 26.0 |
39 | - | 5.0 | 24.0 |
40 | - | 2.5 | 22.0 |
41 | - | - | 20.0 |
42 | - | - | 18.0 |
43 | - | - | 16.0 |
44 | - | - | 14.0 |
45 | - | - | 12.0 |
46 | - | - | 10.0 |
47 | - | - | 8.0 |
48 | - | - | 6.0 |
49 | - | - | 4.0 |
50 | - | - | 2.0 |
51 | - | - | - |
Base Raid Guaranteed Success Table
Raid Modifiers | Base Level | ||
---|---|---|---|
4 | 5 | 6+ | |
NONE | 1 | 1 | 1 |
Protean Armoury x1 | 2 | 3 | 4 |
Protean Armoury x2 | 4 | 6 | 7 |
Protean Armoury x3 | 6 | 8 | 10 |
Protean Armoury x2 Protean Arsenal x1 | 6 | 8 | 10 |
Protean Armoury x1 Protean Arsenal x2 | 7 | 9 | 11 |
Protean Arsenal x3 | 7 | 10 | 12 |
Protean Arsenal x3 Thraccti Ally | 9 | 12 | 15 |
Protean Arsenal x3 Darmos Nerve Gas | 9 | 12 | 15 |
Protean Arsenal x3 Systematic Avarice | 11 | 15 | 18 |
Protean Arsenal x3 Raider Profession | 13 | 17 | 21 |
Protean Arsenal x3 Thraccti Ally Darmos Nerve Gas | 11 | 15 | 18 |
Protean Arsenal x3 Thraccti Ally Raider Profession | 14 | 19 | 24 |
Protean Arsenal x3 Thraccti Ally Darmos Nerve Gas Raider Profession | 16 | 21 | 26 |
Protean Arsenal x3 Thraccti Ally Darmos Nerve Gas Raider Profession Systematic Avarice | 18 | 24 | 30 |
---