Player Base Guide

Quick Start
You fancy yourself a station administrator do you? Hope you've got some deep pockets or some friends with some heavy transports; both would be better! In this guide I'll detail exactly what you need to construct your base, the commands used to do so, and various other tid bits you should know before staking your claim in space. The first thing you need is a Heavy Lifter, which has been renamed to the Base Construction Platform. You can easily obtain this ship by creating a new character and using the Builder restart, which will give you a Freelancer ID and almost completely neutral reputations. Once you have the ship, look in your cargo hold and you will see that you have 1 Base Construction Component.

The Base Construction Component(BCC) is a mechanized container that is filled with all of the essential materials that are needed to establish your base. When 375 of them are brought together, the advanced computer control systems aboard the Base Construction Platform will be able to assemble the first stage of your base. You can buy more on Newark Station where the restart ship begins, or you can buy them from a number of convenient locations throughout Sirius. No matter where you go, the price will be the same: 4,000 credits per unit. The Base Construction Platform is capable of holding enough BCCs to deploy two bases in a single outing.

Once you have that, you'll need to find some prime real estate for your station. Where you build your base is totally up to you and there are no server rules prohibiting station construction. I will offer some advice though: Keep in mind that you will need to supply the base daily in order for it to survive. Proximity to the basic commodities that make your station tick is extremely helpful.

If you know your base will eventually be assaulted, remember that astroid fields hinder battleship movements. Player bases also take no damage from radation fields, placing one inside a field will give it a passive defense mechanism. Once you've found that prime location you're set. Zoom that Base Construction Platform to your location and remember, once you enter the command the base will appear 200 meters in front of you, with the docking bays facing you. Repositioning a base is impossible. Be sure you're happy before you enter the command to construct the base.

Speaking of that command, here it is:

CODE /base deploy

Alright, to explain this command:

this part of the command sets your master admin password; no spaces are allowed and there is no character limit. This password allows you to create and clear regular admin passwords. Do not give it out to anyone you do not trust with your station's life.

this part of the command sets the display name of your station; spaces are allowed, but there is a 60 character limit.

Look at that beaut! Your very own piece of Disco, but you don't have time to sit back and sip some tea in your new pad. That station is in need of a crew and commodities to make sure it doesn't turn into a wreck. There are a few things you need to do immediately after your base is deployed. Dock to it with your Construction Platform, this is the only ship that can dock right now. After you are docked you will need to assign docking permissions, a 2nd tier admin password (if you're going to have people helping you run the base), and funds on your base. Without these three things done, no one can dock to the station to supply it! Here are the commands:

Once you dock, you'll need to login in order to control the base:

CODE /base login

this can either be the master admin password you set or, after you've set up a 2nd tier password you can use that one here. The only difference between the two tiers is that a master admin can remove a 2nd tier admin password.

CODE /base deposit  '' is the amount of credits you want to place on the base. Without funds your base can't buy anything!''

CODE /base addtag

is either the name of the ship or the faction tag prefix. Stations cannot detect suffixes, so don't bother entering them. An example would be OSI-. (no period) This would allow anyone with OSI- as the first four letters in their name to dock to the station. Be careful adding entire ship names as tags. If you enter HeavyTransport as a tag and someone has a ship named HeavyTransport1 they will be given permission to dock.

Station control is still very simple. If you add a tag, all ships with that tag are considered allied. Everyone else is either neutral or hostile depending on the station's defense mode. More about that later.

CODE /base addpwd

This is a 2nd tier admin password. Give it to those who will help you administer the base.

Now that those three things are done, you need to get your base some supplies; the place is likely already falling apart without a crew to maintain it! You have a couple of choices; either have a friend with you with the following commodities in his large transport: Where XXX is the rest of his cargo hold after he has the other commodities.
 * 200 Spaceship Crew
 * 400 Food (see below for different types)
 * XXX Basic Alloy

Or park one of yours nearby and F1 it when no one is around. After you've done what I've instructed you to do above, log into that ship, dock, login as an admin, and then sell the commodities to the base. Now go get more Basic Alloy. You'll need to feed the base a steady supply of Basic Alloy until it completes construction. Your base isn't completed just because you typed in a Hook command! It starts out at 40% of is maximum hitpoints, all that basic alloy is to see it to 100%.

My advice at this point is to quickly begin getting the materials for a Shield Generator Module to the station and begin its construction. Without this module, your base is a sitting duck in a pond full of hunters.

Keep in mind bases that are not kept supplied will perish. All cargo and credits on the station are lost. Ships docked to the station at the time of its demise will appear 100k below the system's sun when they undock.

Base Shop
Now that you have yourself a base and have it sufficiently fed so it won't die immediately I bet you are wondering how to setup commodity selling. A couple things to note right away are, a player base WILL NOT accept a good it has not it seen before meaning for a base to even have a chance of accepting a good a base administrator must at least have sold 1 unit of it while they were logged in to the base also, the default setting of a commodity on your base is that it will not allow people to buy it. The following will introduce you on how to set commodities up for buying & selling.

CODE /shop price   

This command can be VERY intimidating however if you dissect it, you realize that it's quite straight-forward, lets break it down:

Item Index # = the # assigned to each item in your shop menu(you can reach this menu by putting in the command "/shop"

Price Wanted for item = Quite simply the amount of credits you want to buy/sell that particular item for

Low # of items = The amount of items that if reached your base will deny future purchase requests until it's quantities are raised

High # of items = The amount of items that if reached your base will deny and future purchase requests until it's quantities are lowered

So with this information lets give an example:

Lets say I want to sell Silver Ore on my base and the /shop command indicates that Silver Ore is Index# 14, and I wanted to keep at all times 10 units but not exceed 15,000 units, and I wanted to sell each unit of Silver Ore for 1,456 credits. I would input the following command: /shop price 14 1456 10 15000

As you see once you understand the numbers and how it is stringed together, it very simple to understand and put into practice.

Base Core & Levels
What are base levels? Before I answer that question, let me explain what a Base Core is. A Base Core is module slot 0 on your base; this slot is effectively the base. A Base's Core can be upgraded three times; level 2, 3, and 4. All bases start at level 1. Upgrading a Base's Core increases the number of modules it can house, increases the base's hit points, and also increases the number of Spaceship Crew required to effectively operate the base. I've listed the base stats for each base level below; these stats do not include any modules you may have constructed.

Core Upgrade Information
You will very likely want to upgrade your base, so keep a module slot free for the Core Upgrade. To build this module, you will need the following commodities:


 * 25,000 Ship Hull Panels
 * 50,000 Industrial Materials
 * 25,000 Robotics
 * 25,000 Basic Alloy
 * 25,000 Super Alloy
 * 25,000 Optronics
 * 12,500 Polymers
 * 12,500 Xenobiotic Filters

Remember, construction will pause if you run out of all of these goods. Once complete, the base stats will change immediately to reflect the new base level. You will need to ensure you have an extra 200 Spaceship Crew dropped on the base very quickly after a Core Upgrade completes otherwise the base will not operate effectively; repairs won't happen. Core Upgrades are currently the only modules that modify the appearance of your station.

This is the complete cost in terms of commodities to upgrade your base from Level 1 to Level 4.


 * 75,000 Ship Hull Panels
 * 150,000 Industrial Materials
 * 75,000 Robotics
 * 75,000 Basic Alloy
 * 75,000 Super Alloy
 * 75,000 Optronics
 * 37,500 Polymers
 * 37,500 Xenobiotic Filters

Core 1

 * Starting Hit Points = 400,000
 * Maximum Hit Points = 8,000,000
 * Storage Capacity = 30,000
 * Module Slots = 3
 * Required Spaceship Crew: 200

Core 2

 * Maximum Hit Points = 12,000,000
 * Storage Capacity = 30,000
 * Module Slots = 6
 * Required Spaceship Crew: 400

Core 3

 * Maximum Hit Points = 16,000,000
 * Storage Capacity = 30,000
 * Module Slots = 9
 * Required Spaceship Crew: 600

Core 4

 * Maximum Hit Points = 24,000,000
 * Storage Capacity = 30,000
 * Module Slots = 12
 * Required Spaceship Crew: 800

Constructing Base Modules
What are modules? Modules are how you expand your station. There are storage modules, defense modules, and factory modules. Each requires commodities to be built and take up one module slot. In order to construct a module you will need to enter a Hook command.

Code /base buildmod



Code /base buildmod list



To begin construction of a new module you need to select what module you want from the list of available modules and then what slot you want it to occupy. Remember, slot 0 is your Core and you cannot construct anything in it.

So an example command might be

/base buildmod construct 2 3

This means you want to construct a number 3 module and put it into slot 2 of your base. You will get a message telling you that construction has started - and you can keep track of it by pressing F9 or using the /base buildmod list command.

Construction requires that you have at least 200 units of one of the commodities required to construct the module. If you do not have at least 200 units of one or more of the commodities required construction will pause. The base will consume commodities in blocks of 200 every ten seconds. If the current commodity it is consuming drops below 200 it will look for another required commodity and begin consuming that. Commodities cannot be combined to form a 200 unit block. It only consumes 200 of the same commodity. You can cancel module construction at any time by using the destroy command.

CODE /base buildmod destroy

Care must be taken not to fill your base with commodities which are not needed for current construction projects. It may be prudent to disallow selling new commodities to your base for a while. See 'Shop' for commands related to this.

Factory Modules
Factory modules are modules that once constructed can create in game items; currently these items include: cloaking devices, hyperspace scanners, jump drives, and docking bay modules (not currently working, but you can build them). In order to build those items you will have to provide the factory module with the required goods to construct the item. Constructing items is similar to construction modules. They consume commodities at the same rate, but their required commodities tends to be much higher or more expensive. As with base modules there are Hook commands that list what you can build. This is the command to display that list:

CODE /base facmod 

 This part of the command is use to instruct the factory what to do. If you use list it will display a list of the factory modules and their build status. Clear will clear the build que for the designated factory. Add will instruct the designated facotry to build the designated item. Example of the command's output:

This is the Hook command to built an item:

CODE /base facmod add

this part of the command references the module that will be constructing the item. It refers to the module as it is installed on your base. this part of the command references which item is to be built. This comes from the list that you are given when you type /buid facmod

An example command might be

/base facmod add 3 7

This means you want the factory located in slot 3 of your base to build item 7. Using this base and the /base facmod image from above as examples, this command would instruct the Hyperspace Scanner Factory to build a Hyperspace Scanner Module Mk3.

Construction requires that you have at least 200 units of one of the commodities required to construct the item.If you do not have at least 200 units of one or more of the commodities required construction will pause. The base will consume commodities in blocks of 200 every ten seconds. If the current commodity it is consuming drops below 200 it will look for another required commodity and begin consuming that. Commodities cannot be combined to form a 200 unit block. It only consumes 200 of the same commodity.

Docking Module Factory
This factory module will allow you to construct Docking Modules. Docking Modules are items that allow the vessel to accept docking requests from vessels with less than 350 cargo space.


 * 10,000 Robotics
 * 25,000 Ship Hull Panels
 * 10,000 Industrial Materials
 * 5,000 Optronics

Docking Module

 * Cargo Requirement: 300

Commodities required to build:


 * 4,000 Basic Alloy
 * 10,000 Industrial Materials
 * 4,500 Polymers
 * 4,000 Robotics
 * 2,000 Ship Hull Panels
 * 1,500 Super Alloys

Jump Drive Factory
This factory module will allow you to construct Jump Drives. Jump drives are items that allow the vessel the are mounted on to jump to a pre set destination or randomly. Jumping to a pre set destination requires the use of a Hyperspace Scanner.


 * 5,000 Scientists
 * 10,000 Robotics
 * 5,000 Optronics
 * 5,000 Quantum Multiplexors
 * 20,000 Superconductors
 * 20,000 High-Temperature Alloys

Jump Drive Series II

 * Cargo Requirement: 900
 * Jump Type: Single ship
 * Powercore Requirement: 3,600,000
 * Charge Time: 60 seconds
 * Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second.

Commodities required to build:


 * 37,500 Basic Alloy
 * 750 Gate/Lane Parts
 * 3,000 High-Temperature Alloy
 * 7,000 Industrial Materials
 * 6,250 Robotics
 * 6,250 Silver
 * 2,500 Superconductors

Jump Drive Series III

 * Cargo Requirement: 900
 * Jump Type: Single ship
 * Powercore Requirement: 7,000,000
 * Charge Time: 30 seconds
 * Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.

Commodities required to build:


 * 46,750 Basic Alloy
 * 1,000 Gate/Lane Parts
 * 6,000 High-Temperature Alloy
 * 10,500 Industrial Materials
 * 8,750 Robotics
 * 12,500 Silver
 * 5,000 Superconductors

Jump Drive Series IV

 * Cargo Requirement: 1200
 * Jump Type: Multi Ship
 * Powercore Requirement: 7,000,000
 * Charge Time: 200 seconds
 * Fuel Consumption Rate: 12 MOX or 14 Oil or 14 H-Fuel or 16 Deuterium or 16 Helium-3 per second.

Commodities required to build:


 * 56,250 Basic Alloy
 * 1,250 Gate/Lane Parts
 * 9,000 High-Temperature Alloy
 * 14,000 Industrial Materials
 * 11,250 Robotics
 * 18,750 Silver
 * 7,500 Superconductors

Hyperspace Survey Factory
This factory module will allow you to construct Hyperspace Survey Modules. Hyperspace Survey Modules are used to take hyperspace surveys. These surveys provide a coordinate that can then be used by a ship with a jump drive to jump to that location. Hyperspace Survey Modules mount on Equipment Type 1 (located under external equipment) hard points on vessels. While your vessel may have this hard point, your vessel may not be able to operate these devices due to power core requirements. Many players refer to Hyperspace Survey Modules as Hyperspace Scanners. These are the commodities required to build the factory:


 * 5,000 Scientists
 * 5,000 Robotics
 * 20,000 Optronics
 * 20,000 Quantum Multiplexors
 * 20,000 Bio-Neural Processors

This is a list of the current hyperspace survey modules that you are able to build once you have a Hyperspace Survey Manufactoring Factory and information on them.

Hyperspace Survey Module Mechanics
In order to get a set of hyperspace coordinates you fly out to the location you want to be able to jump to and then use the following command.

CODE /survey

Any movement will cause the survey to fail. If you run out of fuel for the module the survey will fail. Will the survey completes it will produce a Hook message like this:



In order to jump to this location, you must set your jump drive's coordinates to this location. You do so using this command:

CODE /setcoords

Where is the coords produced from the survey. You must use this command in space; using it on a base and then undocking will cause the coords you set on the jump drive to be reset to default: none. If you attempt to jump with no coords set it will display this warning:



If you jump with no coords set, you will perform a Blind/Random Jump. This means you could potentially jump to any system in the game and any location in said system. Be aware, this means you could jump to Bastille, New Cambria, or New Angelina. If you jump to any of those three systems your will immediately die. There is a risk of jumping directly into a planet or sun when performing Blind/Random Jumps. If you entered your coords successefully this Hook message will appear:



Hyperspace Survey Module Mk1

 * Cargo Requirement: 800
 * Powercore Requirement: 1,000
 * Run Time: 100 seconds
 * Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
 * Survey Life: 7 days (Length of time the survey's coordinates are good for)
 * Survey Accuracy: 5

Commodities required to build:
 * 62,500 Basic Alloy
 * 9,250 Industrial Materials
 * 6,250 Optronics
 * 3,000 Quantum Multiplexors
 * 7,500 Robotics

Hyperspace Survey Module Mk2

 * Cargo Requirement: 600
 * Powercore Requirement: 1,000
 * Run Time: 100 seconds
 * Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
 * Survey Life: 30 days
 * Survey Accuracy: 20

Commodities required to build:
 * 78,000 Basic Alloy
 * 9,250 Industrial Materials
 * 6,250 Optronics
 * 4,000 Quantum Multiplexors
 * 9,250 Robotics

Hyperspace Survey Module Mk3

 * Cargo Requirement: 400
 * Powercore Requirement: 1,000
 * Run Time: 1,000 seconds
 * Fuel Consumption Rate: 6 MOX or 7 Oil or 7 H-Fuel or 8 Deuterium or 8 Helium-3 per second
 * Survey Life: 30 days
 * Survey Accuracy: 30

Commodities required to build:
 * 93,750 Basic Alloy
 * 14,000 Industrial Materials
 * 9,250 Optronics
 * 5,000 Quantum Multiplexors
 * 11,250 Robotics

Cloaking Device Factory
This factory module will allow you to construct Cloaking Devices. Cloaking Devices allow players to cloak their vessels, rendering them invisible to the eye and removing them from the scanner. They require fuel to operate and are mounted on the Counter measure dropper hardpoint of a vessel. If a vessel does not have a hardpoint for a counter measure dropper it cannot equip a cloaking device. These are the commodities rquired to build the factory:


 * 5,000 Scientists
 * 5,000 Robotics
 * 10,000 Optronics
 * 10,000 Quantum Multiplexors
 * 10,000 Bio-Neural Processors
 * 1 Derelict Nomad Artifact (not Nomad Power Cell)

As with all of the other player built items, cloaks take up cargo space; however they have another limit to them. Cargo Hold Limit is the maximum cargo hold size that the cloak can be mounted to. If your vessel has a cargo hold larger than what is noted, you cannot equip that cloak on your vessel.

Light Cloaking Device (small)

 * Cargo Requirements: 25
 * Cargo Hold Limit: 120
 * Time to Cloak when activated: 3 seconds
 * Fuel Consumption Rate: unlimited - No fuel required

Materials needed to build:
 * 20,000 Basic Alloy
 * 5,000 Industrial Materials
 * 3,000 Gold
 * 3 Nomad Fighter Remains
 * 1 Nomad Gunboat Remains
 * 1 Nomad Battleship Remains

Cloaking Device MK2 (medium)

 * Cargo Requirements: 200
 * Cargo Hold Limit: 900
 * Time to Cloak when activated: 20 seconds
 * Fuel Consumption Rate: unlimited - No fuel required

Materials needed to build:
 * 40,000 Basic Alloy
 * 10,000 Industrial Materials
 * 6,000 Gold
 * 5 Nomad Fighter Remains
 * 2 Nomad Gunboat Remains
 * 2 Nomad Battleship Remains

Cloaking Device MK2 Advanced (large)

 * Cargo Requirements: 450
 * Cargo Hold Limit: 2,950
 * Time to Cloak when activated: 60 seconds
 * Fuel Consumption Rate: unlimited - No fuel required

Materials needed to build:
 * 60,000 Basic Alloy
 * 15,000 Industrial Materials
 * 9,000 Gold
 * 8 Nomad Fighter Remains
 * 3 Nomad Gunboat Remains
 * 3 Nomad Battleship Remains

Defense Module
A Defense Module constructs a weapons platform in space around your base at a location of your choosing. There are currently three types of defense modules/weapon platforms; Array Type 1, Array Type 2, and Array Type 3. These are the required commodities to construct a defense module:


 * 10,000 Munitions
 * 5,000 Ship Hull Panels
 * 10,000 Robotics
 * 10,000 Industrial Materials
 * 5,000 Optronics
 * 5,000 Quantum Multiplexors

Weapons platforms take damage while the shield is online and are destroyable. This does not destroy your defense module. Weapon platforms do take damage from the environment and this damage does activate the shield. If a weapons platform is destroyed it will respawn 15 seconds after its destruction.


 * Array Type 1 (Balanced): Equipped with 2 Cruiser Pulse Cannon, 2 Cerberus Cruiser Turret, and 6 Basic Battleship Turret Mk II
 * Array Type 2 (Anti-cap): Equipped with 4 Battleship Pulse Cannon and 2 Cerberus Battleship Turret
 * Array Type 3 (Anti-snub): Equipped with 2 Battle Razor, 6 Solaris Battleship Turret and 2 Solaris Gatling Turret

Defense Modes
Defense modes are settings that tell your base how to treat those who approach it. There are currently only three settings. You set these modes with the following command.

CODE /base defensemode

Set and display the defense mode of the base. There are three available modes you can set:
 * /base defensemode 0 = Neutral to non-allied ships, docking rights for allied ships only.
 * /base defensemode 1 = Hostile to non-allied ships, docking rights for allied ships only.
 * /base defensemode 2 = Neutral to non-allied ships, unrestricted docking rights.

Please bear in mind the following: NPCs ignore player bases. Player Bases ignore NPCs. Bases have no IFF and no faction diplomacy. The only thing a base recognises as an ally is whatever you set out in the list of nametags. See 'Docking Rights' for more information.

Positioning Defense Modules
Freelancer uses a three-dimensional coordinate system, one set for position, the other set for orientation. So you have to type in a set of 6 numbers to get a platform positioned where you want it. An easy method for this is to use the /pos command whilst flying in space, using the following procedure:

1) Fly out of the base and pretend you are the weapons platform you just made. 2) Park yourself as you would like the platform to be positioned. 3) Type /pos 4) Write down the numbers generated by the command. 5) Fly back to the base and login as base Admin using /base login 6) Type /base defmod list - this brings up a list of all the defense modules you have, and their current positions.

To set the position of a module, type:

CODE /base defmod set      

where is the module number from the /base defmod list command and   <z> is the position of the platform and <rx> <ry> <rz> is the orientation of the platform.

Shield Generator Module
Arguably the first module you will want to construct on your base. This module will give your base the ability to use a shield; which will turn on when the base is attacked and reduce all incoming damage by 99%. This damage reduction is only in effect as long as the shield is up and running. In order to keep the shield online you will need to supply your base with fuel for the shield. All damage that activates the shield is reduced by 99% also. To build a Shield Generator Module you will need the following Commodites.


 * 10,000 Robotics
 * 10,000 Industrial Materials
 * 10,000 Superconductors
 * 5,000 Nuclear Devices

Your shield will automatically turn itself on if your base comes under attack. The shield will deactivate between 1 and 9 minutes later or you can manually deactivate it to turn it off. You can change the state of your base shield by using the following command:

CODE /base shieldmod [on|off]

If you use this command to manually activate the shield it will stay on for up to 8 hours, provided there is enough fuel. It is important to keep a good fuel supply on the base as it is impossible to dock to a station while the shield is online. You can deactive the shield using the above command and dock, this will leave your base open to direct assault.

The fuel usage rates are:
 * Deuterium - 3 units per 16 seconds.
 * H-Fuel - 2 units per 16 seconds
 * MOX - 2 units per 16 seconds
 * Promethene - 2 units per 16 seconds.

Storage Module
This modules adds an extra 40,000 cargo to your base.


 * 25,000 Ship Hull Panels
 * 2,500 Robotics
 * 10,000 Industrial Materials

Once built, you will have immediate access to the extra space. Just like storage space on ships, base storage is volumetric. If a commodity takes up more than one cargo unit on your ship; it will take up more than one cargo unit on your base.

Docking Rights
Docking Rights are one of the most important aspects of operating a player base. As the title suggests, this section focuses on the commands and settings to control who can and cannot dock on your base. This is currently controlled by what we on Disco call tags.

CODE /base addtag /base rmtag /base lsttag

is where you input the faction tag of the group of players who you want to be allowed to dock to your base. You can also enter whole ship names too. Be careful when entering whole ship names, if two ships have the same name with the exception of a few letters at the end - both will be able to dock. An example would be:

You add the tag BigTransport to your base's docking rights. Any ship with BigTransport at the beginning of their name will be able to dock to your base. BigTransport1, BigTransportKiller, etc etc.

You're typically going to want to restrict access to faction tags for security reasons. Only prefix tags work. Tags that are suffixes will not work. Sorry.

Essential Cargo
This is a list of the commodities that your base requires to operate. If not provided these commodities the base will begin to decay and eventually blow up.


 * Basic Alloy
 * Food (Food Rations, Luxury Food, Kyushu Rice, Synth Paste, Gaian Wildlife)
 * Fuel (Deuterium, H-Fuel, MOX, Promethene)
 * Robotics
 * Ship Hull Panels
 * Spaceship Crew

Food, is used to feed the Spaceship Crew. Basic Alloy, Robotics, and Ship Hull Panels are used to make repairs to the base. Fuel is used to power the shield. Spaceship Crew are a requirement for the base to operate. 200 per base level.

Consumption Rates
Below are the calculations on how player bases use the above commodities:

1 Spaceship Crew eats 1 Food every 10 hours

If Food, or Water numbers are less than the number of Spaceship Crew you have on your base (when the code makes its 10-hour check) then 10 Spaceship Crew start disappearing every minute.


 * Less than 200 x Base Level of Spaceship Crew in your cargo = NO REPAIRS
 * Less than 200 Robotics OR Ship Hull Panels OR Basic Alloy in your base cargo = ONE THIRD REPAIRS
 * Less than 200 Robotics AND Ship Hull Panels AND Basic Alloy in your base cargo = NO REPAIRS

Base repair rates and damage rates are:
 * Wear and Tear Damage every 16 seconds = 600 + (base level x 600)
 * Repair every 16 seconds = base level x number of types of repair commodities x 60,000

Every 16 seconds the base will check for damage and use 2 Basic Alloy to repair the damage. Then it checks for damage again. If it detects more damage it will use 2 Robotics to make repairs. Then it will check for damage again. If it detects damage it will use 2 Ship Hull Panels. It will repeat this cycle once for every base level. So, it will do it once for Base Level 1, twice for Base Level 2, and so on. This is one repair cycle that processes every 16 seconds.

If, after it makes repairs with Basic Alloy, it detects no damage it will not continue the cycle. If, after it makes repairs with Robotics, it detects no damage it will not continue the cycle.

<div style="border: 3px double #5c5c5c; border-radius: 10px; font-size: 14px; font-weight: bold; margin: 10px; padding: 10px; text-align: center;">A base that goes unassaulted will use 5,400 Basic Alloy per 24 hour period to repair the Wear and Tear damage.