Stations

**Work In Progress**
***"I have a potential lead, but I need 5,000 credits."*** - Alman Bergas

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

Stations are the stationary entities in space, as opposed to moving ships. Stations allow ships to dock to them, and exchange services for a price. Services include repairs, equipment exchanges, and trading. This page provides a brief overview of each station. Please visit their respective pages for more comprehensive information on each station.

## Arms Factory

The Arms Factory purchases Nanochips and Advanced Alloys to manufacture Plasma Rifles**.** This station uses 10 Nanochips and 9 Advanced Alloys to manufacture 20 Plasma Rifles**.** This station has the distinction of being one of the only two stations that produces commodities that were purchased by the previously inaccessible Outpost in the first game.

In-game description: This factory produces military-grade Plasma Rifles using Nanochips and other alloys. These widespread weapons are used by military and naval personnel to ensure security on ships and stations and for offensive operations.

## Bar

The Bar is an end-product station that purchases Pindolan Ale**,** Purified Water**,** and Impulse, selling them for a profit. This station generates 5,987 Cr, 5,801 Cr, and 5,831 Cr for 7 Pindolan Ale**,** 13 Purified Water**,** and 4 Impulse**,** respectively. The bar has the unfortunate distinction of having the second least amount of cargo space available of all economy-based stations that can be built by the player, as well as the weakest shields.

In-game description: Bars provide refreshment to weary pilots. Beverages such as Pindolan Ale are known to be consumed here.

## Brewery

The Brewery is a station that purchases Food Grains to generate Pindolan Ale, a valuable commodity in the game. This station purchases 14 Food Grains and generates 27 Pindolan Ale**.**

In-game description: The Brewery is a type of station that produces Pindolan Ale from Food Grains**.** These factories first appeared shortly after the colonisation of the Pindolan system and are profitable near trade stations where a high demand for the product exists.

## Hospital

The Hospital is a station that purchases Nanochips and Chemicals to produce Medikits. Contrary to what the name of the station might imply, the station does not serve as a functional station for healing of any in-game character or object. The station purchases 10 Nanochips and 9 Chemicals to produce 28 Medikits**.** These serve as a valuable commodity in the game and do not act as a repair for any item or person in the game.

In-game description: Modern hospitals do not often treat patients on-site and rather produce Medikits capable of administering most known treatments. Medikit products are produced using Nanochips**.**

## Hypersleep Pod Factory

The Hypersleep Pod Factory is a station that purchases Nanochips and Advanced Alloys to produce Hypersleep Pods. This station does not provide components for the Passenger Module that can be equipped on most ships. The station purchases 10 Nanochips and 9 Advanced Alloys to produce 21 Hypersleep Pods. These serve as a valuable commodity in the game and can be sold at Trade Stations.

In-game description: This factory produces Hypersleep Pods using Nanochips and other alloys. The pods are a necessity for long distance Interstellar travel.

## Jewellery Factory

The Jewellery Factory is a station that purchases Diamonds and Gold Ore to produce Fine Jewellery, one of the most highly valued commodities in the game. The station purchases 14 Diamonds and 19 Gold Ore to produce 23 Fine Jewellery for each. The Fine Jewellery produced by the factory sells for a high price at Trade Stations.

In-game description: Despite advances in the technology level of consumer product, demand for simple products made of gold and silver continues. The precious metals required in the production of Jewellery can be obtained as a byproduct of mining operations.

## Laboratory

The Laboratory is a station that purchases Chemicals and makes Impulse**,** a very high-value narcotic previously only produced by the Black Sail faction. It has the unfortunate distinction of having the least amount of cargo space of all economy-based stations. This station purchases 17 Chemicals and produces 19 Impulse.

In-game description: The Laboratory produces the narcotic Impulse using chemicals that are typically extracted from Type-H asteroids.

## Orbital Farm

The Orbital Farm is a station that purchases Purified Water and makes Produce and Food Grains**,** both low-value commodities. The station is generally found near Refineries or adjacent to systems with one to ensure a steady supply of Purified Water. This station purchases 20 Purified Water to produce 34 of both Produce and Food Grains.

In-game description: Unlike Earth, most discovered planets have an environment hostile to plant growth. The Orbital Farm has the perfect pressurized environment for creating Food Grains and other Produce**.** This station must be continually supplied with water.

## Rations Factory

The Rations Factory is a station that purchases Produce to manufacture **Organic Rations**, a mid-value commodity that can be sold at Outposts and Trade Stations. It has the distinction of being one of the only two stations that produces a commodity purchased by the previously inaccessible Outpost in the first game. This station purchases 14 Produce and manufactures 24 Organic Rations. Interestingly, this station's commodity is humorously described as having a foul taste.

In-game description: This factory produces standard ration packs that provide humanoid personnel with required nutrition. These products are essential for naval and military personnel as well as being consumed by the civilian populace due to their convenience.

## Refinery

The Refinery is the backbone of the entire game economy. All finished products have their source materials come from a Refinery. This station purchases Copper Ore, Iron Ore, Scrap Electronics, Scrap Metal, and Ice, and produces Gold Ore**,** Nanochips**,** Advanced Alloys**,** Diamonds**,** Purified Water**,** and Chemicals**.** This station produces the largest array of commodities by a wide margin of any of the other stations in the game. The Refinery purchases 24 Copper Ore to make 13 Gold Ore plus 35 Nanochips; 38 Iron Ore to make 32 Nanochips plus 10 Diamonds; 75 Scrap Metal to make 43 Advanced Alloys; 40 Ice to make 42 Purified Water and 7 Chemicals; and 67 Scrap Electronics to make 47 Nanochips, all of which range from low to mid-value.

In-game description: The Refinery is a large station that processes mined ore into the raw materials required by other factories, The station is also able to recycle some scrap products. This station is constructed to withstand heavy damage both from the hostile environment of an asteroid belt and due to the need to build the station in less secure sectors.

## Scrapyard

The Scrapyard is a station that exclusively processes Scrap Electronics and Scrap Metal. It belongs to the Scrapman faction by default, though the player can take control of it if the NPC faction abandons it. This station purchases 67 Scrap Electronics to manufacture 47 Nanochips and 75 Scrap Metal to make 43 Advanced Alloys. This station has the distinction of being the only station to belong to only one faction in both IP1 and IP2.

In-game description: A place where scrap is turned into something useful.

## Vehicle Plant

The Vehicle Plant is a station that processes Nanochips and Advanced Alloys to manufacture Hoverbikes, a high-value commodity in the game. The Hoverbikes unfortunately do not have any use for the player other than as a commercial product to sell at Trade Stations. This station purchases 9 Advanced Alloys and 10 Nanochips to create 23 Hoverbikes. This is the final station that produces items for trade.

In-game description: The Vehicle Plant is a factory that creates civilian craft such as the Hoverbike**.**

## Equipment Shop

The Equipment Shop is the new version of the previously named M. Outpost. This station provides a wide array of services, chief among them being the ability to purchase all forms of equipment to place on ships, aside from the Refinery-exclusive Mining Laser. This station also provides repair services and allows the player to purchase ships of Fighter or Scout class. This is the first of the stations to come stock with defense components.

In-game description: This station sells a wide variety of ship components and armament.

## Outpost

The Outpost is a station that is moderately armed and defended, and often serves as a faction's first foothold in a sector. It purchases some commodities at a reasonable rate and offers a small selection of ships for purchase. This facility also offers repairs and ammunition at market rates. This station generates 6,142 Cr for 5 Plasma Rifles**,** 6 Organic Rations, and 13 Purified Water each, 6,174 Cr for 4 Impulse, and 6,339 Cr for 7 Pindolan Ale**.**

In-game description: This Outpost is generally constructed in fringe systems and in deep space. It serves as a base of operations as well as a place to repair and re-arm craft.

## Repair Shop

The Repair Shop is a lightly armed station that is typically constructed as a foothold station in sectors where repairs are more likely to be needed. It does not trade in any commodities. This station is also typically constructed by Bandit factions to ensure their ships can stay spaceworthy at a reduced cost. This station provides a steep discount on repair services due to having advanced repair equipment.

In-game description: This station has more sophisticated ship repair facilities than are found elsewhere. Ship repairs at this station are considerably cheaper.

## Satellite

The Satellite is a unique station whose specific purpose is to provide intel within its range to the owning faction. It has a range of about 1.25k units, outside of which it cannot provide intel. It has very light shielding and a very thin hull, and is unable to survive attacks for more than a few moments against even a stock Shuttle-A. It is useful in keeping control of a sector or monitoring hostile areas without risking more valuable assets. Of note is that it, like the Storage Locker, is technically classified as a Fighter, though neither is able to move under its own power.

In-game description: This Small Satellite provides intel to the owning faction. It is typically deployed to provide early warning of hostile ships. The satellite is unarmed with only a small shield for defence.

## Sector HQ

This station is built in a sector in order to claim it. Claiming a sector indicates that a faction has control of the sector. Typically, there can only be one Sector HQ per sector, though testing has discovered some bugs that make it possible to have more than one. Attempts to build a Sector HQ in an already-claimed sector will result in an error message being displayed. This station provides some services such as repairs and re-arming, as well as a limited selection of ships for purchase.

In-game description: This outpost is constructed to claim a sector. It serves as a base of operations as well as a place to repair and re-arm craft.

## Shipyard

The Shipyard is the only station in the game that sells capital ships such as the Creon, Ares, Overlord, and Magnus, as well as the Thunder and Orion class frigates. It has an extremely thick hull and is generally very well-defended. This station provides repair services and the previously mentioned selection of ships.

In-game description: The Shipyard is the only station capable of building the largest ship classes such as the Magnus and Overlord. Due to its strategic importance, this station is typically found in core sectors and often heavily defended.

## Storage Locker

The Storage Locker is a vessel that allows the player to store a fair amount of cargo for a relatively cheap price. It is especially useful if the player is short on funds and cannot afford another ship with comparable cargo space to the Locker. The Storage Locker has a very high hull strength and can be towed behind the player's ship without seriously affecting speed. This "station" is the only other one to be technically classed as a fighter. It cannot move on its own and has no components.

In-game description: These reinforced containers allow the storage of goods and equipment. The locker is heavily armoured and can be tractored to different locations.

## Trade Station

The Trade Station is the ultimate destination for the majority of manufactured goods. These massive stations are generally constructed in sectors with planets, though on occasion a sector with a planet will be found without one. These stations provide a wide array of services, including repairs, sales, re-arming, and equipment outfitting, among other things. This station purchases commodities and sells them for a profit to the owning faction. The goods accepted vary by station.

In-game description: This massive station has a wide-range of facilities and often serves as the headquarters for more powerful factions. The station is often found in planetary orbit and is the final destination for produced goods.

## Light & Medium Weapons Platforms

The Weapons Platforms are small turrets that automatically target and attack property that is hostile to the owning faction. The LWP is weaker and less-protected than the MWP. Both are used to protect the assets of the owning faction, and it is rare to see either away from a major station. A notable exception is Al-Ghat's usage of two platforms at the mouth of the Galene system.

In-game descriptions:

* LWP: A weapons platform for defence against lightly armoured vessels.
* MWP: A more powerful weapons platform which can support larger turrets. This is constructed where higher defensive power is needed.