Stations

### Shipyards

Under all ordinary circumstances, shipyards are required to construct new vessels.

### Trade stations

Trade stations are similar to shipyards in placement, although they cannot build ships themselves. Trade stations serve to buff shipyard production rates. Think of them as how speed modules buff assemblers.

### Jumpgates

*Jumpgates provide consistent and quick travel between earth and its fleet systems, with earth itself being the transit point, hosting 11 gates in total. These gates are paired with a similar structure on the other end, and to transit vessels must have an active link.*

## Rules Used

### Foward Operating Bases

Once a single faction is present on a tile, an FOB can be built. Only one FOB can exist per tile, and a FOB cannot be built in the same tile as an HQ. FOBs take one episode to build. Forward operating bases cannot move. They are stationary, and cannot rotate to take advantage of weapons placements. FOB armaments are limited to what turrets are available to heavy cruisers, and also share their armored core. Non-turret weapons, however, are forbidden. FOBs have a max block count of 5,500. Antenna range is 50 km. FOBs must be placed no fewer than 2000 meters from other stations on their respective tile. FOBs may not be placed near asteroids. Mechanics: FOBs, as aforementioned, are required to claim tiles. Once an FOB is constructed, it may repair squadrons if it is not engaged with enemies. Repairs are immediate. Repairs may be given to squadrons of another faction at the FOB faction's discretion. FOBs also serve a secondary function; they increase the total squadrons a faction is allowed to deploy at once. Each FOB adds one squadron to the faction's total, although using this squadron is not mandatory. FOBs, themselves, may repair once no enemy squadrons are present on their tile for at least one turn. A FOB, and any friendly squadrons within its tile, repair instantly that turn. If an FOB faces assaults for several turns without pause, it cannot repair. Friendly squadrons within the tile may repair, however.

FOBs possess four key subsystems:

* Airtight room with air supply
* Reactor
* One remote control block
* One programmable block.

If three of these are disabled or destroyed, the FOB is considered destroyed. It may continue to fight during the battle, but once the battle concludes, the FOB is lost.

### Shipyards

Shipyards can only build one ship at a time, and shipyards cannot be combined for increased productivity. Shipyards are limited to turrets allotted to destroyers, and may not use fixed weapons. Shipyards have a max block count of 5,500. Antenna range is 50 km. A forward operating base (FOB) must be constructed within the tile before a shipyard can be built. Shipyards can only be constructed within shipyard tiles. Currently, the only shipyard tiles are 2Y, 2A, and 3C. Faction players do not actually build ships physically. Rather, after a set duration of time, the ship is added to the faction's reserve, or a selected squadron, and is immediately available for use. This follows the series' D&D-esque system. Shipyards must be placed no fewer than 2000 meters from other stations on their respective tile. Shipyards may not be placed near asteroids.

**Mechanics:** If a ship is constructed at a shipyard, it takes one episode to deploy; deployment is not instant. This excludes Frigates, which may deploy immediately. A freshly-built ship can be assigned to an existing squadron, or to a new one, should the faction be able to create another squadron. If a tile between a squadron and a shipyard is under enemy control, and no other route is available, a ship newly built at that shipyard cannot join said squadron. Construction time is based on episodes of Outlands; every episode released is considered one unit of construction time. For example, building a destroyer takes one episode, light cruiser takes three episodes, and two frigates can be built per episode. If a shipyard is destroyed, all vessels being built by that shipyard are lost; their build times are not preserved.

### Trade Stations

Trade stations cannot be built ordinarily. The only tiles trade stations can be built directly are 2Z, 1B, and 3B. Other trade stations can only be built via talents or events. An intact forward operating base (FOB) must be present on a tile before a trade station can be built. Trade stations take one episode to build.

Defensive armaments are limited to 20 hardpoints, and only light weapons may be used. Trade stations have a max block count of 5,500. Antenna range is 50 km.

Trade stations must be placed no fewer than 2000 meters from other stations on their respective tile. Trade stations may not be placed near asteroids.

**Mechanics:** Every trade station controlled by a faction grants +0.5 build rate to a designated shipyard. One trade station will give +0.5, two will give +1, five give +2.5, so on. This adds to a shipyard's existing build rate, which is always 1.

For example, a heavy cruiser takes six episodes to build. However, if the faction building it controls one trade station, the shipyard will have +0.5 to its build power, for a total of 1.5. This means the heavy cruiser will be built in 6 / 1.5 episodes, or 4 episodes.

A trade station can only buff one shipyard at a time. However, there is no limit on how many trade stations can buff said shipyard.

## Faction Stations

### EFN

*Ironheart Space Station**Eion-class Jumpgate*
* MAC Platform
* Supply Depot v3
* Lunar Base Serenity

### CDF

* Remingtion\_Shipyards
* IMDC Trade Station-Modification
* CDF-FOB Leviathan
* CDF FOB-Pioneer - Gen.1
* CDF FOB-Pioneer - Gen.2
* CDF FOB-Pioneer - Gen.3
* Malta-Class Starbase

### 11th

*Wolf System Jumpgate**Farside Station*
* MAC Platform
* IMDC Station Defense Platform
* Radome Tower
* IMDC Station 4267
* Leviathan Starbase
* Colony Towers
* Heavy Ship Assembly Array (Vanilla)
* Lunar Base Serenity
* Apoapsis Shipyards