To begin constructing Shipyards, it costs 30,000,000 credits and takes three turns to get the “permit”. It permits the construction of three tiers of shipyards, each handling a different scale of capital vessel. Larger vessels require larger shipyards and may not be built at smaller facilities.
Hull Material: Each ship lists a "hull material per turn" cost. The player chooses what material to feed the shipyard. Titanium, Durasteel, Quadanium Steel, Beskar, or any other suitable substance. Choice affects combat performance proportional to the material's properties.
Capital-grade structural reinforcement: Vessels of 700m or larger require Trimantium per turn for carbon-Trimantium structural reinforcement. This is not optional, capital-scale hulls require this reinforcement to maintain integrity.
Weapons gas: Cruiser-class and larger vessels consume weapons gas per turn for their turbolaser batteries and primary weapons systems. This can be Tibanna, Spinsealed Tibanna, Maser, or something else.
Hyperdrives: Each ship requires a specified number of hyperdrives drawn from the faction's stockpile (produced at the Hyperdrive Foundry in the Fabrication District). The Class of each hyperdrive is typically the one as standard listing, though players can choose to alter it if they so wish.
Coaxium: Capital ships consume Coaxium throughout construction as hypermatter reactor catalyst and hyperdrive fuel.
Each shipyard has a base operating cost per turn paid whether or not it is producing. When a ship is under construction, the per-turn unit cost is added on top.
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The Space Stations District costs 25,000,000 credits and takes three turns to construct. It permits the construction of a single Cardan-class space station in orbit of the planet. The station may be upgraded through tech tiers to higher Mark classes as the faction's technology advances.
Each Cardan station provides a fixed defensive garrison of ships (that arrive via hyperspace) and starfighters that may only be used to defend the system the station is in.
A planet may host one Cardan-class station per Space Stations District. Multiple districts may be constructed on a single planet, subject to the planet's Diplomacy soft-cap, though typically only major worlds host more than one station.
If a Cardan station is destroyed, its garrison is lost. Garrison ships cannot be deployed offensively or relocated to other systems. They exist solely to defend the system in which the station is stationed.
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The Fabrication District costs 18,000,000 credits and takes two turns to construct. It permits the construction of plants that produce mobile military units: Starfighters and ground vehicles, and misc items.
Each plant produces one unit type per turn, drawing from those unlocked at the planet's current Fabrication tech tier. The plant's configuration may be changed at the start of any turn at no cost.
Hull Material: Each unit lists a "hull material per turn" cost. The player chooses what material to feed the plant, be it Steel, Titanium, Durasteel, Quadanium Steel, Beskar, or any other suitable substance. The choice affects the unit's combat performance proportional to the material's properties; the system itself does not restrict what may be used.
Hyperdrives: Units canonically equipped with hyperdrives consume 1 hyperdrive per unit produced, drawn from the faction's hyperdrive stockpile or directly transported to the planet (produced at the Hyperdrive Foundry). The class of hyperdrive used is the player's choice and affects the unit's hyperspace performance.
Each plant has a base operating cost per turn paid whether or not it is producing. When configured to build a unit, the listed unit costs are added on top.
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The Military Orbital Construction Permit costs 25,000,000 credits and takes two turns to construct.
It permits the construction of military orbital infrastructure: orbital weapons platforms, defence stations, mass driver platforms, sensor and tracking arrays, anti-orbital fire control, and other military space-based installations.
Buildings constructed under this permit project military force from orbit and provide capital-grade orbital firepower in defence of the planet.
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The Planetary Defence Grid costs 20,000,000 credits and takes two turns to construct.
It permits the construction of a single defensive installation per district. The type of installation determines its function: shield generator, anti-orbital cannon, sensor array, or other defensive infrastructure.
A faction may construct multiple Planetary Defence Grid districts on a single planet, each housing one installation, thus it is subject to the planet’s resource count.
(Not fully complete until PvP system done)
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The Military Administration District costs 30,000,000 credits and takes three turns to construct.
It establishes the foundational infrastructure for military presence on a planet: basic perimeter security, utilities, baseline command framework, and basic admin offices.
The district itself houses no formation on its own; Housing, Support, and Intelligence Modules constructed within it determine what specific function it serves.
A faction may construct any combination of modules within a district, with all modules counting as individual buildings under the planet's Diplomacy soft-cap.
A faction may also construct multiple Military Administration Districts on a single planet if needed, subject to Resource constraint.
(Takes shape of 41st Bastion Base in aesthetics only, awaiting PvP system rework)
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