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StarCitizen:Base building

From SAS Gaming Wiki
Revision as of 15:18, 24 March 2026 by imported>Karinoir (Industry)
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File:Base building concept art 3.jpg

Base building is an intended feature in StarCitizen:Star Citizen, where StarCitizen:players will be able to build and own different structures, ranging from small homes to warehouses or communal buildings. Homesteads can be built inside or outside of a StarCitizen:Land Claim, but those built outside a Land Claim will forfeit property rights or protection by StarCitizen:United Empire of Earth (UEE) and local law enforcement agencies<ref name="CC53">2953: Destination Adventure on YouTube</ref><ref name="CC54CH">Template:Cite RSI on YouTube</ref><ref name="SCLQAC">Template:Cite RSI on YouTube</ref>.

Structures

File:Grav-cart.png
The Grav-Cart is used for building small structures.

Players can build structures on their lands employing a variety of devices like [[StarCitizen::Category:Construction vehicles|construction vehicles]]<ref name="CC53" />, the StarCitizen:Grav-Cart or the StarCitizen:Construction Hub<ref name="CC54CH" />, ranging from the Surveyor to the StarCitizen:Pioneer. The vehicle employed will determine which structures (Small, Medium, Large, Extra-large) can be build.

Construction devices initially allow players to claim land.

Building process

File:Base building structure creation select concept.png
Building selection mode.

When deployed, the construction device spawns at least two drones. The survey drone provides an overview of the surrounding area using augmented reality to analyze the terrain. Once a suitable location has been selected, the player enters building creation mode, which allows him to choose the type of structure to construct and position it correctly.<ref name="CC54CH" />

Building a structure requires a  supply of specific resources, similar to the crafting system. Higher-quality materials result in a better-quality structure.

File:Base building structure creation build concept.png
Small habs building requierements.

Once the building process has begun, the construction drones take off from their devicess, gather nearby resources and build the structure in real time. They repeatedly refill their internal storage as needed until the project is complete. The construction site must remain supplied with resources to avoid delays or interruptions. Build times can range from several hours for smaller structures to days, weeks, or even months depending on its scale. Having multiple construction drones allows several buildings to be constructed simultaneously. Large drones can build small structures faster.<ref name=":0">CitizenCon 2954: Captains of Industry</ref>

Drones continue working even if the player is AFK or offline. If they cannot return to their home ship after completing their task, they will self-destruct and must be repaired or replaced. It is not possible to interfere with or land on a construction site while building is in progress.<ref name="SCLQAC" />

Terrain

Terrain selection is essential when choosing where to build a structure. The survey drone provides a detailed view of the area, indicating whether the construction zone is restricted or not, and whether the terrain is sufficiently flat for building.<ref name="CC54CH" />

It also allows players to detect underground resource deposits, including their quantity and quality, as well as whether they are gaseous, liquid, or solid.

For solving the problem of the terrain, player can set foundations tiles. Foundations are a simple type of structure that can extend from very large structures such as hangar bays and which smaller structures such as freight elevators can be built upon. Foundations also permit the usage of decal placement, which can be useful for such things as denoting where vehicles should land or park on the foundation.

Some buildings do light terrain change, like to match stairs to terrain.

There is exclusion zone around your plot so no one can buy/build to box you in.<ref name="SCLQAC" />

Natural reserves prohibit base construction, as do areas located near major cities.

Power supply

File:Base building ressource management concept.png
A generator can power several buildings.

Each structure has either a powered or unpowered state, making energy essential for the operation of a base.<ref name="CC54CH" />

Energy is required to make the interior atmosphere breathable, power lighting systems, operate doors, and enable all building-specific functionalities, particularly for crafting and resource production facilities. It is therefore a critical component of base functionality.

Generators are the structures responsible for producing energy. There are several types of energy generators: geothermal, solar, fusion. They can be connected to buildings through a resource management system, allowing players to monitor consumption, needs, and potential shortages. However, these systems require regular maintenance, including replacing fuses, managing resource flows, and performing general upkeep to prevent interruptions.<ref name="CC54CH" />

Statistics and upgrades

Structures can be upgraded from tier 1 to tier 3. Better materials allow for better upgrades. Building upgrades improve the building's statistics.<ref name="CC54CH" />

Here are the main statistics of a typical building :

  • integrity
  • wear resistance
  • Power requierement
  • water requierement
  • signature
  • StarCitizen:hacking level

Decorations

File:Decorative augmented reality mode.png
Decorative augmented reality mode.

Players can furnish their spaces with [[StarCitizen::Category:Furniture|furniture]], machines, and decorative items.

With the decorative augmented reality mode, objects are handled as holograms, making it easier to place them even in tight spaces. It is also possible to lock items in place to prevent other players from moving them, allowing for the creation of various environments such as hospitals, workshops, or luxurious living spaces.<ref name="CC54CH" />

Players can apply different colors and skins to their structures, for visual identity. Some skins can be obtained in-game, unlocked through progression, or tied to specific activities.<ref name="SCLQAC" />

In addition to colors, custom markings such as organization names or symbols can be added. Buildings can also feature different architectural styles.

Industry

File:Large solid extractor.png
Large solid extractor.

Players can install different types of extractors to harvest underground resources (solid, liquid, gaseous, or biological). Extractors degrade over time with use, requiring StarCitizen:fuse replacement and structural repairs using crafting materials, as well as a continuous power supply.

The raw resources collected can be processed into refined materials using refineries. There are three types of refineries: solid, liquid, and gaseous. A terminal allows players to select which StarCitizen:blueprint to use and which refining method to apply.

It is also possible to build StarCitizen:crafting facilities to construct vehicles and StarCitizen:ships, ranging from small to large sizes.<ref name="CC54CH" />

The StarCitizen:pioneer is a vehicle capable of StarCitizen:crafting and resource extraction.<ref name=":0" />

Storage

Storage can be managed using freight elevators. These can be connected together to form an interconnected freight elevator network, allowing a shared inventory across multiple points of the base. There is a maximum connection distance between two elevators.<ref name="CC54CH" />

It is also possible to build hangars of different sizes to store StarCitizen:ships.

Storage can also be shared with other players.

Protection

File:Defensive structures "New Manchester".png
Defensive structures consisting of walls and turrets.

Base can be located in High Security, Low Security and No Security areas. High Security areas are located in UEE controlled territory. Low Security areas are located in an area controlled by an independent [[StarCitizen::Category:Companies|corporation]], [[StarCitizen::Category:Outlaw organizations|gang]] or faction. No Security areas are unprotected. Base located in High and Low Security areas are subjected to taxes and/or fees, whereas those in lawless areas require no official fees or taxes<ref name="CC53" />. It is possible to grant other players or organizations access to your base. Authorized players can build within the land claim area and share storage. Players can also set their spawn point there.

Planetary shields make bases completely invulnerable, even from the outside of the shield.

Players can also set up their own defenses. These include perimeter walls, StarCitizen:shields that prevent aerial bombardment, and a range of automated turrets (such as PDTs) capable of shooting down missiles, with anti-air, anti-vehicle, and anti-personnel systems.<ref name="CC54CH" />

Attacks are only allowed on shards where the player is connected. If the player is offline, the building remains as a visitable and functional replica, but cannot be attacked.<ref name="SCLQAC" />

In lawless areas, bases can be attacked even while the player is offline, which makes automated defenses and camouflage especially important.<ref name="SCLQAC" />

High Security Low Security No Security
Land Claim Land Claim No Land Claim
Full protection Low protection No protection
High taxes and fees Low taxes or fees No taxes or fees
Low risk, low reward Medium risk, medium reward High risk, high reward

Insurance

Structures built inside a proper registered land claim will be able to be insured.<ref name="QALicense02">Template:Cite RSI</ref>

Shop

It is possible to create a terminal with a list of StarCitizen:items for sale link to the freight elevator. Stores can also be in the form of objects directly on display. Shops can be visited even if the player is offline.

Structure overview

Structure Available styles Submodule Cost (UEC) Purpose
Big Warehouse Colonial Increases the quantity of raw ore, refined materials, organic products, and supplies that may be held at the outpost at a given time
Communal building Colonial Provides common facilities and services for organizations and dwellers
Communication tower Colonial
[[StarCitizen::Category:Fabricators|Fabricator]] Colonial Enables the production of StarCitizen:Items, [[StarCitizen::Category:Furniture|furniture]], structures and [[StarCitizen::Category:Vehicles|vehicles]]
StarCitizen:Habitation Module Colonial Enables authorized users to respawn at that location
Armory Small arms storage locker, intended to ensure that any defenders of the establishment have sufficient firepower on hand to repel intruders
Cooling station A 4 m x 5 m addon intended to help cool server racks for data storage and processing.
Garage, small An addon used to store, services and repair vehicles. Capable to hold at least an StarCitizen:Ursa Rover.<ref name="ISC210225">Star Citizen: On the Gun, Off the Trolley - Winter 2021 2024-02-06 on YouTube</ref>
Liquid silo array Colonial Structure able to store liquid materials in great quantities.
Material silos Colonial Structure able to store solid granular materials in great quantities.
Planetary Scanner Colonial
Power plant Colonial A 6 m x 13 m standalone structure that generates power through the use of fuel.
Refinery Colonial Production facility composed of a group of chemical engineering unit processes and unit operations refining raw StarCitizen:ore into refined materials.
Small home Colonial Consists of a central hub and a few optional internal and external modules. They provide the basic necessities to support a small group of people for an indefinite amount of time.
Warehouse Colonial Increases the quantity of raw ore, refined materials, organic products, and supplies that may be held at the outpost at a given time

See also

Gallery

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References

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