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354

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Socializing is an acquired skill
(Posted by Noctis on Year 27 Day 244)
Year 27 Day 244, 9:55 Noctis banned player Dante Erinith providing the following reason: Harassment You don't have to like everyon...
[more]

Dollarydoos
(Posted by Noctis on Year 27 Day 236)
Year 27 Day 236, 13:03 Strike 1 Issued to Gavin Lineker for attempting to purchase assets with RL money.   General reminder, do n...
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Random asim gets trapped in fridge and eats two multis to survive!
(Posted by Chupacabra on Year 26 Day 123)
Year 26 Day 123, 1:29 Chupacabra banned player Kesabey Homes providing the following reason: Multi Ban   Year 26 Day 123, 1:28...
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Community News

The Quest Team Has a New Boss (Please Send Help)
(Posted by Vu K`iz on Year 27 Day 321)
Following a handover agreed with Eli Descartes, I have taken on the role of head of the Quest Team. I would like to thank Eli for ...
[more]

Super Capital Stat Adjustment + Generic Super Capital
(Posted by Falcon on Year 27 Day 228)
Y27 D229 Falcon Edit: Super Capitals now require governments to be assigned to the shipyards producing them.  Y27 D230 Redjon Edit...
[more]

Rules Team update!
(Posted by Falcon on Year 27 Day 203)
Good evening! Dex Sehrin is no longer the Rules Team Director. Please congratulate Redjon Mirrabel and Thrall Lothbrok on their pr...
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Technical News

In the spirit of GIVING, we are GIVING* you all a free skill reset (plus ways to earn them)
(Posted by Falcon on Year 27 Day 347)
Good afternoon everyone, After careful consideration, and in recognition of the pace development has taken over the last few years...
[more]

Capital Combat? That would be Super inconvenient
(Posted by Thrall Lothbrok on Year 27 Day 346)
As part of our ongoing balance changes and combat releases, we are updating Super Capitals once more and releasing them into showdo...
[more]

Sync Report Y27 D346
(Posted by Clarr Solo on Year 27 Day 346)
- Force UI has had more updates - The Ground Prospecting Time Equation has been updated (rules). - Skill distribution page has been...
[more]

Good afternoon everyone,

After careful consideration, and in recognition of the pace development has taken over the last few years, we are changing some of our approaches to how skills are treated:

First, we are giving a Full Skill Reset to all players for a limited period of time. 

We know nobody asked for this, and certainly no one will use it, but we are at a point in the game where it is fair and warranted.

Additionally, we are implementing a new respec mechanic.

We put significant effort into building out a feature that will respec-t the RPG feel SWC has enjoyed for so many years while also allowing players to allow their characters to grow with them (and as development continues to change the game around them).

From now on, skills previously assigned can be altered over time and/or via gameplay.

 

Full Skill Reset

This reset will be available from Year 27 Day 347 (today) through Year 28 Day 67 (January 31st at approximately 07:00 UTC/00:00 CGT).

This skill reset will allow you to redo all of your original priority templates, assign them in whatever order you wish, and then assign skills as though you were starting a new character. Once you have, all of your earned skill points from levelling up will be available to spend once again.

You can access this skill reset from your Character page. 

This is likely the last full skill reset, the respec mechanic we are introducing will act as a replacement going forward.

... Which brings us to:

 

Respec Points

Respec Points (RP) are a new mechanic that characters will begin to accumulate starting today. Characters will earn 1 RP every month and 1 RP every time they level up.

1 RP is used to refund 1 spent skill point (SP) (i.e., 11 RP will allow a player to reset one of their character's skills from level 5 to level 0). RP will accumulate until a player has 25 RP. This will be a hard cap. In place of full resets, the RP mechanic will alllow players to gradually reassign their skills going forward.

All characters will begin with 0 RP regardless of current level or time played.

RP cannot be used to change the initial priorities used at character creation; we recommend players pick those carefully using the Global Skill Reset.

Additionally, RP will NOT be refunded if spent incorrectly, or if you change your mind (just like how SP is not refunded or reset currently).

*quack

 

As always, if you have any issues, please submit a support ticket, and as always, don't forget to thank our Lord and Savior, Noctis for this wonderful change.

Supes edit: wait so can I have a reset becau--

 
(Edited by Erek on Year 27 Day 347)

As part of our ongoing balance changes and combat releases, we are updating Super Capitals once more and releasing them into showdowns for further testing. 

We’re comfortable with the niche they will find and the level of strength they possess, and, as always, will be listening to community feedback both through the official SWC Discord feedback channel and this forum thread here. 

Once you’ve given them a try, please do share your thoughts, concerns, and feedback.

In addition, this post serves as our official warning that super capitals will be enabled in no less than 30 days.

 

Change Log:

Behemoth
Weapons

Turbolaser Battery: 72

Omni: 22 → 0, 

Port 60: 10 → 22, 

Starboard 60: 10 → 22, 

Front 120: 30 → 28

 

Proton Torpedo Launchers: 200

Omni: 50, → 0 

Port 60: 25 → 50, 

Starboard 60: 25 → 50, 

Front 120: 100 → 100

 

Ion Batteries: 100

Omni: 20, 

Port 60: 10 → 25, 

Starboard 60: 10 → 25, 

Front 120: 60 → 30

 

Executor
Weapons

Turbolaser Battery: 80

Omni: 20 → 0

Port 60: 15 → 24

Starboard 60: 15 → 24

Front 120: 30 → 32

 

Proton Torpedo Launchers: 200

Omni: 50 → 0

Port 60: 25 → 50

Starboard 60: 25 → 50

Front 120: 100 → 100

 

Ion Batteries: 100

Omni: 20

Port 60: 10 → 25

Starboard 60: 10 → 25

Front 120: 60 → 30

 

Defenses

Armour: 105 → 110

 

Home One

Weapons

Turbolaser Battery: 70 → 74

Omni: 20 → 0

Port 60: 10 → 22

Starboard 60: 10 → 22

Front 120: 30 

 

Proton Torpedo Launchers: 150 → 100

Omni: 30 → 50

Port 60: 10 → 15

Starboard 60: 10 → 15

Front 120: 100 → 20

 

Ion Batteries: 250 → 200

Omni: 100 → 60

Port 60: 25 → 40

Starboard 60: 25 → 40

Front 120: 100 → 60

 

Defenses

Hull: 30,000 → 32,500

Total Deflectors: 40,000 → 45,000

Armour: 100 → 110

 
Posted by Clarr Solo on Year 27 Day 346 18:47

- Force UI has had more updates
- The Ground Prospecting Time Equation has been updated (rules).
- Skill distribution page has been updated. You now assign multiple points at once.
- The skill category priorities check during skill assignment has been changed to allow any valid combination of category priorities. Previously it only allowed the exact priority set during character creation.
- Labour droids can now work repair actions.
- You can now cancel droid repair actions.
- Fixed an issue with Field repair allowing workers already performing another action.
- Fixed a number of position pages with redirect-after-post issues.
- Added a toggle for asteroid miner repeating.

 
Posted by Clarr Solo on Year 27 Day 342 19:44

The Force

- The Force has had a user interface update, with a new targeting screen and new tab based interface. 
- Fixed Force XP needed for next level being calculated incorrectly at Force Level 1.
- Fixed powers with no tooltip breaking the skills page.
- Better error messages for upgrading powers, holocron activation and meditation.
- Apprentice invitations now expire after 7 days.
- Can no longer perform Force Tests with detection 0.

Changes

- New Infotext inventory faction privilege. Has been granted to players with existing "Assign" privilege.
- IFF Importer. You can now import IFF Lists using CSV.
- IFF page has been updated to let you view subfactions without changing primary faction.

Bugs

- Fixed an issue with duplicate tag names causing errors. Existing duplicate tags have been merged, and creating duplicate tag names are now rejected earlier.
- Improved error messages on the combat results poller page.
- Fixed an issue where the medical item heal action from ground scanner could be reloaded.
- Fixed a input validation issue with cybernetic surgery.
- Fixed an issue with IFF checks and hidden subfactions.

 
Posted by Clarr Solo on Year 27 Day 335 0:21

Updates:

- Droid workers: Labour Droids can now be used in both construction and production. 
- Asteroid names: Deep-space asteroid fields and planetoids now use Aurebesh letter names instead of Greek letters. Existing names have been changed to match.
- Recycling: The recycling page performance is improved and UX has been updated.
- Material loading: The material loading page has been updated.
- Inventory: Added new filters for assigned datacards.
- Performance: The events notifier and the transaction log load faster.

Bugs:

- Fixed several bugs with unconscious characters. Blocked from managing items, using vendors, deploying, changing their party and talking to NPCs. Can no longer wake up during a cybernetic surgery.
- Equipped cybernetics can no longer be packed into crates, and NPCs with cybernetics no longer skip dropping loot.
- Shields at zero strength no longer block ascend/descend travel.
- Fixed a bug where combat and remote training were not blocked.
- Garrison loiter timers now follow the showdown combat timer scale.
- Alliance faction priorities now renumber correctly.
- Alazhi Refining now refunds planetary taxes correctly.
- Weight and volume bars now show matching units when empty.
- "Makeover to Subfaction" can now use selected entities checkboxes as a filter.
- Fixed a html encoding display problem on the weapons targeting screen.
- Fixed crashes and errors in: splitting materials using comma-separated numbers, inventory crewlist, cross-terrain travel, NPC cargo, the equipment screen, the XML scanner list for unowned planets, and forum search.

 

Yeah the guy that said that was right. We've enabled capture of player owned droids. Go nuts.

 
Posted by Vu K`iz on Year 27 Day 321 20:02

Following a handover agreed with Eli Descartes, I have taken on the role of head of the Quest Team.

I would like to thank Eli for his leadership of the Quest Team and for his support during the transition. Under his direction, players across the galaxy enjoyed many memorable adventures.

He leaves behind a well-run team and a solid foundation on which to build, and his time and dedication are greatly appreciated. I am grateful for the opportunity to continue that work.

The Quest Team is recruiting. Those interested in helping to build quests who are able to write a basic Lisp script are invited to view the recruitment thread.

Thank you once again to Eli. We look forward to bringing further adventures to the galaxy.

 
Posted by Clarr Solo on Year 27 Day 319 19:05

Equipment and Party screens:

- Equipment and party screen rework. Subactions now load in dialogs.
- Both screens now have some basic filters available in the top bar.
- Bulk move and load into entity now show more detailed screens and you can move more items, including equipped ones.
- Some missing item permission checks were added.


Bugs:

- New station drop shadow toggle look-and-feel setting.
- Several Force bugs fixed.
- Bounty hunter rescue targets no longer flee when attacked after being rescued.
- Ground showdowns now send better events, including when they start.
- Fix issue with Garrison squads being undocked while rearming.
- Fixed Pause/Resume/Abort production via inventory on stations and added aborting retooling.
- Added new Disband Subfactions faction privilege.

 
Posted by Clarr Solo on Year 27 Day 312 13:55

- Bounty Hunting Rescue Target now has armour, and the target weighting has been reduced slightly. (Armour for newly spawned targets only).
- Fixed bacta refill selection for bacta tanks. (From last sync).
- NPC Cargo Transport cost equation reduction due to Station RMP changes.
- Field Repair: Event text was generated incorrectly, and sometimes did not count generators correctly.
- Combat reports now have a share-without-location link. (New reports only).
- Fixed a lot of actions missing handlers for Unpowered/Disabled/Destroyed hooks (including NPC Cargo).
- Fixed inconsistent vision line of sight checks in ground combat.
- All tooltips have been updated to use tippy. RIP overlib.js Y3 - Y27.
- Maps now have a dynamic settings option, cog in bottom left.
- Maps have a sensor fog outline option.
- Fix misaligned overlay image in responsive cockpit.
- Space combat rules modifiers now show more decimal places.
- Vision rules have been updated.
- Added better error messages when infotext is too long.
- Fix inconsistent blank city names output.
- LISP: New "request-credits" call is available to request a credit transfer. Available from player scripts.
- WS: Can now accept direct JSON body.
- WS: New batch update Inventory/Entities/Property endpoint.

 
Posted by Clarr Solo on Year 27 Day 307 16:43

- Fixed an issue where stations were attackable in PvP systems. 

Other changes:
- Updated look and feel of scanners and paths to add contrast with light backgrounds. You can toggle these changes on the look and feel page.
- Fixed an issue on the target screen, where a range-0 combat heading overwrote later bearings.
- When both sides are on the same square, combat is now always head-on (this was always the case, just mentioning it again).
- The deathmatch and grudge match has been refactored.
- Fixed an issue with quests that are stuck in "Reward Ready".
- Bulk item and party movement is only blocked by locked doors on the actual path between the two rooms.
- Bacta tanks now look for nearby bacta refills. (This one will have to wait for next hotfix.)

 

 
Posted by Clarr Solo on Year 27 Day 305 19:33

- Custom Image and custom image sharing UI has been rebuilt.

- We made some backend changes to how the inventory is rendered. The summary page now has a layer of caching applied.

- The combat equations have been modified to remove one modifier (the target type modifier). This modifier has been rolled into the class modifier.

- Fixed an issue where space garrisons got stuck returning.
- Fixed an issue with hostile AI pathing getting stuck.
- Fixed an issue with galaxy map search.
- Fixed an issue with guard post deletion order.
- Fixed bug with hyperspace stasis exiting.

- Shield arcs, station armour added to WS.

 
(Edited by Clarr Solo on Year 27 Day 305)
Posted by Thrall Lothbrok on Year 27 Day 299 15:29

As part of the upcoming Station Combat implementation, we are releasing our first balance pass for all stations. All of the changes are listed in the change log below, modifiers can be found here. Station Combat is currently available in Showdowns only, a feedback thread for Station Combat balance can be found here. The Rules team will also be monitoring the Feedback channel on discord.

The Rules team will also be running some admin showdowns in the near future, these will not be tournaments but will have XP enabled. More information regarding this showdowns will be posted in the Showdown Discord Server

And finally a big thank you to all the rules team members responsible for this update but a big thank you to Dak and Lyle!

CHANGE LOG:

Asteroid Hideout:

Cargo Capacity

Weight Cap: 79,824 → 6,240 T

Volume Cap: 8,920 → 79,824 m³

Weapons

Turbolaser Battery: 0 → 3

(Omni: 1, Front 90: 1, Rear 90: 1)

Turbolasers: 0 → 16

(Omni: 4, Front 90: 4, Port 90: 2, Starboard 90: 2, Rear 90: 4)

Proton Torpedo Launchers: 0 → 4

(Omni: 4)

Concussion Missile Launchers: 2 → 10

(Omni: 4, Front 90: 2, Port 90: 1, Starboard 90: 1, Rear 90: 2)

Quad Lasers: 2 → 15

(Omni: 5, Front 90: 3, Port 90: 2, Starboard 90: 2, Rear 90: 3)

Defenses

Hull: 12,000 → 14,500

Deflectors: 1,250 → 20,000

Ionic Capacity: 1,8000 → 10,800

Armour: 60 → 190

Ataturk-class Station:

Dimensions

Volume: 301,785 → 1,641,233 m³

Cargo Capacity

Weight Cap: 239,472 → 45,000 T

Volume Cap: 22,350 → 700,000 m³

Weapons

Concussion Missile Launchers: 3 → 50

(Omni: 10, Front 90: 20, Rear 90: 20)

Quad Lasers: 30 → 64

(Front 90: 20, Port 90: 12, Starboard 90: 12, Rear 90: 20)

Defenses

Hull: 7,350 → 16,800

Total Deflectors: 5,389 → 10,800

Ionic Capacity: 3,305 → 12,300

Armour: 75 → 185

Electronics

Sensors: 8 → 12

Garrison

Slots: 36 → 48

Squads: 3 → 4

Depot 1
Dimensions

Length: 220 → 375 m

Weapons

Quad Lasers: 0 → 6

Defenses

Hull: 1,400 → 12,000

Total Deflectors: 1,100 → 8,000

Ionic Capacity: 750 → 6,400

Armour: 40 → 160

Depot II

Dimensions

Weight: 17,506,933 T

Volume: 1,543,346 m³

Length: 221 → 625 m

Weapons

Quad Lasers: 0 → 10

(Omni: 6, Front 90: 2, Rear 90: 2)

Defenses

Hull: 2,800 → 15,500

Total Deflectors: 2,200 → 10,000

Ionic Capacity: 1,500 → 10,000

Armour: 40 → 165

Depot III

Dimensions

Weight: 26,921,720 T

Volume: 2,391,297 m³

Length: 222 → 1,125 m

Weapons

Quad Lasers: 0 → 14

(Omni: 6, Front 90: 4, Rear 90: 4)

Defenses

Hull: 4,200 → 18,000

Total Deflectors: 3,301 → 12,000

Ionic Capacity: 2,250 → 13,500

Armour: 40 → 170

Depot IV

Dimensions

Length: 223 → 1,500 m

Weapons

Quad Lasers: 0 → 16

(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)

Defenses

Hull: 5,600 → 22,000

Total Deflectors: 4,403 → 16,000

Ionic Capacity: 3,000 → 15,000

Armour: 40 → 175

Garrison

Slots: 0 → 12 

Squads: 0 → 1

Golan I

Weapons

Turbolaser Battery: 28 → 26

(Omni: 6, Front 90: 6, Port 90: 4, Starboard 90: 4, Rear 90: 6)

Turbolasers: 0 → 40

(Omni: 12, Front 90: 8, Port 90: 6, Starboard 90: 6, Rear 90: 8)

Ion Batteries: 0 → 24

(Omni: 12, Front 90: 4, Port 90: 2, Starboard 90: 2, Rear 90: 4)

Defenses

Hull: 22,500 → 26,500

Ionic Capacity: 10,125 → 20,000

Armour: 80 → 195

Electronics

Sensors: 8 → 16

Garrison

Slots: 24 → 36

Squads: 2 → 3

Golan II

Weapons

Super Heavy Mass Driver: 0 → 12

(Omni: 2, Front 90: 3, Port 90: 2, Starboard 90: 2, Rear 90: 3)

Turbolaser Battery: 35 → 48

(Omni: 12, Front 90: 12, Port 90: 6, Starboard 90: 6, Rear 90: 12)

Proton Torpedo Launchers: 10 → 28

(Omni: 12, Front 90: 6, Port 90: 2, Starboard 90: 2, Rear 90: 6)

Ion Batteries: 0 → 48

(Omni: 12, Front 90: 12, Port 90: 6, Starboard 90: 6, Rear 90: 12)

Defenses

Hull: 30,000 → 32,500

Total Deflectors: 20,000 → 22,500

Ionic Capacity: 13,500 → 24,000

Armour: 90 → 200

Hospital Platform XQ-2

Dimensions

Weight: 48,245 → 97,149 T

Volume: 185,188 → 424,227 m³

Length: 250 → 936 m

Cargo Capacity

Volume Cap: 9,000 → 100,000 m³

Weapons

Turbolaser Battery: 0 → 3

Turbolasers: 3 → 24

Ion Batteries: 0 → 8

Quad Lasers: 0 → 6

Heavy Lasers: 6 → 0 

Tractor Beams: 0 → 1

Defenses

Hull: 6,000 → 18,500

Total Deflectors: 5,197 → 12,000

Ionic Capacity: 2,700 → 14,500

Armour: 45 → 190

Luxury Space Colony

Defenses

Hull: 1,300 → 9,860

Deflectors: 703 → 1,200

Ionic Capacity: 585 → 2,800

Armour: 35 → 100

Medical Factory Station

Weapons

Quad Lasers: 0 → 6

Defenses

Hull: 2,600 → 15,500

Total Deflectors: 1,700m → 10,000

Ionic Capacity: 1,170 → 10,000

Armour: 40 → 165

Merchant Space Dock

Defenses

Hull: 4,625 → 6,000

Total Deflectors: 3,508 → 6,000

Ionic Capacity: 2,100 → 2,400

Armour: 50 → 200

Platform XQ1

Dimensions

Weight: 67,149 → 97,149 T

Volume: 324,227 → 424,227 m³

Length: 250 → 936 m

Cargo Capacity

Weight Cap: 20,000 T → 50,000 T

Volume Cap: 9000 m³ → 305,000 m³

Weapons

Turbolaser Battery: 6 → 0

Turbolaser: 0 → 56

(Omni: 16, Front 90: 12, Port 90: 8, Starboard 90: 8, Rear 90: 12)

Ion Batteries: 0 → 12

(Omni: 8, Front 90: 2, Rear 90: 2)

Heavy Laser: 6 → 0

Defenses

Hull: 6,000 → 20,000

Total Deflectors: 5,200 → 12,000

Ionic Capacity: 2,700 → 14,500

Armour: 65 → 190

Electronics

Sensors: 8 → 12

R&D I

Weapons

Heavy Lasers: 6 → 0 

Quad Lasers: 0 → 6

Defenses

Hull: 3,200 → 12,000

Total Deflectors: 2,003 → 8,000

Ionic Capacity: 1,440 → 6,400

Armour: 40 → 160

R&D II

Weapons

Heavy Laser: 10 → 0

Quad Lasers: 0 → 10

(Omni: 6, Front 90: 2, Rear 90: 2)

Defenses

Hull: 3,900 → 15,500

Total Deflectors: 2,402 → 10,000

Ionic Capacity: 1,755 → 10,000

Armour: 40 → 165

R&D III

Weapons

Heavy Lasers: 14 → 0

Quad Lasers: 0 → 14

(Omni: 6, Front 90: 4, Rear 90: 4)

Defenses

Hull: 4,800 → 18,000

Total Deflectors: 3,002 → 12,000

Ionic Capacity: 2,160 → 13,500

Armour: 40 → 170

R&D IV

Weapons

Heavy Lasers: 16 → 0

Quad Lasers: 0 → 16

(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)

Defenses

Hull: 6,250 → 22,000

Total Deflectors: 4,601 → 16,000

Ionic Capacity: 2,815 → 15,000

Garrison

Slots: 0 → 12

Squads: 0 → 1

Recycling I

Weapons

Heavy Lasers: 6 → 0

Quad Lasers: 0 → 6

Defenses

Hull: 3,200 → 12,000

Total Deflectors: 2,007 → 8,000

Ionic Capacity: 1,440 → 6,400

Armour: 40 →  160

Recycling II

Weapons

Heavy Lasers: 10 → 10

(Omni: 6, Front 90: 2, Rear 90: 2)

Defenses

Hull: 3,900

Total Deflectors: 2,406 → 10,000

Ionic Capacity: 1,755 → 10,000

Recycling III

Weapons

Quad Lasers: 0 → 14

(Omni: 6, Front 90: 4, Rear 90: 4)

Heavy Laser: 14 → 0

Defenses

Hull: 4,800 → 18,000

Total Deflectors: 3,009 → 12,000

Ionic Capacity: 2,160 → 13,500

Armour: 40 → 170

Recycling IV

Weapons

Quad Lasers: 0 → 16

(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)

Heavy Laser: 16 → 0

Defenses

Hull: 6,250 → 22,000

Total Deflectors: 4,601 → 16,000

Ionic Capacity: 2,815 → 15,000

Armour: 40 → 175

Garrison

Slots: 0 → 12

Squads: 0 → 1

Relay Station

Electronics

Sensors: 2 → 12

Shipyard I

Weapons

Quad Lasers: 0 → 6

Heavy Laser: 6 → 0

Defenses

Hull: 1,230 → 12,000

Total Deflectors: 750 → 8,000

Ionic Capacity: 555 → 6,400

Armour: 40 → 160

Shipyard II

Weapons

Quad Lasers: 0 → 10

(Omni: 6, Front 90: 2, Rear 90: 2)

Heavy Laser: 10 → 0

Defenses

Hull: 4,100 → 15,500

Deflectors: 2,504 → 10,000

Ionic Capacity: 1,845 → 10,000

Armour: 40 → 165

Shipyard III

Weapons

Quad Lasers: 0 → 14

(Omni: 6, Front 90: 4, Rear 90: 4)

Heavy Laser: 14 → 0

Defenses

Hull: 5,000 → 18,000

Deflectors: 3,105 → 12,000

Ionic Capacity: 2,250 → 13,500

Armour: 40 → 170

Shipyard IV

Weapons

Quad Lasers: 0 → 16

(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)

Heavy Laser: 16 → 0

Defenses

Hull: 6,250 → 22,000

Deflectors: 4,600 → 16,000

Ionic Capacity: 2,815 → 15,000

Armour: 40 → 175

Garrison

Slots: 0 → 12

Squads: 0 → 1

Space Colony I

Defenses

Hull: 1,250 → 12,000

Deflectors: 449 → 8,000

Ionic Capacity: 560 → 6,400

Armour: 30 → 160

Space Colony II

Weapons

Quad Lasers: 0 → 6

Defenses

Hull: 2,600 → 15,500

Deflectors: 201 → 10,000

Ionic Capacity: 1,170 → 10,000

Armour: 35 → 165

Trading I

Defenses

Hull: 3,220 → 18,000

Deflectors: 1,777 → 12,000

Ionic Capacity: 1,450 → 13,500

Armour: 30 → 170

Garrison

Squads: 0 → 1

Slots: 0 → 24

Trading II

Weapons

Quad Lasers: 0 → 14

(Omni: 8, Front 90: 2, Port 90: 1, Starboard 90: 1, Rear 90: 2)

Heavy Laser: 14 → 0

Defenses

Hull: 5,675 → 22,000

Deflectors: 2,755 → 16,000

Ionic Capacity: 2,555 → 15,000

Armour: 35 → 175

Garrison

Squads: 0 → 2

Slots: 0 → 24

X7 Factory Station

Weapons

Concussion Missile Launchers: 0 → 2

Quad Lasers: 0 → 6

Heavy Laser: 6 → 0

Defenses

Hull: 2,600 → 15,500

Total Deflectors: 1,705 → 10,000

Ionic Capacity: 1,170 → 10,000

Armour: 40 → 165

Zoo Station

Defenses

Hull: 1,450 → 20,000

Deflectors: 1,500 → 3,600

Ionic Capacity: 1,100 → 8,800

Armour: 35 → 100