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Space Colony II

The Space Colony II is another step towards a self-sustaining colony in space; expanding the cargo areas of the Space Colony I, the Space Colony II also offers increased space for its residents. When designing the Space Colony II as a replacement for the Space Colony I, the designers actually slightly decreased the potential population of the station in an effort to focus a larger portion of the station to storage and decrease the reliance on the arrival of regular supply ships. Nonetheless, the tight-knit nature of the colonists remains untouched, as each must depend on the other to survive.

Greater cargo space has multiple advantages; for the colonists and administrators, it directly translates into an increased reserve of supplies, decreasing the cost of losing a supply ship to the myriad dangers of space. For transient spacers, these stations can be enough to stash a small, hidden reserve of supplies and credits to serve as a seed in the case they lose everything. Some enterprising traders might even set up a small starship exchange to generate additional capital before making the plunge into the greater market. Administrations of smaller systems will often use these stations as hub points until enough credits and resources can be acquired for a larger, more specialized station.

Despite its upgrades, the Space Colony II also shares the same weaknesses and disdain of its smaller predecessor. Its lack of weaponry hampers potential usage by fringe explorers and larger governments and, even with its upgraded cargo capacity, the limited space and lack of specialized systems drive traders to seek more trade-centric stations. However, just like the Space Colony I, the uses of Space Colony II are varied; many sponsors and administrators often develop unique attractions on these stations, especially since the cost of investment is low.

Raw Materials
  • Quantum: 763
  • Meleenium: 934
  • Ardanium: 120
  • Rudic: 156
  • Rockivory: 60
  • Lommite: 326
  • Available to all
  • Weight: 67,709 T
  • Volume: 8,000 m³
  • Length: 210 m
Cargo Capacity
  • Weight Cap: 56,424 T
  • Volume Cap: 7,350 m³
  • Max Passengers: 180
  • None
  • Hull: 2,600
  • Deflectors: 200
  • Ionic Capacity: 1,170
  • Armour: 0
  • Sensors: 1
  • ECM: 0
  • Criminal
  • Merchant
  • Bartender
  • Unarmed Brawler
  • Worker
  • Reporter
  • Resident
  • Freighter Pilot
  • Raw Value: 667,030 CR
  • Recommended Workers: 25
  • Recycling XP: 20 XP
  • Production Mod: 224
Ship Garrison
  • Maximum Garrison Size: 16
  • Maximum Active Squads: 1
  • Loiter Time: 24.00H
  • Restock Time: 4.00H
Infantry Garrison
  • Maximum Garrison Size: 12
  • Maximum Active Squads: 1
  • Loiter Time: 24.00H
  • Restock Time: 3.00H
Docking Bay Hangar Bay Escape Pods: 20
Related Skills
  • Capital Ship Combat

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Floor: 2
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Floor: 1

Floor: 1
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Floor: Base

Floor: Base
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