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Stable Location Structures

TASC adds the ability to construct Domain-tech stable location structures and upgrade existing sector-tech structures to their Domain-tech equivalents. Additionally, inactive gates can be constructed at stable locations once certain criteria are met.
Enabled by default: Yes

Domain-tech Structures

Domain-tech Comm Relay
Comm Relay
Domain-tech Sensor Array
Sensor Array
Domain-tech Nav Buoy
Nav Buoy
When interacting with a stable location, the player can construct one of three Domain-tech structure types or upgrade an existing sector-tech (makeshift) structure to its Domain-tech equivalent.
Structure types:
  • Domain-tech Comm Relay+5 stability for same-faction colonies in system
  • Domain-tech Sensor Array+700 sensor range for all same-faction fleets in system
  • Domain-tech Nav Buoy+3 burn level for all same-faction fleets in system
Construction cost:
Heavy machinery50 heavy machinery
Metals200 metals
Transplutonics20 transplutonics
Domain-era artifacts20 Domain-era artifacts (only required if Domain Archaeology is enabled)
Notes:
  • Existing sector-tech (makeshift) structures controlled by another faction can be upgraded to Domain-tech.
    • Upgrading a faction's structure improves your relationship with that faction by 5%. (magnitude can be adjusted via LunaLib settings)
    • Upgrading structures controlled by pirates or Luddic Path does not improve relations.
  • If you already control a structure of the same type in the system, the game will warn that an additional one would have no effect beyond providing redundancy.
  • All resource costs are configurable via LunaLib settings.

Gate Construction

Inactive gate
Inactive Gate
Active gate
Active Gate
Inactive gates can be constructed at stable locations. Once built, the gate becomes a neutral entity and functions like any other gate in the Sector.
Construction cost:
Heavy machinery500 heavy machinery
Metals2,000 metals
Transplutonics200 transplutonics
Domain-era artifacts200 Domain-era artifacts (only required if Domain Archaeology is enabled)
Requirements:
  • The player must have completed the main questline. (can be disabled via LunaLib settings)
  • The player must own a colony of at least size 5 in the system. (can be disabled or adjusted via LunaLib settings)
  • There must not already be a gate in the system.
Notes:
  • Constructed gates are owned by the neutral faction and function like any other gate.
  • Only one gate can exist per star system.
  • All resource costs and requirements are configurable via LunaLib settings.