Bases

A Legion Base is a shared structure for the entire Legion. A legion will work over time to upgrade it, unlocking new modules and increasing its potential.


Contents

Base Construction and Upgrades

A base can be constructed by any legion by clicking on the ‘Legion Base’ button in the legion area. (Cost: 100 Energy)

Members will need the ‘Advanced Logistics’ research to build any modules on the base or contribute to its upgrade. As the base continues to upgrade, members will need even more advanced levels of Logistics research.

Further Base upgrades can be achieved by clicking on the ‘Upgrade’ tab once the base has finished construction. Each base level requires a certain amount of resources and research level, as outlined in the following table.

To Base Level XP/E Ratio Energy EM CTP Research
1 2.0 1,000 0 0 Advanced Logistics Lv.1
2 1.8 4,000 2,000 0 Advanced Logistics Lv.1
3* 1.5 15,000 8,000 250 Advanced Logistics Lv.1
4 1.3 80,000 65,000 4,750 A.I. Logistics Lv.1
5 1.1 400,000 175,000 5,000 A.I. Logistics Lv.1
6 1.0 2,000,000 750,000 40,000 Sub-Quantum Logistics Lv.1
7 1.0 7,500,000 3,000,000 150,000 Dimensional Logistics Lv.1
8 1.0 30,000,000 16,000,000 300,000 Hyper Logistics Lv.1
9 1.0 160,000,000 30,000,000 1,500,000 Hyper Logistics Lv.1
10 1.0 600,000,000 200,000,000 6,000,000 Hyper Logistics Lv.1
  • Note that once a base reaches level 2, the base can not be abandoned without contacting the game development team.

Base Images

There are 30 different images to choose from for your base. Some images are not available until the base has been upgraded a few times; level 5 bases have all base images unlocked. The Sha'din Hyperport drops schematics for an additional base image.

Before Initial Construction: Base Under Construction image

Base Level 1: Image #1 Image #2 Image #3 Image #10 Image #11 Image #22

Base Level 2: Image #5 Image #8 Image #9 Image #14 Image #26

Base Level 3: Image #18 Image #19 Image #21 Image #23 Image #24 Image #29

Base Level 4: Image #4 Image #12 Image #13 Image #15 Image #17 Image #25 Image #27

Base Level 5: Image #6 Image #7 Image #16 Image #20 Image #28 Image #30

Unlocked at unknown level: Image #31


Sha'din Shematics: Image


Base Artifacts

At present there are several Base Artifacts available, which can be purchased with Galaxy Points, as well as one that can be bought via the Battle Market. The Sha'din Schematics is the only NPC drop Base Artifact.

Artifact Name Effect Cost Image
Base Comm Interlink Installs a Base Comm Interlink on your base and unlocks the use of certain base special abilities.
[Base Module - Standard Size: 2, Defense: +10%, Limit: 2 per Base]
80 Galaxy Points Image
Charged Exo-Clamp Installs a Charged Exo-Clamp on your base.
[Base Artifact - Shield Capacity: +10, Hull Integrity: +15]
2 Silver Badges Image
Chromatic Teleporter Installs a Chromatic Teleporter on your base.
[Size: 2, Defense +6%, Limit: 2 per Base]

Note: If you have 2 Chromatic Teleporters installed on your base, this unlocks the 'Chromatic Collective' base combat ability.

76 Galaxy Points
[Limited Item - Easter]
Image
Command Beacon Installs a Command Beacon on your base.
[Base Module - Special Size: 2, Scan Cost: -1 Red Badge, Limit: 3 per Base]
88 Galaxy Points Image
Darmos Arena Defenses Increases a base's defense permanently by 100 and hull by 200.
[Base Artifact - Defense: +100, Hull +200]
Completion of LM Task:
Arena of Twilight
[Need Image]
Hallows Bane Turret Installs a Hallows Bane Turret on your base.
[ Base Module - Size:2, Attack: +10%, Limit: 2 per Base]
68 Galaxy Points
[Limited Item - Halloween]
Image
Hallows Bane Turret II Upgrade Upgrades a Hallows Bane Turret on your base to a Hallows Bane Turret II, increasing its attack bonus to 12%.
[ Base Module - Size:2, Attack: +12%, Limit: 2 per Base]
52 Galaxy Points
[Limited Item - Halloween]
Image
Harvest Aegis Constructs a Harvest Aegis Module on your base.
[Size: 15, Shield: +6%, Limit: 2]

Note: If you have 2 Harvest Aegises installed on your base, this unlocks the 'Allied Aegis' base combat ability.

76 Galaxy Points
[Limited Item - Thanksgiving]
Image
Q-Pedd Field Generator Constructs a Q-Pedd Field Generator on your base.
[ Base Module - Size:2, Shields: +12%, Limit: 2 per Base]
68 Galaxy Points
[Limited Item - St. Valentine's Day]
Image
Scruuge Bastion Constructs a Scruuge Bastion on your base.
[ Base Module - Size:2, Hull: +12%, Limit: 2 per Base]
68 Galaxy Points
[Limited Item - Christmas]
Image
Scruuge Fortified Bastion Upgrade Upgrades a Scruuge Bastion building on your base to a Scruuge Fortified Bastion.
[ Base Module - Size:2, Hull: +16%, Limit: 2 per Base]
52 Galaxy Points
[Limited Item - Christmas]
Image
Sha'din Schematics Changes your base's appearance to one similar to the Sha'din Hyperport. Also permanently adds 50 attack to the base. Can only use on bases level 6 or higher.
[Base Artifact - Attack: +50, Base Image: Sha'din Hyperport]
Dropped from NPC:
Sha'din Hyperport
Image
Silthion Thermal Regulator Increases a base's attack permanently by 100.
[Base Artifact - Attack: +100]
Dropped from NPC:
Silthion Hybrid Cluster
Image
Structural Extender Installs a Structural Extender on your base.
[Base Artifact - Special Space: +1, Limit: 5 per Base Level]
80 Galaxy Points Image
T.O. Resistor Overcharge Permanently upgrades a random shield module on your base, and increases its shield output by 10%, but increases the modules value and upkeep by 20%. Modules upgraded in this way cannot exceed a 100% bonus.
[Base Artifact - Shield Module Output: +10%, Shield Module Upkeep: +20%, Limit: 10 per Shield Module]
Dropped from NPC:
T.O. HyperSeeker
Image
Tactical Base Extender Installs a Tactical Base Extender on your base.
[Base Artifact - Standard Space: +1, Limit: 10 per Base Level]
40 Galaxy Points Image
Warp Arch Installs a Warp Arch on your base.
[Base Module - Special Size: 2, Base Ability Point Production: +3 per Day, Limit: 3 per Base]
72 Galaxy Points Image

Base Resource Production

Similarly to planets, bases can produce resources (mining, research, artifacts). Modules must be constructed to allow for the production of certain resources. All bases start with the same level of production. Early base levels do not produce much, but larger bases will start to produce amounts that exceed very good planets. Bases are unlike planets in that the displayed production goes directly from "Ultra Rich" to "1x Mega Rich" without the plain "Mega Rich" that you find on planets. Any base output at or above "1x Mega Rich" will therefore be 25% lower than the equivalent named planetary availability.

Base resource shipments can be divided either equally between all eligible members, or by the percentage base upgrade contribution from each eligible member. Legion members are eligible for shipments if they were active in the last day and have been with the legion for at least 24 hours. Base shipments are delivered either once per day, or can be manually claimed. Base shipments will be made to members even if they have already reached their planet resource capacity.

To find the total production of any resource of a base, use this formula:

Total Base Production=(Production Module Output)*(1+(Base Level Bonus)/100%)*(1+(Base Defender Bonus)/100%)*(1+(Base Loyalty Bonus)/100%)*(1+(Availability Bonus)/100%)*(1+(Base Ability Bonus)/100%)

-OR-

You can use This .xls Microsoft Office spreadsheet based calculator made by THEBIGPOTPLANT. This simple tool allows you to "on the fly" change values to your base to see the long term effects without waiting 20 hours. :-) Free software comparable to "Microsoft Office" can be Found Here.

Some Features Include:
-Total Base Production for all resources.
-Total resources received from your shipment.
-Amount of credits you should deposit to the base for your share of the upkeep.
-Amount of credits you pay with base upkeep per resource point.
-ALSO factors in the amount of players NOT claiming shipments.
-Option for percentage based resource dividend results.


Production Module Output

Special Base Production modules can be built to allow the base to produce artifacts, minerals and research. Only 4 modules associated with each resource type can be built at a time. As the base level increases, more advanced production modules can be built. See the Special Base Modules section for more details about these modules.

Base Level Bonus

The base receives a 500% production bonus for each base level 2+. A level 3 base receives a 1000% production bonus, a level 4 receives 1500%, and so on.

Base Defender Bonus

The base receives a 10% production bonus for each day since the base was last disabled, up to 100%.

Base Loyalty Bonus

The base receives a 40% production bonus for each active legion member that has been with the legion continuously for a week or longer. The cap on the number of members in a legion is currently 60.

If a legion member leaves and returns, they are considered a new member, regardless of how long they were with the legion before. Loyalty affects many parts of the base, including its production bonuses, and whether certain modules can be used, such as the CT Lab.

Note that while the total production of the base increases with each additional member, each member receives a lower percentage payout of that total.

Base Payout Percentages

Number of
Loyal Active Members
Base Production
(% of Initial)
Base Payout Per Member
(% of Initial)
1 100 100
2 140 70.0
3 180 60.0
4 220 55.0
5 260 52.0
6 300 50.0
7 340 48.6
8 380 47.5
9 420 46.7
10 460 46.0
11 500 45.5
12 540 45.0
15 660 44.0
20 860 43.0
30 1260 42.0
40 1660 41.5
50 2060 41.2
60 2460 41.0

Availability Bonus

Leaders can increase the availability of certain resources by spending 'Production Points'. 5 Production Points are awarded each time the base gains a new level. A Legion may choose to focus all of their points on a single resource, but note that the cost to increase availability rises as more points are spent.

Point Increase Progression:

Availability Level Availability Bonus Total Allocated Points Points To Next Lvl
Average 0% 0 1
Abundant 25% 1 1
Very Abundant 50% 2 2
Extremely Abundant 75% 4 2
Rich 100% 6 2
Very Rich 125% 8 2
Extremely Rich 150% 10 3
Ultra Rich 175% 13 3
1x Mega Rich 200% 16 3
2x Mega Rich 225% 19 3
3x Mega Rich 250% 22 4
4x Mega Rich 275% 26 4
5x Mega Rich 300% 30 4
6x Mega Rich 325% 34 4
7x Mega Rich 350% 38 5
8x Mega Rich 375% 43 5

Base Ability Points

Base ability points gain just like energy, but the cap depends on the level of base.

Base Level Ability Point Cap Ability Point Recharge per Day (nominal) Ability Point Recharge per Day (1 Warp Arch) Ability Point Recharge per Day (2 Warp Arch) Ability Point Recharge per Day (3 Warp Arch)
1 15 5 8 11 14
2 30 10 13 16 19
3 45 15 18 21 24
4 60 20 23 26 29
5 75 25 28 31 34
6 90 30 33 36 39
7 105 35 38 41 44
8 120 40 43 46 49
9 135 45 48 51 54


Base Abilities

There are multiple abilities that improve base outputs, defense and attack, and allow more to be done. Some base abilities require the installment of an Artifact module.


Base Ability Description Ability Point Cost Other Requirements Image
Emergency Repair Repairs 3% of the base hull for each Loyal Fixer profession in your legion. 4 1+ Fixer Professions (Loyal Members) Image
Chromatic Collective Boosts base defense by 1% for each distinct type of Loyal Race in your legion. (Up to 15 possible races = 15% maximum bonus). Lasts 4 hours. 2 2 Chromatic Teleporters installed on base Image
Chuhn Trade Comm Boosts base artifact output by 1%, plus an additional 1% for each continuously active trade pact (1 month or greater) you have with other legions. Lasts 20 hours. 4 2 Chuhn Transgalactic Comm installed on base [Image]
Inverse Energy Vortex [ Trap - 1 Day ] When applied, the next ship to damage the base will increase the bases' attack by 10% of that ship's attack rating. 2 1 Warp Arch Module(s) Installed

3+ Inergon (Loyal Members)
Image
Auxiliary Fortification Boosts base hull maximum by 10% for each Loyal Lazuli race or Fixer profession in your legion. Lasts 4 hours. 3 1+ Fixer Professions (Loyal Members) Image
Cyborg DataChannel Boosts base research output by 2% for each loyal Vygoid and Zolazin member in your legion. Lasts 20 hours. 5 Days since base was last disabled: 2+

1+ Vygoid (Loyal Members)
Image
Grid Surge Boosts base shield output by 10% for each loyal physicist in your legion. Lasts 4 hours. 3 1+ Physicist Professions (Loyal Members) Image
Trade Route Boosts base artifact output by 2%, plus an additional 2% for each active trade pact you have with other legions. Lasts 20 hours. 5 1 Base Comm Interlink Module(s) Installed

Days since base was last disabled: 2+
Image
Dimensional Decoy Boosts base defense by 5% for each loyal Aerlen member in the legion. Lasts 4 hours. 3 1+ Aerlen (Loyal Members) Image
Miners Coalition Boosts base mining output by 2% for each Loyal miner in your legion. Lasts 20 hours. 5 Days since base was last disabled: 2+

1+ Miner Professions (Loyal Members)
Image
Remote Intrusion Lowers the attack of the current 3 top base damagers by 90%. Lasts 2 hours. Alternatively, if ODragon is part of the battle, he will be hit with it whether or not he is top 3. 3 1 Base Comm Interlink Module(s) Installed

Target Locked & Damaged

3+ Hacker Professions (Loyal Members)
Image
Battlestations Boosts base attack by 2% for each loyal member in your legion that has been online in the last 24 hours. Lasts 4 hours. 4 Loyal Legion Members: 1+ Image
Allied Aegis Boosts base shields by 1% for each pact you have with other legions that are 2+ weeks old. Lasts 4 hours. 2 Base Level: 2 Harvest Aegis Module(s) Installed Image
Krionite Minefield [ Trap - 1 Day ] When applied, the next ship to attack the base will be dealt damage equal to 50% of its maximum hull + shield. 1 Base Level: 3+

3+ Saboteur Professions (Loyal Members)
Image

Base Modules

Bases hold 2 different types of modules. Special modules occupy their own "special" space on the base and allow for production of resources and unlocking of base abilities. All other modules use up the the standard space, which is separate. This allows defensive modules to be constructed that do not conflict with the space used for special purposes.

Unlike ship modules, base modules cannot be "uninstalled", as there is no cargo storage, thus a base module can only be sold to free up necessary space. When a module is sold, the balance is added to the base funds.

All modules have a daily upkeep cost. If there are not enough base funds to pay the upkeep, all modules on the base will provide no bonuses until the funds are brought back to positive. Any Legion member may add more base funds by clicking on the ‘Add Credits’ in the actions tab.


Standard Base Modules

Turrets

These modules can be obtained by studying the Advanced Weapons Research Tree.

Weapons Base Modules
(Occupy Standard Space in the Base)
Module Name Bonus Cost Upkeep Size Limit Required Research Min
Lvl
Image
Rail Turret Attack +50 2,000 CR 100 CR 2 12 Turrets Linear Induction Lv 2 ** 1 Image
Ion Turret Attack +100 20,000 CR 1,000 CR 2 12 Turrets Ion Channeling Lv 1  ?? Image
Phase Turret Attack +200 100,000 CR 5,000 CR 2 12 Turrets Phased Energy Lv 1 2 Image
Disruptor Turret Attack +400 2,000,000 CR 100,000 CR 2 12 Turrets Matter Disruption Lv 1 2 Image
Singularity Turret Attack +800 50,000,000 CR 2,500,000 CR 2 12 Turrets Micro-Singularities Lv 1 3 Image
Null Turret Attack +1600 500,000,000 CR 25,000,000 CR 2 12 Turrets Null Rays Lv 1 4 Image
Quasi-Chaos Turret Attack +3500 5,000,000,000 CR 250,000,000 CR 2 12 Turrets Quasi-Chaotic Force Lv 1 5 Image

Grids

These modules can be obtained by studying the Shield Systems Research Tree.

Shields Base Modules
(Occupy Standard Space in the Base)
Module Name Bonus Cost Upkeep Size Limit Required Research Min
Lvl
Image
Deflector Grid Shield +200 5,000 CR 250 CR 4 12 Shields Hull Polarization Lv 1  ?? Image
Forcefield Grid Shield +400 50,000 CR 2,500 CR 4 12 Shields Force Projection Fields Lv 1  ?? Image
Phase Shield Grid Shield +1000 250,000 CR 12,500 CR 4 12 Shields Phase Fields Lv 1  ?? Image
Stasis Grid Shield +2000 5,000,000 CR 250,000 CR 4 12 Shields Stasis Fields Lv 1  ?? Image
Rift Grid Shield +5000 50,000,000 CR 2,500,000 CR 4 12 Shields Rift Fields Lv 1 3 Image
Meta-Chron Grid Shield +10000 500,000,000 CR 25,000,000 CR 4 12 Shields Meta-Chron Fields Lv 1 4 Image
Obviation Grid Shield +20000 5,000,000,000 CR 250,000,000 CR 4 12 Shields Force Obviation Fields Lv 1 5 Image

Platings

These modules can be obtained by studying the Advanced Armor Research Tree.

Hull Base Modules
(Occupy Standard Space in the Base)
Module Name Bonus Cost Upkeep Size Limit Required Research Min
Lvl
Image
Titanium Base Plating Hull +300 2,000 CR 100 CR 4 12 Platings Titanium Improvements Lv 1  ?? Image
Durtanium Base Plating Hull +600 50,000 CR 2,500 CR 4 12 Platings Durtanium Alloy Lv 1  ?? Image
Nanosphere Base Plating Hull +1200 250,000 CR 12,500 CR 4 12 Platings Nanospheres Lv 1  ?? Image
Nexus Base Plating Hull +2500 5,000,000 CR 250,000 CR 4 12 Platings Nexus Grids Lv 1  ?? Image
Neutronium Base Plating Hull +7500 50,000,000 CR 2,500,000 CR 4 12 Platings Neutronium Lv 1 3 Image
Fermionic Base Plating Hull +15000 500,000,000 CR 25,000,000 CR 4 12 Platings Fermionic Unification Lv 1 4 Image
Syncopated Base Plating Hull +30000 5,000,000,000 CR 250,000,000 CR 4 12 Platings Syncopated Phase Matter Lv 1 5 Image

Arrays

These modules can be obtained by studying the Defensive Systems Research Tree.

Defensive Base Modules
(Occupy Standard Space in the Base)
Module Name Bonus Cost Upkeep Size Limit Required Research Min
Lvl
Image
Structural Stabilizer Defense +50 2,000 CR 100 CR 2 12 Defenses Motion Compensation Lv 1  ?? Image
Inertial Dampening Array Defense +100 20,000 CR 1,000 CR 2 12 Defenses Inertial Dampening Lv 1  ?? Image
Inertial Canceling Array Defense +200 100,000 CR 5,000 CR 2 12 Defenses Inertial Cancelation Lv 1  ?? Image
Phase Shift Array Defense +400 2,000,000 CR 100,000 CR 2 12 Defenses Phase Shifting Lv 1  ?? Image
Energy Nullification Array Defense +800 50,000,000 CR 2,500,000 CR 2 12 Defenses Energy Nullification Lv 1 3 Image
Trans-Temporal Array Defense +1600 500,000,000 CR 25,000,000 CR 2 12 Defenses Trans-Temporal Travel Lv 1 4 Image
Entropy Field Array Defense +3500 5,000,000,000 CR 250,000,000 CR 2 12 Defenses Entropy Field Warping Lv 1 5 Image

Special Base Modules

These modules can be obtained by studying the Legion Base Research Tree.

Special Base Modules
(Occupy Special Space in the Base)
Module Name Bonus Cost Upkeep Size Limit Required Research Min
Base
Lvl
Image
Asteroid Extractor Mining: 20 1,000 CR 50 CR 2 4 Mining Modules Advanced Logistics  ?? Image
Science Bay Research: 20 140,000 CR 7,000 CR 2 4 Research Modules Advanced Logistics  ?? Image
Base Factory Artifact: 20 140,000 CR 7,000 CR 2 4 Artifact Modules Advanced Logistics  ?? Image
Commerce Bay Grants the ability to withdraw funds from the base. 250,000 CR
+ 50 Exotic Matter
12,500 CR 3 1 Commerce Bay Galactic Commerce  ?? Image
Docking Port Allows the legion to hold 2 more members. 250,000 CR
+ 20 XTS-9
12,500 CR 4 5 Docks Spacial Docking  ?? Image
Repair Bay Allows the base to repair ships. 500,000 CR
+ 25 XTS-9
25,000 CR 4 1 Repair Bay Spacial Docking  ?? Image
Mining-Drone Bay Mining: 35 2,000 Credits
+ 100 Exotic Matter
250,000 CR 3 4 Mining Modules AI Logistics 3 Image
A.I. Bay Research: 35 5,000,000 CR 250,000 CR 3 4 Research Modules AI Logistics 3 Image
Automated Factory Artifact: 35 5,000,000 CR 250,000 CR 3 4 Artifact Modules AI Logistics 3 Image
Embassy Allows the legion to establish 2 additional treaties. 15,000,000 CR
+ 20 Political Favor
750,000 CR 2 5 Embassies Xeno-Diplomacy 3 Image
Mission Control Center Allows your legion to start and manage legion missions. Legions should have at least 15 active members to use. 200,000,000,000 CR
+ 2500 CTP
10,000,000,000 CR 2 1 Mission Control Center Xeno-Diplomacy 4 Image
Collective Theory Lab Allows the legion to discover new artifact designs. 500,000,000 CR
+ 1,000 CTP
25,000,000 CR 4 1 Theory Lab Hybrid Theory Dynamics 4 Image
Sub-Quantum Harvester Mining: 50 3,000 CR
+ 200 Exotic Matter
2,500,000 CR 4 4 Mining Modules Sub-Quantum Logistics 4 Image
Sub-Quantum Core Research: 50 50,000,000 CR 2,500,000 CR 4 4 Research Modules Sub-Quantum Logistics 4 Image
Sub-Quantum Fabricator Artifact: 50 50,000,000 CR 2,500,000 CR 4 4 Artifact Modules Sub-Quantum Logistics 4 Image
Shield Charging Station Allows the base to charge the shields of ships. 200,000,000 CR
+ 25 XTS-9
10,000,000 CR 4 1 Base Charger Phase Transference 4 Image
Material Transporter Mining: 75 4,000 CR
+ 300 Exotic Matter
25,000,000 CR 5 4 Mining Modules Dimensional Logistics 5 Image
Sentience Core Research: 75 500,000,000 CR 25,000,000 CR 5 4 Research Modules Dimensional Logistics 5 Image
Rift Fabricator Artifact: 75 500,000,000 CR 25,000,000 CR 5 4 Artifact Modules Dimensional Logistics 5 Image
Universal Service Terminal Provides the Legion with special ship Bonuses.
Note: (2 Bonuses Every day, Activation is every 4 hours, and costs 50 CTP)
5,000,000,000 CR
+ 1000 CTP
250,000,000 CR 2 1 Universal Service Terminal Universal Maintenance 51 Image
Base HyperLifter Mining: 110 6,000 CR
+ 500 Exotic Matter
 ? 6 4 Mining Modules Hyper Logistics 6 Image
Base HyperCore Research: 110 10,000,000,000 CR 500,000,000 CR 6 4 Research Modules Hyper Logistics 6 Image
Base HyperFactory Artifact: 110 10,000,000,000 CR 500,000,000 CR 6 4 Artifact Modules Hyper Logistics 6 Image

1 Given that the Research topic needed comes after Dimensional Logistics (Needed for Base level 5 upgrades), I am presuming that this means that level 5 base is needed for the Terminal - Luked

Collective Theory Lab (Advanced Module)

Module Image

After the legion has finished researching Hybrid Theory Dynamics, they will be allowed to construct the Collective Theory Lab (CT-Lab for short) on their base.

As with other special structures, the CT-Lab will unlock a new option in the 'Actions' tab when installed. Only members who have also finished researching Hybrid Theory Dynamics can use the Lab. Members must also be 'Loyal' to use the CT-Lab.

The CT-Lab allows the legion to research new 'discoveries'. A discovery is a special blueprint/formula that allows lab-users to convert artifacts into newer, more powerful artifacts. Unlike normal research, discoveries are completely random and are intended to be a way for members to constantly spend research points after they have completed most of the tiers.


Base Combat

Every 8 hours, members of a legion can scan for and attack another legion's base. Since this can only be done once every 8 hours per legion, this is usually restricted to just officers or leaders so they can plan the best time for the attack.

To find a base, go to the Battle Tab and click Enemy Bases. Here you can spend 5 Red Badges (minus one for each Command Beacon on the base, limit 3) to target a randomly chosen base (no chance of failure on the scan). If you do not want to attack that base, you can pay the red badges again to lose that target and target a different base. NOTE: Clicking outside of the scan window, closing the window, refreshing the browser, or clicking an NPC/Player/Planet alert will make you lose your scan if you haven't locked it in yet

Once you have chosen your target you can lock on and the legion can start attacking.

Base Statistics

Base Level Special Space Standard Space Max. Attack from Modules Max. Defense from Modules Max. Hull from Modules Max. Shield from Modules
(Min) (Max) (Min) A (Max) B A B A B A B A B
1 5 10 10 20 2000 4000 2000 4000 6250 12,500 5000 10,000
2 10 20 20 40 4000 8000 4000 8000 12,500 25,000 10,000 20,000
3 15 30 30 60 12,000 24,000 12,000 24,000 56,250 112,500 37,500 75,000
4 20 40 40 80 32,000 64,000 32,000 64,000 150,000 300,000 100,000 200,000
5 25 50 50 100 87,500 175,000 87,500 175,000 375,000 750,000 250,000 500,000
6 30 60 60 120 105,000 210,000 105,000 210,000 450,000 900,000 300,000 600,000
7 35 70 70 140 122,500 245,000 122,500 245,000 525,000 1,050,000 350,000 700,000
8 40 80 80 160 140,000 280,000 140,000 280,000 600,000 1,200,000 400,000 800,000
9 45 90 90 180
10 50 100 100 200

Note that the figures in this chart do not take into account the 2% bonus to the base's attack / defense / cloak for each active legion member, any base ability bonuses, or the installation of any charged exo-clamps.

The chart also does not reflect the limit of 12 of each class of standard modules (e.g. no more than 12 attack modules), so the numbers are quite a bit off for the higher-level bases!

Silver Badges for Disables

Once the base is disabled the top damagers will receive a payout of silver badges, as per the chart below.

Silver Badges for Top Damagers
Base Level Top Damagers Receive X Silver Badges total
1-5 6-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80
1 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
2 2 1 0 0 0 0 0 0 0 15
3 3 2 1 0 0 0 0 0 0 35
4 4 3 2 1 0 0 0 0 0 65
5 5 4 3 2 1 0 0 0 0 105
6 6 5 4 3 2 1 0 0 0 155
7 7 6 5 4 3 2 1 0 0 215
8 8 7 6 5 4 3 2 1 0 285
9 9 8 7 6 5 4 3 2 1 365

Base Damage Caps

See the table in Damage Caps which includes the known caps for base levels 2 through 6.

Base Raids

Bases that are level 4 and higher can be raided for 'Base Crates' after they are disabled. Crates contain various special materials and artifacts. Unlike ship raids, bases do not lose anything for being raided - it is merely a reward given to ships for its defeat.

Raiding bases works differently than raiding ships, however:

  • Each ship that has dealt damage to the base can attempt one raid on the base.
  • The chance of a successful raid is determined by each player's final placement on the Combat Log.
  • Raiders and those with other % bonuses to raiding (such as Protean Armories or Systematic Avarice), will have their success chance increased proportionally.


Base Raid Chance Calculation

The exact formula is disclosed in this forum post by DF:

raid chance =
100 * (1 - [(DR - 1) / (BL - 1) / 10]) * 1.07^PARM * 1.09^PARS * 1.2^AVAR * 1.3^RP * 1.1^THALLY

where:
DR = damage rank
BL = base level
PARM = number of protean armouries
PARS = number of protean arsenals
AVAR = 1 if systematic avarice UST effect is active (during Scruuge seasonal event), otherwise 0
RP = 1 if raider profession, otherwise 0
THALLY = 1 if Thraccti ally is above rank 60, otherwise 0

Basic Base Raid Success Table

With no raid modifiers from the raid profession or protean artifacts:

Base Raid Success Chances
Base Damage Rank Base Level
4 5 6+
1 100.0 100.0 100.0
2 96.7 97.5 98.0
3 93.3 95.0 96.0
4 90.0 92.5 94.0
5 86.7 90.0 92.0
6 83.3 87.5 90.0
7 80.0 85.0 88.0
8 76.7 82.5 86.0
9 73.3 80.0 84.0
10 70.0 77.5 82.0
11 66.7 75.0 80.0
12 63.3 72.5 78.0
13 60.0 70.0 76.0
14 56.7 67.5 74.0
15 53.3 65.0 72.0
16 50.0 62.5 70.0
17 46.7 60.0 68.0
18 43.3 57.5 66.0
19 40.0 55.0 64.0
20 36.7 52.5 62.0
21 33.3 50.0 60.0
22 30.0 47.5 58.0
23 26.7 45.0 56.0
24 23.3 42.5 54.0
25 20.0 40.0 52.0
26 16.7 37.5 50.0
27 13.3 35.0 48.0
28 10.0 32.5 46.0
29 6.7 30.0 44.0
30 3.3 27.5 42.0
31 - 25.0 40.0
32 - 22.5 38.0
33 - 20.0 36.0
34 - 17.5 34.0
35 - 15.0 32.0
36 - 12.5 30.0
37 - 10.0 28.0
38 - 7.5 26.0
39 - 5.0 24.0
40 - 2.5 22.0
41 - - 20.0
42 - - 18.0
43 - - 16.0
44 - - 14.0
45 - - 12.0
46 - - 10.0
47 - - 8.0
48 - - 6.0
49 - - 4.0
50 - - 2.0
51 - - -

Base Raid Success Modifier Table

P = Proteans only
T = Thraccti rank 60 ally bonus
R = Raider profession
A = Systematic Avarice from UST

Base Raid Success Modifier
number of protean armouries number of protean arsenals P P + T P + R P + A P + T + R P + T + A P + R + A P + T + R + A
0 0 1.00 1.10 1.30 1.20 1.43 1.32 1.56 1.72
1 0 1.07 1.18 1.39 1.28 1.53 1.41 1.67 1.84
0 1 1.09 1.20 1.42 1.31 1.56 1.44 1.70 1.87
2 0 1.14 1.26 1.49 1.37 1.64 1.51 1.79 1.96
0 2 1.19 1.31 1.54 1.43 1.70 1.57 1.85 2.04
3 0 1.23 1.35 1.59 1.47 1.75 1.62 1.91 2.10
2 1 1.25 1.37 1.62 1.50 1.78 1.65 1.95 2.14
1 2 1.27 1.40 1.65 1.53 1.82 1.68 1.98 2.18
0 3 1.30 1.42 1.68 1.55 1.85 1.71 2.02 2.22

Simplified Base Raid Guaranteed Success Table

With protean raid modifiers:

Base Damage Ranks with Guaranteed 100% Chance of Raid Success
Protean Modifiers
Level 4 Level 5 Level 6+
0 Armories
+
0 Arsenals
Top 1 Top 1 Top 1
1 Armories
+
0 Arsenals
Top 2 Top 3 Top 4
0 Armories
+
1 Arsenals
Top 3 Top 4 Top 5
2 Armories
+
0 Arsenals
Top 4 Top 6 Top 7
0 Armories
+
2 Arsenals
Top 5 Top 7 Top 9
3 Armories
+
0 Arsenals
Top 6 Top 8 Top 10
2 Armories
+
1 Arsenals
Top 7 Top 9 Top 11
1 Armories
+
2 Arsenals
Top 7 Top 9 Top 11
0 Armories
+
3 Arsenals
Top 7 Top 10 Top 12
  • Note: This does not include profession, UST, nor ally modifiers.

See also

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