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Spacebase structure

Habitation Module

Residential container for civilian housing, garrison conversion, medbay recovery, happiness, and local commerce.

  • Tier 1-5

Tier requirements and effects

Canonical module tier requirements and effects
TierCreditsResourcesBuild durationApplied effects
10ImmediateHabitation Substructure Cap: 20
22500Iron Ore ×50010mHabitation Substructure Cap: 40
37500Iron Ore ×1200, Titanium Ore ×25030mHabitation Substructure Cap: 60
422000Titanium Ore ×750, Tungsten Ore ×2501.5hHabitation Substructure Cap: 80
565000Tungsten Ore ×900, Iridium Ore ×2203hHabitation Substructure Cap: 100

Substructure families and operations

Residential Spires

Stacked residential towers that define civilian housing capacity and the tax base. Levels add population cap, civilian tax rate, and happiness contribution, with Trade and Base Management improving output.

  • Unlock tier: 1
  • Primary skill: Trade
  • Secondary skill: Base Management
  • Level 1 cost: 400 Credits; 1 Structural Frame T1
  • Build duration: 10m at level 1; 120h at level 100.
Residential Spires applied effects
EffectPer level
Population Cap5
Tax Rate Per Civilian0.5
Happiness Contribution0.5

Garrison Bay

Training berths and readiness offices that convert active civilians into recruitable crew. Levels add crew capacity, passive civilian-to-crew conversion, and a small happiness contribution.

  • Unlock tier: 1
  • Primary skill: Base Management
  • Secondary skill: Tactical Command
  • Level 1 cost: 450 Credits; 1 Structural Frame T1, 1 Control Circuit T1
  • Build duration: 10m at level 1; 120h at level 100.
Garrison Bay applied effects
EffectPer level
Crew Capacity2
Crew Conversion Rate Per Hour0.2
Happiness Contribution0.2

Medbay

Civilian trauma wards and recovery pods for raid casualties. Levels improve wounded civilian recovery and happiness, scaling through Nanite Swarm and Engineering expertise.

  • Unlock tier: 2
  • Primary skill: Nanotechnology
  • Secondary skill: Engineering
  • Level 1 cost: 700 Credits; 2 Structural Frame T1, 1 Control Circuit T1
  • Build duration: 10m at level 1; 120h at level 100.
Medbay applied effects
EffectPer level
Wounded Recovery Rate0.1
Happiness Contribution0.6

Promenade

Public social decks that stabilize morale across the station. Levels add strong happiness, future skill training throughput, and morale recovery support for negative events.

  • Unlock tier: 3
  • Primary skill: Base Management
  • Secondary skill: Contracting
  • Level 1 cost: 900 Credits; 2 Structural Frame T1, 2 Control Circuit T1
  • Build duration: 10m at level 1; 120h at level 100.
Promenade applied effects
EffectPer level
Happiness Contribution0.8
Skill Xp Rate0.002
Morale Recovery Rate0.01

Bazaar

Civilian market concourse for commerce, festivals, and future marketplace hooks. Levels add happiness while reducing festival cooldown and credit cost through Trade and Contracting.

  • Unlock tier: 4
  • Primary skill: Trade
  • Secondary skill: Contracting
  • Level 1 cost: 1100 Credits; 2 Structural Frame T1, 3 Control Circuit T1
  • Build duration: 10m at level 1; 120h at level 100.
Bazaar applied effects
EffectPer level
Happiness Contribution0.6
Festivity Cooldown Reduction Per Level0.005
Festivity Cost Reduction Per Level0.003