v2.44.1
Your Station: the core buildings and what they do

Your Station: the core buildings and what they do

CORNERSTONE 6 min read
KEY POINTS
  • Your station has an Interior for economy and progression and an Exterior for combat and fleet capacity.
  • Operations level is the master gate: it sets your player level and unlocks most other buildings.
  • What the Refinery can refine depends on your Operations level, not the Refinery's own level.
  • Extra Builder, Research and Repair queues are store purchases, not buildings.
01 INTERIOR AND EXTERIOR

Your station has two halves. The Interior is your economy and progression. Operations is the command center: its level sets your player level, unlocks new buildings and raises your weapon damage bonus. The Academy houses officers who are not on a ship. R&D unlocks research, which gates many ships and buildings. Warehouses cap how much Parsteel, Tritanium and Dilithium you can store. Generators produce those resources for you to tap and collect. Vaults protect part of your stockpile from raids. The Exterior is combat and fleet capacity. Defense Platforms sit between your drydocks as your first line of defense and slowly repair themselves. Each Drydock holds one ship, so more drydocks means more ships at home. Upgrading a drydock makes repairs faster and cheaper.

Drydocks in orbit — each one holds a single ship, with the drydock's own level shown as the badge on the ring.
Drydocks in orbit — each one holds a single ship, with the drydock's own level shown as the badge on the ring.
02 THE REFINERY

The Refinery turns raw Ore, Gas and Crystal into the Common to Epic materials your ships, base upgrades and research use. What it can refine depends on your Operations level, not on the Refinery's own level. Upgrading the building gives you raw materials instead. G3 materials refine from Ops 20. G4 opens in stages from Ops 40 (Common) to Ops 45 (Epic), G5 the same way from Ops 51 to Ops 57, and G6 from Ops 62 to Ops 65 for the tiers currently available. You cannot skip ahead by pouring resources into the Refinery.

The Refinery building.
The Refinery building.
03 EXTRA QUEUES: BUILD, RESEARCH AND REPAIR IN PARALLEL

By default your station builds one thing, researches one thing and repairs one ship at a time. Extra queues are store purchases, not buildings. You can add up to 3 Builder, 3 Research and 2 Repair queues. Each works like your original queue, with the same speed-ups and help-request boosts. The pack pages disagree on the Ops level for Builder and Research queues (Ops 5 on one, above 15 on an older one), so check the Store listing before you buy. Repair queues need Ops 15. A queue unlocks on purchase, except the 4th Builder Queue, which you claim from the Gifts section.

Two research queues running side by side, each with its own speed-up controls.
Two research queues running side by side, each with its own speed-up controls.
FULL DETAIL — 6 MORE SECTIONS
04 THE WAR ROOM

The War Room unlocks at level 20 through the mission "Show Us Your Mettle," claimed at the Holodeck, and its Klingon-inspired design fits its purpose: converting PvP activity into rewards for you and your Alliance. You fill its Warchest by destroying enemy ships or raiding resources from players who are off their protection cooldown, and extra points come from Territory Capture Trailblazer events or from fighting inside Territory systems or Incursions. Warchest rewards include resources, ship components, construction materials and particles toward the Tactical Warmonger research node in the Combat tree, and the building's own level determines how good those rewards get — bonuses land in tiers every 5 levels starting at level 6, which makes upgrading the War Room worth prioritizing once you're relying on it. Alliance members only qualify for a given Warchest's rewards if they actually contributed points to it, but the milestones are set low enough that normal play gets you there without needing to break ROE or camp Off-Protection-Cooldown targets.

The War Room.
The War Room.
05 THE HOLODECK

The Holodeck, hosted in-story by Reginald Barclay, unlocks at Ops 15 through the "Holodeck Intro (Silver Screen)" mission and lets you replay past story arcs — new arcs need Matrix Diodes (free at the start of each arc, arc-limited), older arcs need Pattern Buffers (from events, store offers, or every 5 Holodeck levels). Upgrading it from Ops 32 onward, using Holo-Field Amplifiers, buffs your ships' Piercing stat, cuts ship parts costs, and raises the positive FKR reputation you earn from hostiles and Armadas — on top of unlocking free Enterprise-E officer shards (Data, Troi, Picard) at set level milestones. One limit worth knowing: your combined active-plus-archived mission count caps at 54, and you can't buy another mission from the Holodeck menu until you drop below that by finishing or archiving something.

The Holodeck.
The Holodeck.
06 THE TREASURY

The Treasury unlocks at Ops 15 via a Treasury Key from the Gifts section, and works as a fillable lockbox: defeating hostiles and clearing your final Daily Goals milestone fills it up, and once full you crack it open with a Desealing Rod (bought in the Offers tab, or exchanged from 4,000 Broken Desealing Rods gathered during events) to collect resources and materials. You get 72 hours to open a filled lockbox — or less, if the wider Treasury event itself ends sooner — and Desealing Rods are single-use per Treasury, so an unused one expires rather than carrying over. Upgrading the building with Optical Diodes boosts three passive buffs (Mining Rate and Protected Cargo for survey ships, Max Cargo for every ship) and raises the Optical Diode payout in your daily chest every 10 levels; past level 61, upgrades switch to Rare Optical Diodes instead. At level 40, the daily Optical Diode bundle starts including Prime Particles for the Territory Capture research tree as a bonus.

07 THE MESS HALL

The Mess Hall unlocks at Ops 15 and upgrades on a different axis than most buildings: it needs Replicator Rations (free daily from Gifts, plus mission and Offers-tab sources) and your Total Crew Level — the sum of every officer's individual level — rather than your Operations level. With up to 99 building levels available, the practical bottleneck for most players is growing that Total Crew Level, which only moves when you actually level up officers (Fleet Commanders don't count toward the total). In exchange, the Mess Hall provides four buffs that scale with its level: Weapon Damage bonus, Officer Stats, Research Speed, and Tritanium cost efficiency for ship components — a genuinely broad spread that makes it worth feeding steadily rather than ignoring.

08 THE ARTIFACT GALLERY

The Artifact Gallery unlocks at Ops 26 alongside the "Collect & Conquer" mission that introduces artifacts as a system. Artifacts themselves come in three types — Regular, Temporal and Mastery — and unlock once you've collected enough Artifact Shards, sourced from Artifact Restoration chests or from defeating Formation Armadas (Premium and Isolytic variants of those chests need their own token types, again mostly earned from Formation Armadas). Upgrading the Gallery itself, using Artifact Gallery Schematics, boosts Hull Health, Shield Health and the number of Artifact Tokens you earn per Armada, and improves the tier of what Restoration chests can drop; some individual artifacts are gated behind specific Gallery levels (1, 5, 10, 15). Once you're holding more shards than you need, the Refinery's Artifact tab (or the Gallery's own Convert button) turns the surplus into Remnants, which take over as the upgrade material once an artifact hits level 15 (Regular) or 9 (Temporal).

The artifact acquisition loop: shards from Formation Armadas and cargo loot, spent to unlock artifact effects, with the Gallery itself housing higher tiers as you upgrade it.
The artifact acquisition loop: shards from Formation Armadas and cargo loot, spent to unlock artifact effects, with the Gallery itself housing higher tiers as you upgrade it.
09 STORAGE LIMITS AND DEFENSE PLATFORMS

Once a Warehouse is full you cannot collect more from its generator, but resources from chests, missions, events or the store can still push you over the cap. Upgrading Defense Platforms does not count toward the Power Creep daily goal the way Interior buildings do, since the game treats Defense Platforms more like ships than station modules.

Sourced from the official Star Trek Fleet Command source, rewritten for stfc.club. Numbers and dates are verified against the source; explanations and framing are our own.