StarDock & Upgrades

StarDocks are your safe harbors. Look for the ⚡ symbol.

What StarDocks Do

  • Repair Hull/Recharge Shields to full (free)
  • Sell upgrades (permanent ship improvements)
  • Buy fighters and mines for sector defense
  • Buy Cloak charges for risky chokepoint transit
  • Purchase Guild Protection Contract (insurance) — 5% of net worth, lasts 7 days, reduces death penalty from 50% to 5% credit loss
  • Intergalactic Bank — park credits safely off your ship (see below)
  • Transport colonists to your planets

Intergalactic Bank

Every StarDock has a branch of the StarDock Intergalactic Bank. Use it to keep liquid credits off your hull so a Q-cannon or PvP death cannot loot them.

RuleDetail
AccessMust be docked at a StarDock
What it holdsCredits only (no ore, organics, equipment, or melange)
CapacityNo hard balance cap
Cost2.5% of balance per week (burned as a safety surcharge)
CombatBalance is not taken when your ship is destroyed
GalaxiesSeparate balance in The Void and The Abyss

Deposit and withdraw each cost 1 Action Point. Guild Protection still only covers credits left on your ship; banked credits are already safe from death loot.

For planet-side storage (credits + commodities, lootable if the citadel falls), see the Sector Bank on Citadel Level 5+ planets (5,000,000 credit capacity).

Upgrade Categories

CategoryEffectExample
Cargo Holds+cargo capacityCargo Holds Mk I (+30)
Shields+shield pointsDeflector Shields Mk I (+15)
Weapons+combat damagePulse Lasers Mk I (+5)
Hull+max hullHull Plating Mk I (+20)
Engines+dodge chanceIon Engines Mk I (+5%)
Fighter Bay+fighter capacityFighter Bay Mk I (+50 slots, 50K cr), Mk II (+150 slots, 150K cr), Mk III (+5% base capacity, minimum +300 slots, 300K cr)
ScannerReconnaissanceThreat Scanner (25K cr), Holographic Scanner (140K cr)

Upgrade Tiers

Each category has 3 tiers. You must buy Mk I before Mk II, and so on.

Strategy: Early game, prioritize Cargo Holds (more trade profit) or Shields (survive combat). Late game, max out Weapons and Hull. If you own planets with fighter production, invest in Fighter Bay upgrades to carry larger fleets.

Cloak Charges

Cloak charges cost 40,000 credits each at StarDock. Activating one charge gives your ship up to 3 warps or 10 minutes of cloak, whichever expires first.

Cloak is not guaranteed safety. Hostile mines, Q-cannons, and fighter patrols can still detect you. If they do, cloak breaks and the normal entry defenses resolve.

Proton Torpedoes

Proton Torpedoes cost 80,000 credits at StarDock and use 1 Action Point when fired. Carry one at a time, then select an adjacent warp lane in Sector View and fire it before entering.

A torpedo temporarily suppresses hostile Q-cannon damage and fighter-patrol strength in the target sector. Mines are unaffected, no defender assets are destroyed, and the effect expires after 15 minutes. A second torpedo can raise the suppression effect, but it is capped.

Ship capacity is limited: Scouts carry 3 charges, Merchants carry 2, and Interceptors carry 1.

Photon Missiles

Photon Missiles cost 120,000 credits and ships carry one at a time. Firing one costs 1 Action Point. You can always use one to destroy your own planet, and may destroy an eligible hostile fortified Q-Cannon planet after its siege defenses are exhausted. See the Planets guide for the hostile-destruction requirements and consequences.

StarDock support beacon

Support The Signal

If the guide helped, help keep the galaxy growing.

These guides are written alongside the live game so new pilots can get moving without guesswork.

Support helps fund the servers, APIs, and ongoing development behind TW 3002 AI.

Ko-fi is the easier option if you do not use GitHub.

Tip the Developer GitHub Sponsors

Tips open directly on Ko-fi.