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Command Center

What does the Command Center do in Old Light?

The Command Center is the orbital headquarters of a star system, built the moment you claim it. Its level drives the system's build speed and docking capacity. A higher level also lets it send fleets farther.

The Command Center is a star system's core building, formed the moment you claim the system. Its level drives build speed and docking capacity. A higher level also lets the system send ships farther.

What it does

The Command Center coordinates every other structure in its system, and its level drives two things that grow together:

Why it matters

Build time is one of the few things you can't buy back. Resources you can mine; time you can't. An empire with high-level Command Centers gets through its build queues meaningfully faster than one without, even when both have the same income.

On the front line, capacity decides the fight: a low-level system docks a small fleet; a high-level one anchors a large standing fleet.

Both effects are per-system. Upgrading the Command Center in one system speeds up its builds and raises its dock size in that system only.

Strategy

Early Command Center upgrades pay off compoundingly: every later upgrade in the system saves a slice of time, and those slices add up across the lifetime of the system. The same upgrades raise your dock size, so a developed system builds fast and holds a real defensive fleet.

Push capacity hardest where you expect to mass ships, on frontier and contested systems. But don't push it so far ahead of your economy that the cost bites.

Docking Capacity

Each system can station a limited number of ships. Each Command Center provides a fixed number of orbital docking slots.

How reinforcements work

When ships arrive at a system whose docks are full, they don't stay. The overflow flies to another of your systems that still has room, the system it came from if it can take them, otherwise the nearest one with free docks. If every system you own is full, the ships dock where they are, over the limit, rather than being lost. The same applies when you conquer an enemy hex: surviving attackers beyond the captured system's docking slots head to a system with room.

When the shipyard pauses

Your Shipyard queue pauses in two cases:

In both cases, the queue is only paused; it doesn't disappear. The timer advances the moment the condition clears.

Send range

The Command Center also sets how far this system can send ships. A level 1 system's send range is 80 light-years; a fully upgraded one reaches 400. Most of that increase comes at the higher levels, so early upgrades add little.

Send range is measured from the origin, so each system sends only as far as its own Command Center allows. Every ship type shares that range, probes included.

By your command.
a Cylon, Battlestar Galactica

Common questions

Why upgrade the Command Center early?

Build time is the one thing you can't mine back. Every later upgrade in the system saves a slice of time, and those slices compound. The same upgrades raise dock size, so a developed system builds fast and anchors a real defensive fleet.

Where do ships go when a system's docks are full?

Overflow ships don't stay. They fly to another of your systems with room, the origin if it can take them, otherwise the nearest with free docks. If every system is full, they dock over the limit rather than being lost.

Why did my Shipyard queue stop?

Ship builds pause when a system's docks fill up, resuming once you move ships away or lose them in combat. They also pause empire-wide when your credits run out. The queue stays intact and the timer advances the moment the condition clears.