I am working on improving the tooltips for the Roider Dives and Union HQ.
Roider Dives spawns mining fleets and supplies ore, rare ore, organics, and volatiles.
Dives need ore, rare ore, organics, or volatiles deposits on an unclaimed planet in the same system. A Union HQ can reach systems up to 6 light years away (Dives can technically reach 1 light year away, but systems don't spawn that close together). If a resource is available, it is supplied at a base level + the best available modifier. Ore and organics are base 1, while rare ore and volatiles are base -1.
Union HQ also spawns patrol fleets, adds a submarket, and adds retrofitting. A partial conversion set is offered at all Union HQs, and the full set is available where there is also a Heavy Industry/Orbital Works. The patrol fleets don't stack with Patrol HQ/Mil Base/High Command.
Wow, I had no idea Heavy Industry augments Union HQ and gives the player full access to retrofitting on owned markets and its not exclusive to Korovin.
Thanks, it's much clearer now.
Do (enemy/ally/own) dives/HQs reduce each others effectiveness if more are built within range?
The patrol fleets don't stack with Patrol HQ/Mil Base/High Command.
Roider patrols associated with my faction continue to spawn in a system where I spammed Patrol HQs on 10+ markets so I'm a bit confused.
They do not, however in systems with military base(s). As far as I know military bases stack so if Union HQ patrols don't scale somehow I guess the player will have to rely on military bases after some point, right?