Buildings

Buildings are the backbone of your empire. Every colony has limited building slots — choose wisely what to construct.

Resource Buildings

These produce the materials that fuel everything else. Upgrade them consistently to keep your economy growing.

Ore Mine

Extracts ore from planetary deposits. Your first and most important building — ore is used in everything. Higher levels dramatically increase extraction rate.

Max Level: 30

Silicate Mine

Mines crystalline silicate formations from the planet's crust. Essential for research and advanced technology. The Industrialist commander boosts silicate production empire-wide.

Max Level: 30

Hydrogen Processor

Extracts and processes atmospheric hydrogen. Used for ship fuel, alloy production, and advanced buildings. Gas Giants produce hydrogen at massively increased rates.

Max Level: 30

Alloy Foundry

Smelts ore and silicates into advanced alloys. These are required for ships, military buildings, and most mid-to-late game structures. Unlocked after researching Structural Alloys.

Max Level: 25

Rare Resource Extractor

Specialized facility that extracts exotic materials based on what the planet naturally produces — cryo-ice from ice planets, plasma core from volcanic. Bio-extract on terra worlds is produced by the Bio Complex instead. Requires Rare Resource Extraction research.

Max Level: 15 Requires Research

Quantum Synthesizer

Harnesses quantum vacuum fluctuations to passively synthesize quantum dust. Only operational in Dead and Rift space where dimensional barriers are weakest. Requires Quantum Computing research.

Max Level: 10 Dead Zone / Rift Only

Energy Buildings

Energy keeps your colony running. Every building consumes energy — if production falls below consumption, your entire economy suffers. See Energy for how the balance works.

Solar Plant

Generates energy from the local star. Available from the start, cheap to build, and scales reliably. Your bread-and-butter energy source early on.

Max Level: 30

Thermal Plant

Taps into geothermal energy beneath the planet's surface. More expensive than solar but generates considerably more power per level. Requires Thermal Extraction research.

Max Level: 25 Requires Research

Fusion Reactor

High-output reactor that consumes hydrogen as fuel. Very efficient power source, but be mindful of the fuel cost. Best paired with strong hydrogen production. Requires Hydrogen Cracking research.

Max Level: 20 Requires Research

Zero-Point Generator

Endgame energy solution — harnesses quantum vacuum fluctuations for nearly limitless energy with no fuel cost. Expensive to build but eliminates energy concerns for any colony. Requires Zero-Point Energy research.

Max Level: 15 Requires Research

Storage

Storage Complex

Unified facility that stores all basic resources. Capacity scales exponentially — each level provides dramatically more space than the last. Without enough storage, your mines' output goes to waste.

Max Level: 20

Utility Buildings

Infrastructure buildings that provide population, research capability, construction speed, trade access, and more.

Logistics Hub

Automated logistics center that enables scheduled resource deliveries between your colonies. Each level unlocks one additional auto-delivery route from this planet. Routes execute automatically — just configure the resource type, threshold, and amount, and the system handles dispatching cargo ships. Requires Transport Logistics and Supply Chains research.

Max Level: 10 Requires Research

Residential Complex

Provides housing for your colony's population. More population enables more efficient operations and faster growth.

Max Level: 20

Bio Complex

Advanced hydroponics and life support systems. Accelerates population growth and produces bio-extract — doubled output on Terra worlds, where it's the primary food source. Does not add population capacity on its own. Requires Bio Agriculture research.

Max Level: 20 Requires Research

Research Lab

The key to technological progress. Higher lab levels are required to research more advanced technologies. Every colony should have one — and your main colony's lab should be a top upgrade priority.

Max Level: 15

Medical Bay

Advanced medical facility that increases population growth rate and overall colony morale. Requires Bio Agriculture research.

Max Level: 15 Requires Research

Cultural Center

Arts and cultural hub that improves colony morale and population satisfaction. Happy colonists work harder. Requires Cultural Development research.

Max Level: 15 Requires Research

Trade Hub

Alliance commercial center used for alliance trade contracts. An alliance needs at least one Trade Hub before members can post alliance orders, and only the alliance leader or deputy can build it. Requires Basic Trade research.

Max Level: 15 Requires Research

Construction Yard

Automated construction facility that reduces building upgrade time by 5% per level. Higher levels mean faster construction across the colony — a force multiplier for your economy.

Max Level: 15

Military Buildings

Shipyards construct your fleets. Different tiers of shipyard build different sizes of ship.

Planetary Shipyard

Constructs and maintains small and medium spacecraft. Your first gateway to building a fleet — scouts, fighters, freighters, and more. Higher levels unlock additional ship types. Requires Orbital Mechanics research.

Max Level: 15 Requires Research

Orbital Shipyard

Large orbital construction facility for heavy warships — battleships, carriers, bombers, and more. Required for building any large-class vessel. Requires Orbital Construction research.

Max Level: 5 Requires Research

Capital Ships: The largest vessels — Dreadnoughts and Titans — can only be built at a Moon Dockyard. They require a lunar foundation for construction.

Defense Buildings

Defend your colonies from orbital attacks and ground raids. A well-defended planet is costly to assault.

Space Defense Systems

These fire at hostile fleets during orbital battles, supplementing your stationed ships. All space defense systems have a max level of 15.

System Weapon Type Best Against Requires Research
Railgun Defense System Kinetic Light-armor ships (scouts, fighters) Kinetic Weapons
Laser Defense System Laser Balanced against all armor types Laser Weapons
Missile Defense System Missile Medium-armor ships (cruisers, assault craft) Missile Systems
Plasma Defense System Plasma Heavy-armor ships (battleships, carriers) Plasma Weapons
Ion Defense System Ion Shielded ships — disrupts energy shields Ion Cannons

Electronic Warfare System

Jamming arrays and ECM suites that reduce enemy fleet accuracy by 3% per level (max 30%). Doesn't fire directly — instead, it weakens every shot the enemy fleet takes. Requires Electronic Warfare research.

Max Level: 10 Requires Research

Ground Defense & Raid Protection

When enemies send assault shuttles to raid your planet, these buildings protect your resources.

Shield Generator

Generates a protective energy shield. Reduces incoming damage and never fully deactivates — even at low levels, it provides a baseline defense. Shields regenerate over time. Requires Shield Theory research.

Max Level: 15 Requires Research

AA Turret

Anti-air turret that intercepts incoming assault shuttles. Destroys some raiders before they land. Requires Point Defense research.

Max Level: 15 Requires Research

Garrison

Houses ground defense troops that engage enemy raiding parties. More garrison levels mean more troops fighting to protect your resources.

Max Level: 15

Storage Cloaking

Camouflages your resource storages. Increases the time raiders need to locate your stockpiles (+30s per level) — if they run out of time, they leave with less. Requires Shield Theory research.

Max Level: 10 Requires Research

Defense Traps

Hidden traps around key installations. Deals damage to raiding parties and slows their operations (+10s per level). Combined with Storage Cloaking, makes raiding very expensive for attackers. Requires Basic Armor research.

Max Level: 10 Requires Research

Specialized Buildings

A handful of high-end buildings sit outside the standard tree — they unlock later, require specific research, and typically solve a single strategic problem extremely well.

Terraforming Station

Reshapes the planetary environment, adding extra building slots per level. Lets you squeeze more infrastructure out of a colony. Very expensive to run — pay attention to its energy drain. Requires Terraforming research.

Diplomatic Embassy

Interstellar consulate for personal diplomacy. Each level adds +2 personal pact slots. Alliance capacity starts at 30 members. Completed Embassy levels across alliance members unlock extra slots: the first 5 require 15 total levels each; after that, each next slot costs 1 more total level than the previous one. Maximum: 60 members. Requires Network Protocols research.

Moon Buildings

Moons are separate from planets — they have their own building slots and serve specialized purposes. Colonize a moon using a Lunar Shuttle after researching Lunar Operations.

Regolith Extractor

Extracts ore and trace minerals from lunar regolith. A modest but useful ore source.

Max Level: 20

Ice Harvester

Processes subsurface ice deposits into hydrogen and silicate compounds.

Max Level: 20

Silicate Processor

Processes lunar regolith into refined silicates using thermal separation.

Max Level: 20

Lunar Warehouse

Massive underground storage caverns. Low gravity makes it easy to store enormous quantities of resources.

Max Level: 5

Solar Collector

Lightweight solar array optimized for low-gravity. Powers your moon facilities.

Max Level: 20

Low-G Refinery

Microgravity refinery that converts materials into alloys at improved rates. Low gravity makes metallurgy easier.

Max Level: 15

Sensor Array

Lunar intelligence platform. It gives early warning against hostile fleets and unlocks active scans: fleet phalanx checks on planets, moons, and stations; sector activity sweeps; wormhole detection; and, with advanced sensors, spy sweeps against hidden probes.

Max Level: 10

Jump Gate

Enables instant fleet transfer between your moons that both have Jump Gates. Jump Gates also form a strategic highway network: when a suitable entry and exit are available, normal fleet routes can take a much shorter path through the network. Gates have cooldowns, so their timing matters.

Max Level: 1

Moon Dockyard

Massive low-gravity dockyard for constructing capital-class warships. Dreadnoughts and Titans can only be built here — they're too large for orbital construction.

Max Level: 2

Stealth Field

Cloaking technology that hides your moon from enemy sensor scans. At higher levels, the moon becomes effectively invisible to most scanning attempts.

Max Level: 5

Defense Platform

Automated weapons platform for moon defense. Fires at hostile fleets attacking your moon.

Max Level: 15

Megastructures

Megastructures are colossal, empire-defining projects. Each one is unique per account — you can only build one of each across all your colonies. They require Megastructure Engineering research (Era 5) and astronomical resource costs, but their effects are game-changing.

One of each: Megastructures are unique per account. You cannot build two Dyson Spheres, for example. Choose the colony carefully — once built, the megastructure occupies that slot permanently.

Dyson Sphere

A stellar-scale energy collector enveloping the star. Produces immense power (+8,000 energy) without fuel. Eliminates energy concerns for your entire empire.

Max Level: 1 Requires Research

Molecular Assembler

Atomic-scale fabrication facility. Converts raw matter into alloys at unprecedented rates (+5,000 alloys/tick). Consumes significant energy (-2,000) but transforms your production capacity.

Max Level: 1 Requires Research

Quantum Nexus

Quantum-entangled computing network spanning all colonies. Massively accelerates research and construction across the empire. Power-hungry (-3,000 energy) but invaluable for late-game progression.

Max Level: 1 Requires Research

Demolishing Buildings

Building slots are limited. If you need to free up a slot, you can demolish a building. Demolishing takes time and returns a partial refund of the construction costs. You can't undo a demolish once started.

Think carefully before demolishing. Building slots are precious. Make sure you really don't need the building before tearing it down.