◉ Mechanics 30 entries

World & Story 7

The Alien World

WORLD & STORY

RED SOL is set on a living alien planet — not Mars. Your dropship and ten sleeper freighters were pulled through a wormhole; the crossing is one-way and the fleet is all you have. The planet was alive first: nine exotic biomes, wandering herds, giants in the sky and under the ground. You do not terraform it — you learn to live on it.

The Convoy

WORLD & STORY

The founding dropship lands with your builders, stock and hangar aboard — it remains the colony's first store, crane and drone bay. The ten freighters stay in orbit, each carrying a sleeping cryo bay of colonists. Waking them is a deliberate act: a shuttle mission per freighter, and when the last bay is empty there are no more.

Seeded Worlds

WORLD & STORY

Every world is generated from a seed: 1000×1000 tiles of terrain, biomes, rivers, lakes, ice, flora and resources. The simulation runs on a flat 2D grid — terrain height is a rendering and movement-cost layer on top, never a third dimension. The renderer is full 3D with day/night lighting.

Fog & Survey

WORLD & STORY

The world starts unknown. Ground near the colony is surveyed automatically; laying rail, pipe or roads surveys a corridor; survey probes launched from the dropship's silos open distant country, and a shuttle on a standing orbital-survey order banks research from high orbit. Nothing builds on unsurveyed ground, and wildlife only joins the field guide once sighted in surveyed country.

Nine Biomes

WORLD & STORY

Each biome has its own flora, palette, resources and hazards — and some gate their own technology: vent fields, gas chains, river power, emberite seams and biome-border finds each unlock a unique extractor or power source. Some ground needs hardening research before it can be built on at all.

Weather & Wind

WORLD & STORY

Rain, dust storms, snow, cyclones, radiation storms and meteor strikes roll across the world. Wind drives turbines in real time; storms ground the drone fleets; snow muffles the soundscape; animals treat a storm as night and bed down. Cyclones and radiation storms are events you plan around, not skip.

The Sol

WORLD & STORY

A sol is one full day/night cycle (about six real minutes at normal speed). Everything ticks on it: shifts, production, aging, research, weather. Time can be paused or run at higher speeds; the simulation is deterministic under the same seed.

Colonists 6

Living Colonists

COLONISTS

Every colonist is an individual with a job, a shift (day, evening or night), a home, a routine — work, sleep, meals, leisure, commuting — and a happiness state. Nearby colonists are fully simulated and visible; the rest of the population runs in a cheap abstract tier so the colony can scale to thousands without slowing down.

Life Stages

COLONISTS

Colonists age through life stages per sol and eventually retire: seniors keep the day-shift rhythm, and about two-thirds of adults pair up into couples and share households. Because every colonist enters as a workforce-ready young adult (grown at the Foundry or woken from the fleet), the Child and Teen stages defined in the sim never occur today — they are reserved for a future reproduction system. In the current game the population ages Adult → Senior only.

Population Inflow

COLONISTS

Colonists are artificial — grown, not born. New population comes from exactly two places: the Colonist Foundry, which grows new colonists from resources, and the shuttle's Colonist Run, which docks a sleeper freighter and wakes its cryo bay (~20 colonists per freighter, ten freighters, finite). There is no natural reproduction and no automatic immigration.

Personality & Wants

COLONISTS

Each colonist has one of twelve personality archetypes (Homebody, Socialite, Thrill-seeker, Scholar, Aesthete, Athlete, Gourmand, Status-seeker, Naturalist, Free spirit, Seeker, Ascetic) giving a weighted profile across ten want categories — nourishment, fun, connection, culture, enrichment, nature, wellness, comfort, acquisition and faith — each in three tiers. Happiness is how well a colonist's specific wants are met by venues they can actually reach and afford.

Wealth Tiers

COLONISTS

Colonists sit in one of three wealth bands — Struggling, Comfortable, Affluent — driven by wages and savings. Wealth raises the TIER of experience a colonist aspires to: affluent colonists demand higher-tier, resource-hungrier products and venues. This aspiration ladder is the engine that pulls the economy upward.

Health

COLONISTS

Colonists carry a health state with per-sol sickness rolls; clinics and hospitals are treatment capacity, not magic. Hunger and malnutrition degrade health and productivity; outbreaks can move through a crowded colony. Sick colonists work worse, and the two-register death model separates preventable losses from old age.

Economy 3

The Closed Economy

ECONOMY

Wages circulate inside the colony: colonists earn and spend at businesses, businesses pay staff, and money is only created or destroyed at the off-world boundary — exports, contracts and sponsor funding. The player's treasury is separate from the colonists' money: fed by a tax skim and off-world trade, spent on civic building, research and imports.

Businesses

ECONOMY

Commercial and industrial buildings run a real per-building profit & loss. They survive on resource availability first and profit second; an unprofitable or starved business closes and something else takes the spot. The player zones the ground — the colony decides what fills it, with competition and duplicates.

Floating Prices

ECONOMY

Local prices float on stock coverage — scarce goods drift expensive inside a clamped band, plentiful goods cheapen. Price movements cascade into colonist wealth and happiness, and supply shocks (a stalled chain, a storm, a war) are felt in the market before they are felt anywhere else.

Construction 3

Building & Construction

CONSTRUCTION

You place civic buildings directly and paint zones for the rest. Construction is real work: builder bots and heavy constructor drones travel to the site, courier drones fly the materials in from stores, and the building rises visibly as it is built. Sites can be prioritised; unfinished work survives interruptions.

Placement Rules

CONSTRUCTION

Placement defaults to the tile grid with 90° rotation. The [F] key unlocks freeform placement — any position and 15° rotation steps — for most buildings; anchored structures (the landing pad, maglev stations, extractors, the emberite bore, the armory) always stay grid-locked because they must meet sockets, beams or terrain features exactly. Foundations auto-level, neighbouring pads snap to shared terraces, and steep ground costs extra material to carve.

Districts

CONSTRUCTION

A district starts from a placed Resource Point that projects a serviced area. Give it one character and the colony fills it to demand — homes, venues and workshops appear, upgrade with resident happiness, and are displaced when the district evolves. Intra-district paths grow organically; the player lays the trunk routes.

Logistics 4

Pipes & Conveyors

LOGISTICS

Goods move over two drawable carrier networks laid like roads: enclosed PIPES for fluids and gases, enclosed CONVEYORS for solids. Buildings tap a passing line automatically by adjacency — the first touching tile becomes a sticky port. Each network has a shared throughput; laying costs steel per tile, so distance is capital. Carriers are always grid-locked and 90°.

Courier Drones

LOGISTICS

Small hauler drones ferry loose stock between the dropship, warehouses and construction sites. They collect from the dropship's open hangar bay, are homed at storage facilities and courier platforms, migrate to better bases as the colony grows, and sit storms out on the nearest roof.

The Maglev

LOGISTICS

The long-distance line: a monorail beam laid tile by tile, riding a half-tile height ladder — level changes happen on dedicated ramp pieces and long climbs become one straight graded incline with eased ends. Curves come in three sizes with real speed limits; trains brake into the tighter classes. Stations own their beam and snap the line to their platform ends; a bought locomotive waits at the platform while you build its consist (passenger and cargo cars up to the platform's length), then Start Route sends it shuttling. Stations collect ticked goods from producers in their catchment, and the train carries commuters between stops it serves.

Roads, Paths & Distance

LOGISTICS

Distance is a cost everywhere: goods throughput falls with link length and commutes cost happiness and productivity. Roads and packed paths speed colonists and vehicles along them; travel times come from obstacle-aware path lengths computed once and cached. Transport infrastructure is the counterweight that makes building far away viable.

Power 1

The Power Grid

POWER

Power is a real-time flow, not a battery number: every building has an hourly load profile, generation follows sun and wind live, and batteries carry the night. Buildings must be connected — pole reach or a short building daisy-chain — or they sit dark. When demand outruns supply the grid sheds load by priority: life support last, discretionary first. Five unique semi-early sources (vent, gas, river, emberite, shear) are gated behind biome finds.

Research 1

Research

RESEARCH

Five fields — Biotech, Habitation, Industry, Logistics, Frontier — with a primary spine of paced unlocks and a specialisation layer of sidegrades. Research points come from the sponsor baseline, staffed labs and orbital surveys. Everything new the colony can build or do arrives through this tree, and this guide keeps locked entries hidden until their research completes.

Threats & Defence 2

The Threat

THREATS & DEFENCE

The planet pushes back: nests seed the wild and send waves — swarmers, lancers, bruisers and burrowers, each family with its own behaviour. Creatures hunt structures, chew through buildings, spit at drones, dig to escape fire and rout when their morale breaks. Waves grow with the colony's footprint.

Defence

THREATS & DEFENCE

Fixed emplacements — Gatling, laser, missile and artillery towers — fire real projectiles with real ammunition fed by your logistics; a dry magazine is a supply problem. Most towers fold away and pop up when trouble comes. The armory fields a drone air force — Hornet gunships, Quillback battery platforms and the Condor bomber — that launches from its roof plate, patrols, rearms and repairs.

Wildlife 1

Wildlife

WILDLIFE

Herds and flocks live on the land: they graze, migrate, drink, flee stampedes, walk on real articulated legs, and bed down at night. Flyers beat real wing pairs, glide and bank. Some species are ranchable once tamed. Megafauna — sky whales, sunmaw worms, the leviathan, mantas, the shellmound tortoise and the glass shoals — are rare wonders with their own behaviours and dens.

Spaceflight 2

The Spaceport

SPACEFLIGHT

Landing pads with support annexes host a fleet you build: the colonist shuttle, capture tugs and cargo rockets. Launches burn fuel piped to the pad and wear the airframe; a maintenance annex services it. Missions include the manual Colonist Run, a standing orbital-survey order that relaunches itself while fuelled, asteroid capture from passing rocks, prefab deliveries to orbital projects, and export runs that sell goods at the off-world market.

Orbital Industry

SPACEFLIGHT

The late game climbs off-planet: captured asteroids become mining outposts, prefab factories feed launches that assemble the Orbital Mirror and the Space Elevator, and megastructures reshape what the colony can do. The wormhole that brought you here is still out there.

⌂ Buildings 137 entries

Civic response 7

Colonist Foundry

CIVIC RESPONSEPLAYER-PLACED

R18: the ship's ONE prefab bio-foundry - Earth keeps the genome tech, so you can never build another. Grows colonists (babies) continuously, gated by housing + food. Upgrade via its card to raise the rate; upgrades cost VITRIOL (the Fen's exotic reagent) and upgraded tiers need a steady vitriol feed.

Workers2 @ tier3
Footprint5x4
Build time0.5 sols
Inputs /solPower ×6 · Water ×2
Outputs /sol(grows colonists - see card)
Upkeep1.5 cr/sol (flat civic rate)
🔬 Available at start — no research needed

Constructor Dock

CIVIC RESPONSEPLAYER-PLACED

R11: a 4x5 dock hosting one heavy Constructor Drone (2x3 body). The drone flies to build sites and constructs from a hover (faster than a builder bot); returning, it aligns over the pad centre and settles slowly onto the dock.

Workers1 @ tier2
Footprint4x5
Build costSteel ×24 · Marscrete ×12 · Electronics ×14
Build time1 sols
Inputs /solPower ×4
Outputs /sol(hosts a heavy flying Constructor Drone)
Upkeep1.5 cr/sol (flat civic rate)
⚙ Builds: Constructor Drone
🔬 Unlocked by Compute Infrastructure (36 RP) — no prerequisites

Contract Terminal

CIVIC RESPONSEPLAYER-PLACED

SPACEFLIGHT slice 8: the board for EARTH/MILITARY CONTRACTS (post-wormhole). Earth pays BIG, on deadlines, for what only this world makes. Accept a timed SUPPLY contract (deliver N exotic/rare-metals/luminite); bank the goods before the deadline and it auto-delivers for a treasury + RP reward and CONTRACT REPUTATION (its own track - higher rep unlocks bigger, better-paying deals). Miss it and reputation takes a hit.

Workers2 @ tier3
Footprint3x3
Build costSteel ×16 · Electronics ×10 · Glass ×6
Build time2 sols
Inputs /solPower ×3
Outputs /sol(Earth contract board - see card)
Upkeep1.5 cr/sol (flat civic rate)

Dust Rig Garage

CIVIC RESPONSEPLAYER-PLACED

Dispatches rigs to clean panels, domes and routes — holding back the constant dust tide before it dims solar and hydroponics.

Workers2 @ tier2
Footprint3x5
Build costSteel ×9 · Marscrete ×10
Build time1 sols
Inputs /solWater ×1 · Power ×2
Outputs /sol(clears settled dust)
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Dust Management (24 RP) — no prerequisites

Maintenance Depot

CIVIC RESPONSEPLAYER-PLACED

Dispatches crews to service transmission lines, power and facilities. You supply parts + coverage; the colony does the repairs.

Workers3 @ tier3
Footprint2x2
Build costSteel ×10 · Marscrete ×12
Build time2 sols
Inputs /solSpare parts ×2 · Power ×2
Outputs /sol(infrastructure upkeep)
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Maintenance Systems (24 RP) — no prerequisites

Repair Station

CIVIC RESPONSEPLAYER-PLACED

Houses an autonomous flying drone that repairs meteor-damaged buildings and services worn ones (below 60% condition) within a 30-tile square coverage. Researchable from the start.

Workers1 @ tier2
Footprint3x3
Build costSteel ×12 · Electronics ×7
Build time0.5 sols
Inputs /solPower ×3
Outputs /sol(repairs & maintains nearby buildings)
Upkeep1.5 cr/sol (flat civic rate)
🔬 Available at start — no research needed

Security Post

CIVIC RESPONSEPLAYER-PLACED

Lowers crime over its coverage area. Crime is mostly a symptom of unhappiness — fix the cause too.

Workers2 @ tier3
Footprint2x2
Build costSteel ×10 · Marscrete ×10
Build time2 sols
Inputs /solPower ×1
Outputs /sol(security coverage)
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Security (44 RP) — no prerequisites

Compute 1

Data Centre

COMPUTEPLAYER-PLACED

Provides compute capacity for autonomous vehicles and, later, robots. Heavy power draw — high-tier power is what lets automation scale.

Workers1 @ tier5
Footprint3x3
Build costSteel ×18 · Marscrete ×14 · Electronics ×24
Build time1.5 sols
Inputs /solPower ×8
Outputs /solCompute ×4
Upkeep1.5 cr/sol (flat civic rate)
Shifts3
🔬 Unlocked by Compute Infrastructure (36 RP) — no prerequisites

Defence 6

Ammunition Factory

DEFENCEPLAYER-PLACED

A compact munitions line - the same 8 units/sol as the Armory's trickle, from a quarter of the plot. Stores 40 units. Stamp them out along the tower line when one Armory's output stops being enough; the Ordnance Plant (research) is the true industrial answer.

Workers1 @ tier2
Footprint2x2
Build costSteel ×10 · Marscrete ×6
Build time0.5 sols
Inputs /solSteel ×1 · Power ×2
Outputs /solAmmunition ×8
Upkeep0.4 cr/sol
🔬 Unlocked by Base Defence (available at start) — no prerequisites

Armory

DEFENCEPLAYER-PLACED

Drone hangar and starter munitions line. Combat drones are built here and exit through the sliding roof doors; the rooftop pads repair and rearm them. Its 120-unit ammo store keeps the defence supply SEPARATE from the warehouses - conveyor it to the tower line. The trickle feeds the guns until an Ordnance Plant exists.

Workers1 @ tier2
Footprint7x12
Build costSteel ×18 · Marscrete ×12
Build time0.8 sols
Inputs /solSteel ×1 · Power ×2
Outputs /solAmmunition ×8
Upkeep0.6 cr/sol
🔬 Unlocked by Base Defence (available at start) — no prerequisites

Hailstorm Gatling

DEFENCEPLAYER-PLACED

Rapid-fire emplacement. The line-holder: enormous rate of fire and accurate against fast movers, so it mows down swarms - but short-ranged and weak against armour, where rounds mostly ricochet. 1 ammo unit = 25 rounds; its 12-unit magazine (300 rounds) feeds by conveyor tap or courier - shots draw from the magazine, not thin air.

Workers0
Footprint2x2
Build costSteel ×12 · Electronics ×4
Build time0.4 sols
Inputs /solPower ×1 · Ammunition ×16
Outputs /sol(shreds swarms)
Upkeep0.5 cr/sol
✛ Mounts the Gatling — see Weapons for full combat stats
🔬 Unlocked by Colony Defence (180 RP) — after MetallurgySteelworks

Longbow Launcher

DEFENCEPLAYER-PLACED

Offset launcher rack firing volleys of small guided rockets. Long reach and hard single-target damage, but rounds are expensive, guidance has a real turn radius, and it cannot fire inside 5 tiles. 24-rocket magazine fed by conveyor/courier. Lowers into its 3x3 base to stow.

Workers0
Footprint3x3
Build costSteel ×20 · Electronics ×10 · Composites ×4
Build time0.8 sols
Inputs /solPower ×2 · Ammunition ×60
Outputs /sol(guided volleys)
Upkeep1.0 cr/sol
✛ Mounts the Rocket volley — see Weapons for full combat stats
🔬 Unlocked by Heavy Ordnance (320 RP) — after Colony DefenceMetallurgySteelworks

Sunlance Laser

DEFENCEPLAYER-PLACED

Twin-barrel laser emplacement. Hitscan - it never misses - and the beam beats heavy armour, so it is the Dolerite answer. Single target and power-hungry; a swarm walks through it. Folds into its 2x2 base between fights.

Workers0
Footprint2x2
Build costSteel ×14 · Electronics ×8 · Glass ×4
Build time0.5 sols
Inputs /solPower ×6
Outputs /sol(burns through armour)
Upkeep0.8 cr/sol
✛ Mounts the Laser — see Weapons for full combat stats
🔬 Unlocked by Colony Defence (180 RP) — after MetallurgySteelworks

Thunderhead Artillery

DEFENCEPLAYER-PLACED

Long-range indirect gun on a 3x3 platform - lobs over hills and buildings, blind inside 10 tiles, slightly inaccurate, and refuses shots that would splash your own colony. Card switches HE / incendiary shells; a 60-round shell store feeds by conveyor/courier. Too big to fold away.

Workers0
Footprint3x3
Build costSteel ×26 · Marscrete ×12 · Electronics ×6
Build time1 sols
Inputs /solPower ×2 · Ammunition ×48
Outputs /sol(area bombardment)
Upkeep1.2 cr/sol
✛ Mounts the Incendiary shell — see Weapons for full combat stats
🔬 Unlocked by Heavy Ordnance (320 RP) — after Colony DefenceMetallurgySteelworks

Education 1

Emergency 2

Food production 4

Algae Vat

FOOD PRODUCTIONDISTRICT PLANNER

Bubbling protein vats growing algae — the feedstock crop for the Medical Fabricator, Pharma Lab and Food Processor. The district planner adds one when the medical chain runs hungry.

Workers1 @ tier2
Footprint2x3
Build costSteel ×8 · Glass ×6 · Marscrete ×6
Build time0.3 sols
Inputs /solWater ×8 · Power ×2
Outputs /solAlgae ×10
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Hydroponics (available at start) — no prerequisites

Food Processor

FOOD PRODUCTIONDISTRICT PLANNER

Bulk-processes any crop into storable rations (the calorie/anti-hunger staple). Separate from the meal/dining layer.

Workers2 @ tier2
Footprint2x2
Build costSteel ×12 · Marscrete ×8
Build time1 sols
Inputs /solAlgae ×10 · Power ×2
Outputs /solRations ×20
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Food Processing (135 RP) — after Hydroponics

Gourmet Kitchen

FOOD PRODUCTIONDISTRICT PLANNER

R20 audit: delicacies for Fine Dining - an Earth import before the stranding, made locally now.

Workers2 @ tier4
Footprint2x2
Build costSteel ×8 · Glass ×6
Build time0.5 sols
Inputs /solRations ×3 · Water ×1 · Power ×2
Outputs /solDelicacies ×2
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Gourmet Foods (66 RP) — after Food ProcessingHydroponics

Hydroponics Bay

FOOD PRODUCTIONDISTRICT PLANNER

Turns water and power into rations. Seeded once at construction, a running bay slowly banks surplus seed toward the next one. One bay feeds roughly 40-50 colonists.

Workers2 @ tier2
Footprint4x4
Build costSteel ×7 · Glass ×12 · Marscrete ×8 · Seeds ×6
Build time0.3 sols
Inputs /solWater ×20 · Power ×3
Outputs /solRations ×25 · Seeds ×0.5
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Hydroponics (available at start) — no prerequisites

Green space 1

Pocket Park

GREEN SPACEDISTRICT PLANNERNATURE

Tiny green-space gap-filler for irregular district shapes.

Workers3 @ tier6
Footprint1x1
Build costMarscrete ×2
Build time1 sols
Inputs /solPower ×1 · Water ×1
Outputs /sol(nature)
👤 Colonists: serves Nature (Tier 1 — basic)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Civic Amenities (available at start) — no prerequisites

Health facility 3

Clinic

HEALTH FACILITYDISTRICT PLANNER

Treats minor illness with no consumables — a mid-tier medic is all it needs. District-built to demand, and satisfies colonists' expectation of health care.

Workers2 @ tier3
Footprint2x3
Build costSteel ×7 · Marscrete ×12 · Glass ×6
Build time0.8 sols
Inputs /solPower ×2
Outputs /soltreats Minor (~5 slots)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Basic Medicine (available at start) — no prerequisites

Hospital

HEALTH FACILITYDISTRICT PLANNER

Treats Serious illness. Needs a tier 5-6 doctor. Spare slots can also cover Minor (capacity cascades down).

Workers1 @ tier6
Footprint4x4
Build costSteel ×20 · Marscrete ×24 · Glass ×10 · Electronics ×8
Build time2 sols
Inputs /solPharmaceuticals ×2 · Medical supplies ×2 · Power ×3
Outputs /soltreats Serious (~3 slots)
Shifts3
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Hospital Medicine (165 RP) — after PharmaceuticalsMedical ProductionBasic Medicine

Surgery

HEALTH FACILITYDISTRICT PLANNER

Treats Critical (life-threatening) illness. Needs a rare tier-9 surgeon — the high-stakes demand that justifies that top job tier.

Workers1 @ tier9
Footprint3x3
Build costSteel ×24 · Marscrete ×20 · Glass ×8 · Electronics ×20 · Composites ×6
Build time3 sols
Inputs /solSurgical supplies ×1 · Pharmaceuticals ×1 · Power ×4
Outputs /soltreats Critical (~1 slot)
Shifts3
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Surgery (400 RP) — after Hospital MedicinePharmaceuticalsMedical ProductionBasic Medicine

Housing 4

Basic Habitat

HOUSINGDISTRICT PLANNERCOMFORT

Basic shelter for the Struggling band. Housing capacity is a population brake. Tier-1 Comfort.

Workers0
Footprint2x2
Build costSteel ×10 · Marscrete ×14 · Glass ×6
Build time0.3 sols
Inputs /solPower ×2 · Water ×2
Outputs /sol(beds: see beds col)
Beds4
👤 Colonists: serves Comfort (Tier 1 — basic)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Available at start — no research needed

Housing Block

HOUSINGDISTRICT PLANNERCOMFORT

Comfortable homes for the Comfortable band. More beds, better materials.

Workers0
Footprint2x2
Build costSteel ×16 · Marscrete ×20 · Glass ×12
Build time0.5 sols
Inputs /solPower ×3 · Water ×3
Outputs /sol(beds: see beds col)
Beds12
👤 Colonists: serves Comfort (Tier 2 — mid)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Comfortable Housing (82 RP) — no prerequisites

Micro-Habitat

HOUSINGDISTRICT PLANNER

Single-occupancy habitat to fill gaps in painted districts; pairs with the 2x3 standard habitat for organic variety.

Workers2 @ tier3
Footprint2x1
Build costSteel ×3 · Marscrete ×2
Build time0.5 sols
Inputs /solPower ×2
Outputs /sol(beds: see beds col)
Beds1
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Available at start — no research needed

Premium Residence

HOUSINGDISTRICT PLANNERCOMFORT

Luxury living for the Affluent band. Fewer but high-end residences.

Workers0
Footprint3x3
Build costSteel ×20 · Marscrete ×18 · Glass ×20 · Composites ×8
Build time0.7 sols
Inputs /solPower ×4 · Water ×4
Outputs /sol(beds: see beds col)
Beds6
👤 Colonists: serves Comfort (Tier 3 — high)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Premium Housing (210 RP) — no prerequisites

Infrastructure 6

Conveyor

INFRASTRUCTUREPLAYER-PLACED

Enclosed belt that carries solid goods between producers, processors and stores — the solids counterpart to the Pipe, which carries fluids and gases. Laid by dragging a line, costing steel per tile; it rides raised on legs so ground traffic passes underneath, and bridges straight across crevices.

Workers0
Footprint1x1
Build costSteel ×0.25
Build time0.1 sols
Outputs /sol(solid-goods belt segment)
Upkeep1.5 cr/sol (flat civic rate)
🔨 Laid directly — drag a line and it goes down at once, no builder needed
🔬 Available at start — no research needed

District Hub

INFRASTRUCTUREPLAYER-PLACED

District Hub (the distribution centre; was 'Conduit Exit'): a 3x3 building. Run the District Conduit to it from a fed District Supply; every colony building within its painted boundary draws its power and goods from here - the district's whole inflow arrives through this hub. Paint the district extent around it once built.

Workers1 @ tier2
Footprint3x3
Build costSteel ×13 · Marscrete ×14
Build time0.4 sols
Inputs /solPower
Outputs /sol(services a district)
Upkeep1.5 cr/sol (flat civic rate)
🔨 Laid directly — drag a line and it goes down at once, no builder needed
🔬 Available at start — no research needed

District Supply

INFRASTRUCTUREPLAYER-PLACED

District Supply (the district intake; was 'Supply Terminal'): a 3x1 building, 2 high. Connect pipes, conveyors and power to it - everything it receives flows down the District Conduit to the colony's District Hubs, supplying the connected colonists with the resources they consume and the feedstock their businesses work with.

Workers1 @ tier2
Footprint3x1
Build costSteel ×10 · Marscrete ×10
Build time0.2 sols
Inputs /solPower · Water (linked) · life-support
Outputs /sol(feeds the conduit)
Upkeep1.5 cr/sol (flat civic rate)
🔨 Laid directly — drag a line and it goes down at once, no builder needed
🔬 Available at start — no research needed

Maglev Track

INFRASTRUCTUREPLAYER-PLACED

Single-beam maglev track, laid per tile - steel per segment makes distance the capex. Drag to lay; the crew clears the corridor, ends snap to station beams, and corners auto-fit the widest curve that fits.

Workers0
Footprint1x1
Build costSteel ×4 · Marscrete ×2
Build time0.1 sols
Outputs /sol(rail track segment)
Upkeep1.5 cr/sol (flat civic rate)
🔨 Laid directly — drag a line and it goes down at once, no builder needed
🔬 Unlocked by Rail Transport (188 RP) — after Road Transport

Paved Road

INFRASTRUCTUREPLAYER-PLACED

Vehicle and colonist road (per segment). Surface, lighting and footpaths are customisable.

Workers0
Footprint1x1
Build costMarscrete ×0.3
Build time0.2 sols
Outputs /sol(road segment)
Upkeep1.5 cr/sol (flat civic rate)
🔨 Laid directly — drag a line and it goes down at once, no builder needed
🔬 Unlocked by Road Transport (available at start) — no prerequisites

Pipe

INFRASTRUCTUREPLAYER-PLACED

Carries fluids (water, fuel, O2, reagents) between producers and storage (per segment).

Workers0
Footprint1x1
Build costSteel ×0.25
Build time0.1 sols
Outputs /sol(fluid pipe segment)
Upkeep1.5 cr/sol (flat civic rate)
🔨 Laid directly — drag a line and it goes down at once, no builder needed
🔬 Unlocked by Fluid Pipelines (66 RP) — after Storage

Life support 2

Life Support Plant

LIFE SUPPORTPLAYER-PLACED

THE OXYGEN CONSUMER: draws oxygen + power to keep habitats breathable for ~50 colonists. Hard survival dependency — if unpowered or starved of oxygen, colonists suffocate (faster than starvation). Pair with an Oxygen Generator.

Workers1 @ tier4
Footprint2x3
Build costSteel ×13 · Marscrete ×16 · Electronics ×6
Build time0.5 sols
Inputs /solOxygen ×50 · Power ×4
Outputs /sol(breathable air for ~50 colonists)
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Life Support (available at start) — no prerequisites

Oxygen Generator

LIFE SUPPORTPLAYER-PLACED

Splits water into oxygen + hydrogen (electrolysis) — power-hungry. Oxygen feeds Life Support; hydrogen is a byproduct (vent early; rocket-fuel feedstock later). The air leg of the survival core.

Workers1 @ tier3
Footprint2x2
Build costSteel ×10 · Marscrete ×10 · Electronics ×4
Build time0.3 sols
Inputs /solWater ×20 · Power ×6
Outputs /solOxygen ×25 · Hydrogen ×5
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Oxygen (Electrolysis) (available at start) — no prerequisites

Material production 22

Chemical Plant

MATERIAL PRODUCTIONDISTRICT PLANNER

Perchlorate chemistry: reagents from regolith, and POLYMERS drawn from atmospheric carbon — the chemical base of the medical, consumer-goods and composites chains.

Workers2 @ tier3
Footprint4x3
Build costSteel ×14 · Marscrete ×12
Build time1 sols
Inputs /solRegolith ×8 · Power ×5
Outputs /solChemical reagents ×4 · Polymers ×3
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Industrial Chemistry (88 RP) — after Construction Basics

Composites Plant

MATERIAL PRODUCTIONDISTRICT PLANNER

Advanced composites for high-end structures (reactors, premium venues).

Workers2 @ tier5
Footprint3x3
Build costSteel ×16 · Marscrete ×10 · Electronics ×4
Build time2 sols
Inputs /solSteel ×2 · Polymers ×1 · Power ×3
Outputs /solComposites ×2
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Composite Materials (210 RP) — after MetallurgySteelworks

Concrete Plant

MATERIAL PRODUCTIONPLAYER-PLACED

Binds regolith into 'marscrete', the bulk structural material. First domestic material; bootstraps off imported steel.

Workers1 @ tier2
Footprint3x3
Build costSteel ×7 · Glass ×2
Build time0.5 sols
Inputs /solRegolith ×6 · Power ×2
Outputs /solMarscrete ×25 · Marscrete Board ×15
Upkeep1.5 cr/sol (flat civic rate)
Shifts3
🔬 Unlocked by Construction Basics (available at start) — no prerequisites

Deep Mine

MATERIAL PRODUCTIONDISTRICT PLANNER

R20 audit: rare metals for the Electronics Fab + raw uranium for the Enrichment Plant, from deep bores. Heavy power draw, 24-h operation (3 shifts).

Workers2 @ tier4
Footprint6x5
Build costSteel ×24 · Marscrete ×16 · Electronics ×10
Build time2 sols
Inputs /solPower ×8
Outputs /solRare metals ×2 · Uranium ore ×1
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Deep Mining (150 RP) — after MetallurgySteelworks

District Fabricator

MATERIAL PRODUCTIONPLAYER-PLACED

Bulk source of the district construction materials (plasteel/board/composite) - the ONLY source of composite panel for tier-3 district buildings.

Workers2 @ tier2
Footprint3x3
Build costSteel ×14 · Marscrete ×10 · Electronics ×6
Build time2 sols
Inputs /solRegolith ×22 · Power ×6
Outputs /solPlasteel ×20 · Marscrete Board ×20 · Composite Panel ×8
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by District Fabrication (90 RP) — after Construction Basics

Electronics Fab

MATERIAL PRODUCTIONDISTRICT PLANNER

Domestic electronics from silica + rare metals — ends electronics imports. Needs rare metals (Frontier find or import).

Workers2 @ tier5
Footprint3x3
Build costSteel ×14 · Glass ×8 · Electronics ×6
Build time2 sols
Inputs /solSilica ×4 · Rare metals ×1 · Power ×5
Outputs /solElectronics ×10
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Domestic Electronics (24 RP) — after GlassmakingConstruction Basics

Equipment Line

MATERIAL PRODUCTIONPLAYER-PLACED

SPACEFLIGHT slice 8b: mid-heavy manufacturing that turns steel + electronics + composites + polymer into EQUIPMENT - the good Earth EQUIPMENT CONTRACTS demand. Standing one up (and feeding its chain) is a whole extra industrial layer; the payoff is the biggest, best-paying contracts.

Workers3 @ tier4
Footprint3x3
Build costSteel ×24 · Electronics ×16 · Composites ×10
Build time3 sols
Inputs /solSteel ×6 · Electronics ×4 · Composites ×3 · Polymers ×2 · Power ×5
Outputs /solEquipment ×4
Upkeep1.5 cr/sol (flat civic rate)

Feed Cultivator

MATERIAL PRODUCTIONPLAYER-PLACED

Presses regolith minerals and grove fibres into animal feed. Its Harvester drives to the nearest trees at sunrise and home at dusk — the midnight batch scales with its day afield.

Workers1 @ tier1
Footprint2x2
Build costSteel ×10 · Marscrete ×8 · Glass ×4
Build time0.6 sols
Inputs /solWater ×6 · Regolith ×8 · Power ×3
Outputs /solAnimal feed ×24 · Natural fibres ×2
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Ranching (128 RP) — after Hydroponics

Glassworks

MATERIAL PRODUCTIONDISTRICT PLANNER

Glass for habitat domes, windows and grow houses.

Workers2 @ tier3
Footprint4x3
Build costSteel ×10 · Marscrete ×6
Build time1 sols
Inputs /solSilica ×4 · Power ×3
Outputs /solGlass ×3
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Glassmaking (24 RP) — after Construction Basics

Goods Factory

MATERIAL PRODUCTIONDISTRICT PLANNER

Manufactures everyday consumer goods from polymers, glass and electronics. Feeds the stores.

Workers2 @ tier3
Footprint4x3
Build costSteel ×16 · Marscrete ×12 · Electronics ×6
Build time1 sols
Inputs /solPolymers ×1 · Glass ×1 · Electronics ×1 · Power ×3
Outputs /solConsumer goods ×4
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Consumer Goods (135 RP) — after MetallurgySteelworks

Helium-3 Sifter

MATERIAL PRODUCTIONDISTRICT PLANNER

R20 audit: sifts trace helium-3 from bulk regolith - the fusion-fuel loop, fed by the Mobile Miner's spoil.

Workers2 @ tier5
Footprint5x4
Build costSteel ×20 · Electronics ×12 · Composites ×4
Build time2 sols
Inputs /solRegolith ×6 · Power ×6
Outputs /solFusion fuel ×1
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Fusion Power (600 RP) — after Fission PowerSolar Power

Luxury Workshop

MATERIAL PRODUCTIONDISTRICT PLANNER

Crafts luxury/status goods for boutiques.

Workers2 @ tier5
Footprint2x2
Build costSteel ×14 · Marscrete ×10 · Composites ×6 · Electronics ×8
Build time1 sols
Inputs /solConsumer goods ×2 · Composites ×1 · Electronics ×1 · Power ×3
Outputs /solLuxury goods ×2
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Luxury Manufacturing (320 RP) — after Consumer GoodsMetallurgySteelworks

Medical Fabricator

MATERIAL PRODUCTIONDISTRICT PLANNER

Domestic basic medical supplies from algae + polymers — cuts import reliance.

Workers2 @ tier3
Footprint2x2
Build costSteel ×12 · Marscrete ×8 · Glass ×4
Build time1 sols
Inputs /solAlgae ×2 · Polymers ×1 · Power ×2
Outputs /solMedical supplies ×4
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Medical Production (82 RP) — after Basic Medicine

Parts Workshop

MATERIAL PRODUCTIONDISTRICT PLANNER

Produces spare parts for maintenance (or import them).

Workers2 @ tier3
Footprint4x3
Build costSteel ×12 · Marscrete ×8
Build time1 sols
Inputs /solSteel ×2 · Electronics ×1 · Power ×2
Outputs /solSpare parts ×3
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Maintenance Systems (24 RP) — no prerequisites

Pharma Lab

MATERIAL PRODUCTIONDISTRICT PLANNER

Synthesises medicines domestically, ending pharma imports.

Workers2 @ tier5
Footprint2x2
Build costSteel ×14 · Marscrete ×10 · Glass ×8 · Electronics ×6
Build time1 sols
Inputs /solAlgae ×2 · Chemical reagents ×2 · Power ×3
Outputs /solPharmaceuticals ×3
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Pharmaceuticals (150 RP) — after Medical ProductionBasic Medicine

Polymer Plant

MATERIAL PRODUCTIONDISTRICT PLANNER

R20 audit: closes the polymer hole (Goods Factory, Medical Fabricator and Composites Plant all consume polymer with no producer). Bonds the Oxygen Generator's VENTED HYDROGEN with chem-plant reagents - the hydrogen loop finally closes.

Workers2 @ tier3
Footprint4x3
Build costSteel ×14 · Marscrete ×10 · Electronics ×6
Build time1 sols
Inputs /solHydrogen ×2 · Chemical reagents ×1 · Power ×4
Outputs /solPolymers ×3
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Polymer Processing (128 RP) — after Industrial ChemistryConstruction Basics

Ranch

MATERIAL PRODUCTIONPLAYER-PLACED

An open-air pen. Its drone — the one machine wildlife ignores — hovers over a wild herd and the pen slowly fills with tame stock; each animal yields provisions daily. Feed arrives by conveyor, water by pipe.

Workers1 @ tier1
Footprint5x10
Build costSteel ×14 · Marscrete ×10 · Glass ×4
Build time0.8 sols
Inputs /solPower ×2 · Water ×1 · Animal feed ×1
Outputs /sol(provisions per ranched animal — the pen sets the rate)
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Ranching (128 RP) — after Hydroponics

Regolith Harvester

MATERIAL PRODUCTIONDISTRICT PLANNER

Scrapes ubiquitous surface regolith — the base raw for all construction. No special deposit needed.

Workers1 @ tier2
Footprint2x3
Build costSteel ×8 · Marscrete ×6
Build time0.5 sols
Inputs /solPower ×2
Outputs /solRegolith ×8
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Construction Basics (available at start) — no prerequisites

Silica Refinery

MATERIAL PRODUCTIONDISTRICT PLANNER

Separates silica from regolith for glass and electronics.

Workers2 @ tier2
Footprint2x3
Build costSteel ×10 · Marscrete ×6
Build time1 sols
Inputs /solRegolith ×6 · Power ×3
Outputs /solSilica ×4
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Glassmaking (24 RP) — after Construction Basics

Smelter

MATERIAL PRODUCTIONDISTRICT PLANNER

Extracts iron from iron-rich regolith.

Workers2 @ tier3
Footprint3x3
Build costSteel ×12 · Marscrete ×8
Build time1.5 sols
Inputs /solRegolith ×6 · Power ×4
Outputs /solIron ×4
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Metallurgy (82 RP) — after Steelworks

Steel Mill

MATERIAL PRODUCTIONDISTRICT PLANNER

Refines iron into steel, the primary structural metal.

Workers2 @ tier3
Footprint3x3
Build costSteel ×14 · Marscrete ×10
Build time1.5 sols
Inputs /solIron ×4 · Power ×4
Outputs /solSteel ×8
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Metallurgy (82 RP) — after Steelworks

Surgical Supplies Fab

MATERIAL PRODUCTIONDISTRICT PLANNER

Sterile surgical supplies for the Surgery.

Workers2 @ tier5
Footprint2x2
Build costSteel ×16 · Glass ×8 · Electronics ×12
Build time2 sols
Inputs /solPharmaceuticals ×1 · Electronics ×1 · Power ×3
Outputs /solSurgical supplies ×2
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Surgical Supplies (350 RP) — after PharmaceuticalsMedical ProductionBasic Medicine

Megastructure 6

Ascent Arcology

MEGASTRUCTUREPLAYER-PLACEDCOMFORTENRICHMENTFUNHOUSING

R150 MEGASTRUCTURE - the LAUNCH arcology: a tapering spire over a working launch complex - gantry, flame trench and its own tank farm on the east apron. 260 beds, and the farm REFINES 10 rocket fuel/sol for your Landing Pads. The spaceflight pick; keep the launch side clear of neighbours.

Workers1 @ tier4
Footprint12x12
Build costSteel ×450 · Glass ×400 · Marscrete ×300 · Composites ×220 · Electronics ×220 · Rare metals ×60
Build time24 sols
Inputs /solPower ×45 · Oxygen ×25 · Water ×8
Outputs /solRocket Fuel ×10
Beds260
Upkeep1.5 cr/sol (flat civic rate)
Shifts3
👤 Colonists: serves Comfort (Tier 2 — mid) · Enrichment (Tier 2 — mid) · Fun (Tier 2 — mid)
🔬 Unlocked by Arcologies (500 RP) — after Mega DomeComfortable Housing

Elevator Ground Station

MEGASTRUCTUREPLAYER-PLACED

R189 MEGASTRUCTURE (player): the 18x18 ground anchor the SPACE ELEVATOR connects to. Build it like any megaproject, then ship the elevator prefabs to orbit (assign a Cargo Rocket) - when the last part installs, the tether drops from space onto this station. Only one can exist. Model owed by the modelling session (height follows the model).

Workers1 @ tier2
Footprint15x15
Build costSteel ×300 · Marscrete ×400 · Composites ×150 · Electronics ×60
Build time14 sols
Inputs /solPower ×20
Outputs /sol(anchors the Space Elevator tether)
Upkeep1.5 cr/sol (flat civic rate)

Granary Arcology

MEGASTRUCTUREPLAYER-PLACEDHOUSINGNATURENOURISHMENT

R150 MEGASTRUCTURE - the FARM arcology: an octagonal terraced ziggurat, every deck a growing field. 220 beds, tier-3 Nourishment in-tower, and its terraces GROW 55 rations/sol - it feeds its residents and banks a real surplus. The food-security pick; thirstiest of the four.

Workers1 @ tier4
Footprint10x10
Build costSteel ×420 · Glass ×500 · Marscrete ×350 · Composites ×160 · Electronics ×100 · Rare metals ×25
Build time24 sols
Inputs /solPower ×55 · Oxygen ×25 · Water ×35
Outputs /solRations ×55
Beds220
Upkeep1.5 cr/sol (flat civic rate)
Shifts3
👤 Colonists: serves Nourishment (Tier 3 — high) · Nature (Tier 2 — mid)
🔬 Unlocked by Arcologies (500 RP) — after Mega DomeComfortable Housing

Mega Dome

MEGASTRUCTUREPLAYER-PLACEDCOMFORTCONNECTIONFUNHOUSINGNATURE

R149 MEGASTRUCTURE (player redesign): a 12x12 pressurised dome with a whole TOWN built inside - habitats, gardens and venues under meteor-hardened glass. 420 beds, the biggest single home in the game; tier-3 comfort with nature/connection/fun at tier 2 under the dome sky. Still needs the oxygen reserve banked to pressurise at completion. Builds progressively (megaproject); its Luminite shell is the Chasm's payoff.

Workers1 @ tier3
Footprint12x12
Build costSteel ×400 · Glass ×600 · Marscrete ×300 · Composites ×120 · Electronics ×80 · Luminite ×120
Build time20 sols
Inputs /solPower ×80 · Oxygen ×40 · Water ×15
Outputs /sol(a sealed town under glass - see card)
Beds420
Upkeep1.5 cr/sol (flat civic rate)
Shifts3
👤 Colonists: serves Comfort (Tier 3 — high) · Nature (Tier 2 — mid) · Connection (Tier 2 — mid) · Fun (Tier 2 — mid)
🔬 Unlocked by Mega Dome (400 RP) — after Comfortable Housing

Obsidian Arcology

MEGASTRUCTUREPLAYER-PLACEDCOMFORTCONNECTIONFUNHOUSINGWELLNESS

R150 MEGASTRUCTURE - the FLAGSHIP arcology: a faceted twelve-sided gem on canted legs, 300 beds of tier-3 comfort with fun/connection/wellness at tier 2 in-tower. The balanced pick of the four designs. NOT self-sufficient by design: tier-3 tastes still pull residents into the colony. Colossal power draw, meteor-hardened, counts as disaster shelter. Builds progressively (megaproject).

Workers1 @ tier4
Footprint12x12
Build costSteel ×500 · Glass ×300 · Marscrete ×400 · Composites ×200 · Electronics ×150 · Rare metals ×40
Build time24 sols
Inputs /solPower ×60 · Oxygen ×30 · Water ×10
Outputs /sol(a sealed vertical city - see card)
Beds300
Upkeep1.5 cr/sol (flat civic rate)
Shifts3
👤 Colonists: serves Comfort (Tier 3 — high) · Fun (Tier 2 — mid) · Connection (Tier 2 — mid) · Wellness (Tier 2 — mid)
🔬 Unlocked by Arcologies (500 RP) — after Mega DomeComfortable Housing

Verdant Arcology

MEGASTRUCTUREPLAYER-PLACEDCOMFORTHOUSINGNATUREWELLNESS

R150 MEGASTRUCTURE - the FOREST arcology: a round banyan tower, planted collars ringing the trunk. 240 beds; tier-3 Nature inside. Its canopies PRESSURISE THE TOWER THEMSELVES - no oxygen draw at all - and bank a 20/sol oxygen SURPLUS into the colony. The life-support pick.

Workers1 @ tier4
Footprint10x10
Build costSteel ×450 · Glass ×450 · Marscrete ×350 · Composites ×180 · Electronics ×120 · Rare metals ×30
Build time24 sols
Inputs /solPower ×50 · Water ×25
Outputs /sol(a garden city that breathes for itself - see card)
Beds240
Upkeep1.5 cr/sol (flat civic rate)
Shifts3
👤 Colonists: serves Nature (Tier 3 — high) · Wellness (Tier 2 — mid) · Comfort (Tier 2 — mid)
🔬 Unlocked by Arcologies (500 RP) — after Mega DomeComfortable Housing

Power 10

Emberite Kiln

POWERPLAYER-PLACEDPOWER PRODUCTION

Burns bored emberite slow and hot for 55 power — the strongest source before fission. Conveyor-fed from an Emberite Mine; glows at night.

Workers1 @ tier2
Footprint5x4
Build costSteel ×14 · Marscrete ×10
Build time0.6 sols
Inputs /solEmberite ×1
Outputs /solPower ×55
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Emberite Extraction (36 RP) — no prerequisites

Fuel Enrichment

POWERPLAYER-PLACEDPOWER PRODUCTION

Enriches mined uranium into reactor fuel — ends fuel imports. Needs a uranium find (Frontier).

Workers3 @ tier6
Footprint6x6
Build costSteel ×24 · Marscrete ×30 · Electronics ×12
Build time1 sols
Inputs /solUranium ore ×2 · Power ×4
Outputs /solReactor fuel ×2
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Domestic Enrichment (320 RP) — after Deep MiningMetallurgySteelworks

Gas Turbine

POWERPLAYER-PLACEDPOWER PRODUCTION

Burns the hydrogen the colony already makes — Oxygen Generator byproduct or Methane Tap — turning the vented waste stream into 50 power. Pipe-fed; only as good as your gas chain.

Workers1 @ tier2
Footprint6x5
Build costSteel ×14 · Electronics ×4
Build time0.5 sols
Inputs /solHydrogen ×8
Outputs /solPower ×50
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Gas Turbines (36 RP) — no prerequisites

Receiver Array

POWERPLAYER-PLACEDPOWER PRODUCTION

SPACEFLIGHT slice 4: the ground half of the Orbital Mirror - a huge dish field that catches the orbital beam and turns it into CONSTANT power (day AND night). Produces NOTHING until the Orbital Mirror is fully assembled overhead; once it is, it never sleeps with the sun. 500 power - the answer to the late-game power wall, and a massive investment (research + a 30-prefab megastructure + the launch chain) earns it.

Workers2 @ tier3
Footprint6x6
Build costSteel ×40 · Marscrete ×30 · Electronics ×20
Build time3 sols
Outputs /solPower ×500
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Orbital Power (300 RP) — after Spaceflight OperationsOrbital Uplink

Shear Stack

POWERPLAYER-PLACEDPOWER PRODUCTION

A tall thermocouple column that only works on a biome border, milking the temperature shear where two climates meet for 35 power.

Workers0
Footprint2x2
Build costSteel ×10 · Marscrete ×6
Build time0.4 sols
Outputs /solPower ×35
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Thermal Shear (36 RP) — no prerequisites

Solar Array

POWERPLAYER-PLACEDPOWER PRODUCTION

Cheap early power, but daylight only and cut by dust storms. Pair with Battery Banks to cover the night.

Workers0
Footprint2x2
Build costSteel ×6 · Silica ×10 · Electronics ×4
Build time0.25 sols
Outputs /solPower ×14
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Solar Power (available at start) — no prerequisites

Vent Turbine

POWERPLAYER-PLACEDPOWER PRODUCTION

Sits on a Breather Vent — a geothermal mouth, of which each world has only a few — and turbines the planet's own exhalation. A steady 45 power, day and night, storm-proof.

Workers0
Footprint2x2
Build costSteel ×12 · Marscrete ×8
Build time0.5 sols
Outputs /solPower ×45
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Vent Tapping (36 RP) — no prerequisites

Wind Turbine

POWERPLAYER-PLACEDPOWER PRODUCTION

Low output (thin Mars air) but works at night and through dust — a resilience SIDEGRADE, not an upgrade. Horizontal variety.

Workers0
Footprint2x2
Build costSteel ×9 · Electronics ×3 · Glass ×4
Build time0.5 sols
Outputs /solPower ×6
Upkeep1.5 cr/sol (flat civic rate)

Power storage 1

Battery Bank

POWER STORAGEPLAYER-PLACEDSTORAGE

Stores surplus (e.g. daytime solar) for night and demand peaks. No generation of its own.

Workers0
Footprint5x4
Build costSteel ×6 · Electronics ×6
Build time0.25 sols
Outputs /sol(stores 50 power)
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Solar Power (available at start) — no prerequisites

Production 15

Deepvein Extractor

PRODUCTIONPLAYER-PLACED

R158 redesign: CAPS THE WHOLE CHASM - a ring collar sunk into the mouth (nominal chasm radius 10, scaled chasm_r/10 at spawn; NOT a grid-stamp footprint - placement snaps to the chasm centre; height = above-grade rise only, the skirt sinks 12 m). Energy-hungry. Produces Luminite for megastructures + Frontier buildings.

Workers3 @ tier3
Footprint23x23
Build costSteel ×40 · Marscrete ×24 · Composites ×10 · Electronics ×12
Build time3 sols
Inputs /solPower ×30
Outputs /solLuminite ×4
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Deepvein Extraction (120 RP) — no prerequisites

District Foundry

PRODUCTIONDISTRICT PLANNER

District colony foundry - the district grows its own colonists here. Rate = 1 + the player Colonist Foundry's upgrade level (1/sol base, then 2, 3...). Housing + food/water gate growth like the ship foundry.

Workers2 @ tier2
Footprint4x3
Build costSteel ×10 · Electronics ×6
Build time0.5 sols
Inputs /solPower ×4
Outputs /sol(grows colonists - see card)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Available at start — no research needed

Electronics Workshop

PRODUCTIONPLAYER-PLACED

R79: the crude early electronics bench - hand-built boards from silica, no rare metals needed. The zoned Electronics Fab (Deep Mining -> rare metals) outproduces it 2x per building once districts run.

Workers1 @ tier2
Footprint2x2
Build costSteel ×7 · Marscrete ×8
Build time0.5 sols
Inputs /solSilica ×4 · Steel ×2 · Power ×5
Outputs /solElectronics ×5
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Basic Electronics (36 RP) — after Construction Basics

Greenhouse

PRODUCTIONPLAYER-PLACED

F1 (player): grows SOY, the feedstock crop for quality meals. Haul/pipe its soy to a Soy Kitchen. This is the quality-food chain (a happiness upgrade), NOT survival calories (that stays Hydroponics rations).

Workers1 @ tier2
Footprint2x2
Build costSteel ×8 · Glass ×8 · Marscrete ×6
Build time0.3 sols
Inputs /solWater ×6 · Power ×2
Outputs /solSoy ×8
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Legume Cultivation (72 RP) — after Hydroponics

Ice Mine

PRODUCTIONPLAYER-PLACED

Mines an ice patch (placement on ice only). Sized so one mine + one water plant supply the survival core to ~40-50 colonists; beyond that, find/tap more patches. Cap raised by research.

Workers1 @ tier2
Footprint3x3
Build costSteel ×7 · Marscrete ×8
Build time0.3 sols
Inputs /solPower ×3
Outputs /solWater ice ×25
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Basic Extraction (available at start) — no prerequisites

Liquid Extractor

PRODUCTIONPLAYER-PLACED

A shoreline dock that taps the water body behind it through an intake pipe. Pumps water directly, no ice needed — the water source when a colony settles by water instead of ice.

Workers1 @ tier2
Footprint2x5
Build costSteel ×9 · Marscrete ×6 · Electronics ×3
Build time0.3 sols
Inputs /solPower ×8
Outputs /solWater ×80
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Basic Extraction (available at start) — no prerequisites

Ore Shaft

PRODUCTIONPLAYER-PLACED

R76: sits ONLY on an ORE FIELD (dark ferric ground in metal-rich biomes - Ferric Canyon is ore country; Oxide Highlands carries pockets). Player-side iron for the Steel Mill chain.

Workers2 @ tier2
Footprint3x3
Build costSteel ×14 · Marscrete ×8
Build time0.8 sols
Inputs /solPower ×6
Outputs /solIron ×16
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Ore Extraction (90 RP) — after MetallurgySteelworks

Prefab Factory

PRODUCTIONPLAYER-PLACED

SPACEFLIGHT slice 2: the space-industrial anchor. Select it to open a +/- BUILD QUEUE of PREFAB units (Structural Frame, Mirror Panel, ...); each queued unit pulls its resource BOM from your stores and assembles into the colony's prefab stockpile. Prefabs are trucked to a Landing Pad and launched to assemble orbital structures. R158: 10x6, berths in the pad's EAST socket - shed door, drive-in ramp and marshalling yard on its -x end, tractor lane straight to the loader.

Workers3 @ tier3
Footprint10x6
Build costSteel ×40 · Marscrete ×30 · Electronics ×12
Build time3 sols
Inputs /solPower ×8
Outputs /sol(player-directed prefab queue - see card)
Upkeep1.5 cr/sol (flat civic rate)
⚙ Builds: Prefab Tractor
🔬 Unlocked by Spaceflight Operations (150 RP) — after Orbital Uplink

Salt Evaporator

PRODUCTIONPLAYER-PLACED

R76: ONLY placeable on the Salt Flats - evaporation pans crack the crust into CHEMICAL REAGENTS (pharma feedstock; a biome alternative to the Chemical Plant's reagent line).

Workers1 @ tier2
Footprint3x3
Build costSteel ×10 · Glass ×6
Build time0.6 sols
Inputs /solPower ×4
Outputs /solChemical reagents ×8
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Salt Chemistry (70 RP) — after Construction Basics

Soy Kitchen

PRODUCTIONPLAYER-PLACED

F1 (player): cooks Greenhouse soy into Soy Meal - a tier-2 nourishment good that lifts colony food QUALITY (happiness via the nourishment want), parallel to ranch provisions. Feed it soy by pipe/haul. (Distinct from the bulk Food Processor, which makes tier-1 rations from algae.)

Workers2 @ tier2
Footprint2x2
Build costSteel ×10 · Electronics ×4 · Marscrete ×6
Build time0.35 sols
Inputs /solSoy ×8 · Power ×3
Outputs /solSoy meal ×6
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Legume Cultivation (72 RP) — after Hydroponics

Steel Foundry

PRODUCTIONPLAYER-PLACED

Crude direct smelter - regolith in and steel out. The zoned Smelter + Steel Mill chain outproduces it once industrial districts run.

Workers2 @ tier2
Footprint3x3
Build costSteel ×3 · Marscrete ×10
Build time0.6 sols
Inputs /solRegolith ×16 · Power ×5
Outputs /solSteel ×21 · Plasteel ×10.5
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Steelworks (available at start) — no prerequisites

Vitriol Extractor

PRODUCTIONPLAYER-PLACED

W10.4: harvests corrosive vitriol - ONLY placeable in the Vitriol Fen (research Corrosion Hardening first; building there costs +10%). Pipe its vitriol home; labs burn it for bonus research.

Workers2 @ tier2
Footprint2x2
Build costSteel ×14 · Electronics ×8
Build time1 sols
Inputs /solPower ×3
Outputs /solVitriol ×12
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Corrosion Hardening (300 RP) — after MetallurgySteelworks

Water Plant

PRODUCTIONPLAYER-PLACED

Melts/purifies ice to water at ~1 ice -> 3 water. One plant supplies drinking + hydroponics + oxygen for ~40-50 colonists with headroom.

Workers1 @ tier2
Footprint3x3
Build costSteel ×9 · Marscrete ×10 · Glass ×4
Build time0.25 sols
Inputs /solWater ice ×15 · Power ×4
Outputs /solWater ×100
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Basic Extraction (available at start) — no prerequisites

Research 2

Field Lab

RESEARCHPLAYER-PLACEDENRICHMENT

The survey crew's improvised research bench. Build and staff it to add research points beyond the sponsor baseline. Low output — the Research Lab is the advanced version.

Workers2 @ tier2
Footprint3x4
Build costSteel ×6 · Electronics ×4
Build time0.3 sols
Inputs /solPower ×2
Outputs /sol(research points)
Upkeep1.5 cr/sol (flat civic rate)
👤 Colonists: serves Enrichment (Tier 1 — basic)
⚙ Builds: Prospector Drone
🔬 Unlocked by Research Coordination (24 RP) — no prerequisites

Research Lab

RESEARCHPLAYER-PLACEDENRICHMENT

Generates research points, staffed by senior scientists — the colony's main research source. Also serves the Enrichment want.

Workers3 @ tier8
Footprint4x4
Build costMarscrete ×20 · Steel ×12 · Electronics ×20
Build time2 sols
Inputs /solPower ×5 · Consumer goods ×1
Outputs /sol(research points + serves want)
Upkeep1.5 cr/sol (flat civic rate)
👤 Colonists: serves Enrichment (Tier 3 — high)
⚙ Builds: Prospector Drone
🔬 Unlocked by Research Labs (320 RP) — after Higher LearningCivic Amenities

Sanitation 2

Recycling Center

SANITATIONPLAYER-PLACED

Big loop-closing industry: recovers fertiliser, greywater and scrap metal from waste — cuts imports and lowers colony costs.

Workers1 @ tier4
Footprint4x4
Build costSteel ×24 · Marscrete ×20 · Electronics ×10
Build time2 sols
Inputs /solWaste ×8 · Power ×4
Outputs /solBasic fertiliser ×3 · Water ×2 · Iron ×1
Upkeep1.5 cr/sol (flat civic rate)
Shifts3
🔬 Unlocked by Recycling (188 RP) — after Life Support

Storage 5

Emergency Vault

STORAGEPLAYER-PLACED

Hardened reserve of critical goods (food, medical, fuel). A supply shock eats the reserve first, buying time — counterpart to bunkers + backup life support. Shared capacity (one volume, any mix of goods); per-sol power+staff+upkeep_cr to run.

Workers1 @ tier3
Footprint2x2
Build costSteel ×24 · Marscrete ×30 · Electronics ×6
Build time0.8 sols
Inputs /solPower ×2
Outputs /sol(disaster-hardened reserve)
Capacity150
Upkeep3 cr/sol
🔬 Unlocked by Emergency Reserves (135 RP) — after Storage

Hazmat Containers

STORAGEPLAYER-PLACED

Shielded containment for hazardous goods such as Luminite and Exotic Matter — the only store that accepts them, and it accepts nothing else. Conveyor-fed.

Workers1 @ tier3
Footprint3x3
Build costSteel ×14 · Marscrete ×10 · Electronics ×6
Build time0.6 sols
Inputs /solPower ×1
Outputs /sol(stores hazardous frontier goods)
Capacity150
Upkeep3 cr/sol
🔬 Unlocked by Deepvein Extraction (120 RP) — no prerequisites

Hydrogen Silo

STORAGEPLAYER-PLACED

Cryogenic hydrogen storage — and NOTHING else. Hydrogen is the rocket-fuel feedstock (electrolysis makes it, the Fuel Refinery drinks it), and a busy mid-game spaceport burns through a lot; bank it here by pipe. 200-unit capacity.

Workers1 @ tier1
Footprint2x2
Build costSteel ×9 · Marscrete ×8
Build time0.5 sols
Inputs /solPower ×1
Outputs /sol(stores 200 hydrogen)
Capacity200
Upkeep2 cr/sol
🔬 Unlocked by Storage (available at start) — no prerequisites

Liquid & Gas Storage

STORAGEPLAYER-PLACED

Warehouse-sized tank farm banking fluids against the night, dust storms and outbreaks. Passive (no crew or power). Fluids only — feed it by pipe; one corner drone dock takes tanker parcels (e.g. the Mobile Miner's vitriol).

Footprint6x6
Build costSteel ×7 · Marscrete ×6
Build time0.4 sols
Outputs /sol(stores fluids)
Capacity600
Upkeep1 cr/sol
🔬 Unlocked by Storage (available at start) — no prerequisites

Warehouse

STORAGEPLAYER-PLACED

General storage for solid goods. Deep storage is the colony's economic buffer — it steadies prices through gluts and shortages.

Workers1 @ tier2
Footprint6x6
Build costSteel ×10 · Marscrete ×10
Build time0.5 sols
Inputs /solPower ×1
Outputs /sol(stores solids)
Capacity1000
Upkeep2 cr/sol
🔬 Unlocked by Storage (available at start) — no prerequisites

Transport hub 9

Courier Platform

TRANSPORT HUBPLAYER-PLACED

A low landing deck the cargo-courier fleet calls home. Drones park here between deliveries, and new couriers are commissioned from its card. Without one, couriers adopt the store they last collected from.

Workers0
Footprint2x2
Build costSteel ×8 · Marscrete ×6
Build time0.3 sols
Inputs /solPower ×1
Outputs /sol(courier fleet base)
Upkeep1.5 cr/sol (flat civic rate)
⚙ Builds: Cargo Drone
🔬 Available at start — no research needed

Landing Pad

TRANSPORT HUBPLAYER-PLACED

R158: the 8x10 spaceport anchor (launch tower, command tower, loader bay east, tank farm) for rockets up to 3x3. Taps pipes (fuel) + conveyors (future wares); refuels its shuttle slowly from piped rocket fuel. Support annexes berth in its side sockets (Maintenance west/north/south, the Prefab Factory EAST).

Workers1 @ tier2
Footprint8x10
Build costSteel ×30 · Marscrete ×45
Build time2 sols
Inputs /solPower ×2
Outputs /sol(receives + launches the colonist shuttle)
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Spaceflight Operations (150 RP) — after Orbital Uplink

Maglev Terminal

TRANSPORT HUBPLAYER-PLACED

The 10-tile maglev terminal: its platform takes the full double-ended consist (engine + 3 carriages + engine), and the freight yard works a travelling gantry crane. Chains with 6-tile stations on one line.

Workers3 @ tier3
Footprint3x10
Build costSteel ×28 · Marscrete ×30
Build time3 sols
Inputs /solPower ×3
Outputs /sol(rail hub + stockpile)
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Rail Transport (188 RP) — after Road Transport

Pad Maintenance Facility

TRANSPORT HUBPLAYER-PLACED

R14 pad addon (build ADJACENT to a Landing Pad): shuttles wear per flight - this services them much faster, and its crews can BUILD additional shuttles.

Workers2 @ tier2
Footprint3x3
Build costSteel ×20 · Electronics ×8
Build time1.5 sols
Inputs /solPower ×3
Outputs /sol(services shuttles · enables building more)
Upkeep1.5 cr/sol (flat civic rate)
⚙ Builds: Colonist Shuttle
🔬 Unlocked by Spaceflight Operations (150 RP) — after Orbital Uplink

Pad Refuelling Facility

TRANSPORT HUBPLAYER-PLACED

Pad socket addon (snaps to a Landing Pad side): R172 - the old standalone Fuel Refinery folded IN. Refines piped hydrogen + oxygen into rocket fuel on the spot, holding a 60-unit store the pad draws from first. The complex refuels twice as fast.

Workers1 @ tier2
Footprint3x3
Build costSteel ×14 · Electronics ×6
Build time1 sols
Inputs /solHydrogen ×20 · Oxygen ×8 · Power ×2
Outputs /solRocket Fuel ×14
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Spaceflight Operations (150 RP) — after Orbital Uplink

Skyport

TRANSPORT HUBPLAYER-PLACED

Air freight over any distance and any terrain — no pipes, no rails. A Skyport collects the goods you tick from producers and stores in its catchment; LINK it to other Skyports and its freight drones fly round trips, loading only what the far end can actually take (consumers first, storage as overflow; never hazmat). Build drones on the card — each costs materials and 1 CPU. Low volume, total flexibility: the remote-outpost answer below rail.

Workers1 @ tier2
Footprint3x6
Build costSteel ×14 · Electronics ×6 · Marscrete ×8
Build time0.8 sols
Inputs /solPower ×3
Outputs /sol(air freight link)
Upkeep1.5 cr/sol (flat civic rate)
⚙ Builds: Freight Drone
🔬 Unlocked by Air Transport (150 RP) — after Road Transport

Vehicle Bay

TRANSPORT HUBPLAYER-PLACED

(player): worksite-side bus terminal - place it near remote plants; hourly buses link it with district Vehicle Bays so commuters arrive by road and walk the last stretch. Purely visual transit.

Workers0
Footprint3x2
Build costSteel ×12 · Marscrete ×8
Build time0.5 sols
Inputs /solPower ×1
Outputs /sol(hourly bus service)
Upkeep1.5 cr/sol (flat civic rate)
⚙ Builds: Crew Bus
🔬 Unlocked by Construction Basics (available at start) — no prerequisites

Vehicle Bay (District)

TRANSPORT HUBPLAYER-PLACED

(player): district-side bus terminal - placeable ONLY on zoned district ground. Colonists whose worksite is far ride an hourly bus from here to the Vehicle Bay nearest their work; a bus departs on the hour with everyone who arrived that hour. Purely visual transit (the sim's commute math is unchanged). R160: the 6x4 district hub - canopy hall, deck and twin roof fans.

Workers0
Footprint6x4
Build costSteel ×12 · Marscrete ×8
Build time0.5 sols
Inputs /solPower ×1
Outputs /sol(hourly bus service)
Upkeep1.5 cr/sol (flat civic rate)
🔬 Unlocked by Construction Basics (available at start) — no prerequisites

Venue 28

Arcade & Sports

VENUEDISTRICT PLANNERFUN

Arcades and active sports. Consumes electronics as a running input.

Workers3 @ tier2
Footprint2x3
Build costMarscrete ×12 · Steel ×8 · Electronics ×6
Build time2 sols
Inputs /solPower ×3 · Electronics ×1
Outputs /sol(serves want)
👤 Colonists: serves Fun (Tier 2 — mid)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Recreation (82 RP) — no prerequisites

Avant-garde Space

VENUEDISTRICT PLANNERCULTURE

Experimental, avant-garde culture.

Workers3 @ tier5
Footprint2x3
Build costMarscrete ×14 · Composites ×6 · Glass ×8
Build time2 sols
Inputs /solPower ×3 · Composites ×1
Outputs /sol(serves want)
👤 Colonists: serves Culture (Tier 3 — high)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Avant-garde (210 RP) — no prerequisites

Bar & Club

VENUEDISTRICT PLANNERCONNECTION

Nightlife. Consumes consumer goods (drinks, supplies).

Workers3 @ tier2
Footprint2x3
Build costMarscrete ×12 · Glass ×8 · Electronics ×4
Build time2 sols
Inputs /solPower ×3 · Consumer goods ×1
Outputs /sol(serves want)
👤 Colonists: serves Connection (Tier 2 — mid)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Nightlife (82 RP) — no prerequisites

Biodome Garden

VENUEDISTRICT PLANNERNATURE

Curated gardens under glass. Water-hungry.

Workers2 @ tier3
Footprint3x3
Build costMarscrete ×16 · Glass ×16
Build time2 sols
Inputs /solWater ×4 · Power ×3
Outputs /sol(serves want)
👤 Colonists: serves Nature (Tier 2 — mid)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Curated Gardens (135 RP) — no prerequisites

Boutique

VENUEDISTRICT PLANNERACQUISITION

Luxury/status goods for the affluent. Consumes luxury goods.

Workers3 @ tier6
Footprint2x3
Build costMarscrete ×12 · Glass ×10 · Electronics ×6
Build time2 sols
Inputs /solPower ×2 · Luxury goods ×2
Outputs /sol(serves want)
👤 Colonists: serves Acquisition (Tier 3 — high)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Luxury Retail (300 RP) — no prerequisites

Café

VENUEDISTRICT PLANNERCONNECTION

Casual social hub. Consumes a little food and water to serve.

Workers2 @ tier2
Footprint2x3
Build costMarscrete ×8 · Glass ×6
Build time0.5 sols
Inputs /solPower ×1 · Water ×1 · Rations ×1
Outputs /sol(serves want)
👤 Colonists: serves Connection (Tier 1 — basic)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Basic Amenities (available at start) — no prerequisites

Cinema

VENUEDISTRICT PLANNERCULTURE

Cinema and pop culture.

Workers2 @ tier2
Footprint3x3
Build costMarscrete ×12 · Electronics ×6
Build time0.7 sols
Inputs /solPower ×2 · Electronics ×1
Outputs /sol(serves want)
👤 Colonists: serves Culture (Tier 1 — basic)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Basic Amenities (available at start) — no prerequisites

Community Hall

VENUEDISTRICT PLANNERCONNECTION

Festivals, gatherings and events — Community/Events tier.

Workers3 @ tier3
Footprint3x3
Build costMarscrete ×18 · Steel ×10 · Glass ×8
Build time2 sols
Inputs /solPower ×2
Outputs /sol(serves want)
👤 Colonists: serves Connection (Tier 3 — high)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Community Events (188 RP) — no prerequisites

Diner

VENUEDISTRICT PLANNERNOURISHMENT

Basic dining venue. The district planner builds it when nourishment demand goes unmet. Pulls rations from the colony pool, so keeping the pool stocked keeps the diner serving.

Workers2 @ tier1-2
Footprint2x3
Build costMarscrete ×10 · Glass ×6 · Steel ×6
Build time0.3 sols
Inputs /solRations ×2 · Power ×1
Outputs /solserves meals (tier 1-2)
👤 Colonists: serves Nourishment (tier 1-2)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Available at start — no research needed

Fine Dining

VENUEDISTRICT PLANNERNOURISHMENT

Premium dining that grows in affluent districts with unmet tier-3 demand. Pulls delicacies and rations from the colony pool; the Gourmet Kitchen supplies the delicacies.

Workers3 @ tier5
Footprint2x3
Build costMarscrete ×12 · Glass ×10 · Steel ×8 · Electronics ×4
Build time2 sols
Inputs /solDelicacies ×1 · Rations ×1 · Power ×2
Outputs /solserves meals (tier 3)
👤 Colonists: serves Nourishment (Tier 3 — high)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Fine Cuisine (210 RP) — after Leafy CultivationHydroponics

General Store

VENUEDISTRICT PLANNERACQUISITION

Sells essentials. Consumes consumer goods — a steady sink that scales with colony size.

Workers2 @ tier2
Footprint2x3
Build costMarscrete ×10 · Glass ×4
Build time0.5 sols
Inputs /solPower ×1 · Consumer goods ×2
Outputs /sol(serves want)
👤 Colonists: serves Acquisition (Tier 1 — basic)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Basic Amenities (available at start) — no prerequisites

Gym

VENUEDISTRICT PLANNERWELLNESS

Basic fitness venue. Regular training also lowers sickness slightly.

Workers2 @ tier2
Footprint2x3
Build costMarscrete ×10 · Steel ×6
Build time0.5 sols
Inputs /solPower ×2 · Water ×2
Outputs /sol(serves want)
👤 Colonists: serves Wellness (Tier 1 — basic)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Basic Amenities (available at start) — no prerequisites

Hardware Store

VENUEDISTRICT PLANNERACQUISITION

Tools, fixings and spare parts over the counter — colonists fix their own kit. A district-side outlet for the Parts Workshop's output.

Workers2 @ tier2
Footprint2x3
Build costMarscrete ×10 · Glass ×4
Build time0.5 sols
Inputs /solPower ×1 · Spare parts ×1.5
Outputs /sol(serves want)
👤 Colonists: serves Acquisition (Tier 2 — mid)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Maintenance Systems (24 RP) — no prerequisites

Hobby Workshop

VENUEDISTRICT PLANNERFUN

Tinker benches, kit drones and model rigs — hands-on fun built from spare parts.

Workers2 @ tier2
Footprint2x3
Build costMarscrete ×10 · Glass ×4
Build time0.5 sols
Inputs /solPower ×2 · Spare parts ×1
Outputs /sol(serves want)
👤 Colonists: serves Fun (Tier 2 — mid)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Maintenance Systems (24 RP) — no prerequisites

Hotel

VENUEPLAYER-PLACED

SPACEFLIGHT slice 7: lodging for INBOUND tourists (post-wormhole). Its capacity = visitor beds; tourists arrive to see the fauna/vistas, fill the beds, and pay a tourism treasury income if the colony's HIGH-TIER venues (fun/culture/nature/nourishment/acquisition) satisfy them. Build more hotels to hold more visitors; build fancy venues to keep them happy.

Workers3 @ tier3
Footprint3x3
Build costSteel ×20 · Glass ×16 · Electronics ×8
Build time2 sols
Inputs /solPower ×4 · Water ×2
Outputs /sol(visitor lodging)
Capacity20
Upkeep1.5 cr/sol (flat civic rate)

Kiosk

VENUEDISTRICT PLANNERACQUISITION

Small commercial gap-filler (essentials) for painted-district variety.

Workers1 @ tier1
Footprint1x1
Build costSteel ×2 · Glass ×2
Build time0.3 sols
Inputs /solPower ×1
Outputs /sol(acquisition)
👤 Colonists: serves Acquisition (Tier 1 — basic)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Basic Amenities (available at start) — no prerequisites

Meditation Space

VENUEDISTRICT PLANNERFAITH/MEANING

Quiet reflection. Basic Faith/Meaning.

Workers1 @ tier2
Footprint2x3
Build costMarscrete ×8 · Glass ×4
Build time0.3 sols
Inputs /solPower ×1
Outputs /sol(serves want)
👤 Colonists: serves Faith/Meaning (Tier 1 — basic)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Civic Amenities (available at start) — no prerequisites

Observation Dome

VENUEDISTRICT PLANNERNATURE

Vistas and trails — Wilderness/Vistas Nature.

Workers2 @ tier3
Footprint3x3
Build costMarscrete ×14 · Glass ×20 · Composites ×4
Build time2 sols
Inputs /solPower ×2
Outputs /sol(serves want)
👤 Colonists: serves Nature (Tier 3 — high)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Vistas (210 RP) — no prerequisites

Plaza & Green Space

VENUEDISTRICT PLANNERNATURE

Open green space. Basic Nature.

Workers1 @ tier2
Footprint4x4
Build costMarscrete ×10 · Glass ×4
Build time0.5 sols
Inputs /solWater ×2 · Power ×1
Outputs /sol(serves want)
👤 Colonists: serves Nature (Tier 1 — basic)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Civic Amenities (available at start) — no prerequisites

Recreation Center

VENUEDISTRICT PLANNERFUN

Bowling and simple recreation. Basic Fun.

Workers2 @ tier2
Footprint3x3
Build costMarscrete ×10 · Steel ×6 · Glass ×4
Build time0.7 sols
Inputs /solPower ×2
Outputs /sol(serves want)
👤 Colonists: serves Fun (Tier 1 — basic)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Basic Amenities (available at start) — no prerequisites

Retail Store

VENUEDISTRICT PLANNERACQUISITION

Lifestyle goods. Larger consumer-goods sink.

Workers3 @ tier3
Footprint2x3
Build costMarscrete ×12 · Glass ×8
Build time2 sols
Inputs /solPower ×2 · Consumer goods ×3
Outputs /sol(serves want)
👤 Colonists: serves Acquisition (Tier 2 — mid)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Retail (135 RP) — no prerequisites

Ritual Site

VENUEDISTRICT PLANNERFAITH/MEANING

Pilgrimage and ritual — the highest Faith tier.

Workers2 @ tier4
Footprint2x2
Build costMarscrete ×14 · Steel ×8
Build time2 sols
Inputs /solPower ×1
Outputs /sol(serves want)
👤 Colonists: serves Faith/Meaning (Tier 3 — high)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Pilgrimage (180 RP) — no prerequisites

School

VENUEDISTRICT PLANNERENRICHMENT

Basic schooling for teens. Drives job-tier mobility (educated children enter the workforce higher). Basic Enrichment.

Workers3 @ tier4
Footprint3x3
Build costMarscrete ×14 · Steel ×8 · Glass ×6
Build time2 sols
Inputs /solPower ×2
Outputs /sol(serves want)
👤 Colonists: serves Enrichment (Tier 1 — basic)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Civic Amenities (available at start) — no prerequisites

Spa & Wellness

VENUEDISTRICT PLANNERWELLNESS

Luxury medical-wellness. Strong preventative-health effect.

Workers3 @ tier5
Footprint2x3
Build costMarscrete ×14 · Glass ×10 · Electronics ×6
Build time2 sols
Inputs /solPower ×3 · Water ×3 · Medical supplies ×1
Outputs /sol(serves want)
👤 Colonists: serves Wellness (Tier 3 — high)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Luxury Wellness (210 RP) — no prerequisites

Sports Complex

VENUEDISTRICT PLANNERWELLNESS

Athletic training.

Workers3 @ tier3
Footprint3x3
Build costMarscrete ×16 · Steel ×10 · Glass ×6
Build time2 sols
Inputs /solPower ×3 · Water ×3
Outputs /sol(serves want)
👤 Colonists: serves Wellness (Tier 2 — mid)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Athletic Training (82 RP) — no prerequisites

Temple & Hall

VENUEDISTRICT PLANNERFAITH/MEANING

Community worship and gathering.

Workers2 @ tier4
Footprint2x2
Build costMarscrete ×18 · Glass ×10
Build time2 sols
Inputs /solPower ×2
Outputs /sol(serves want)
👤 Colonists: serves Faith/Meaning (Tier 2 — mid)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Community Worship (77 RP) — no prerequisites

Thrill Rides

VENUEDISTRICT PLANNERFUN

Low-G coasters and rocket rides. Power-hungry — a real grid load. Extreme Fun.

Workers3 @ tier3
Footprint3x3
Build costSteel ×20 · Composites ×8 · Electronics ×10
Build time3 sols
Inputs /solPower ×6
Outputs /sol(serves want)
👤 Colonists: serves Fun (Tier 3 — high)
🔨 Built by the district planner as district demand grows — you zone the ground, it raises the buildings
🔬 Unlocked by Thrill Rides (210 RP) — no prerequisites

▣ Resources 45 entries

Asteroid 2

Exotic Matter

ASTEROIDRAWPHASE SOLIDHAZARD: 1

Hazardous material recovered from large-meteor impact sites by the Drill Miner. Stores only in Hazmat Containers. The wormhole gate consumes it.

Base value40 cr
⚙ Produced by: Drill Miner

Fusion fuel

ASTEROIDINPUTPHASE SOLID

Exotic fuel (e.g. helium-3) harvested from asteroids. Powers endgame fusion.

Base value40 cr
⚙ Produced by: Helium-3 Sifter
🛠 Used by: Fusion Reactor

Byproduct 4

Marscrete Board

BYPRODUCTINTERMEDIATEPHASE SOLID

Prefab wall/floor panels for district construction - a Concrete Plant byproduct.

Base value5 cr

Plasteel

BYPRODUCTINTERMEDIATEPHASE SOLID

Lightweight structural alloy for district homes and venues - a Steelworks byproduct.

Base value8 cr

Waste

BYPRODUCTINPUTPHASE SOLID

Generated by colonists and industry. Must be processed (sanitation); recycling recovers fertiliser, water and metals from it.

Base value0 cr

Consumable 3

Ranch provisions

CONSUMABLEGOODPHASE SOLID

Rich fare from tame native stock — the quality tier above rations. Produced daily by a stocked Ranch; the Gourmand table's centrepiece.

Base value14 cr
👤 Serves Nourishment · Tier 2 — mid

Soy meal

CONSUMABLEGOODPHASE SOLID

A prepared meal from farmed soy — the crop route to quality food, a tier above rations. Cooked by a Soy Kitchen from Greenhouse soy. Feeds the nourishment want, not survival calories.

Base value16 cr
👤 Serves Nourishment · Tier 2 — mid
⚙ Produced by: Soy Kitchen

Derived 4

Reactor fuel

DERIVEDINPUTPHASE SOLID

Fissile fuel for reactors, enriched from mined uranium at the Fuel Enrichment plant.

Base value22 cr
⚙ Produced by: Fuel Enrichment
🛠 Used by: Fission Reactor

Intermediate 20

Animal feed

INTERMEDIATEINTERMEDIATEPHASE SOLID

Pelleted fodder pressed from regolith minerals and grove fibres. The Ranch's daily draw.

Base value3 cr
⚙ Produced by: Feed Cultivator
🛠 Used by: Ranch

Composite Panel

INTERMEDIATEINTERMEDIATEPHASE SOLID

High-grade panels required by premium (tier-3) district buildings - from the District Fabricator.

Base value14 cr
⚙ Produced by: District Fabricator

Delicacies

INTERMEDIATEINPUTPHASE SOLID

Premium ingredients crafted by Gourmet Kitchens. Used in tier-3 meals.

Base value18 cr
⚙ Produced by: Gourmet Kitchen
🛠 Used by: Fine Dining

Electronics

INTERMEDIATEINPUTPHASE SOLID

Advanced components. The Electronics Workshop covers early domestic demand; the Electronics Fab mass-produces them from silica + rare metals.

Base value20 cr

Equipment

INTERMEDIATEGOODPHASE SOLID

Mid-heavy manufactured military and industrial equipment, demanded by Earth's equipment contracts once the wormhole opens. High value; making it pulls the industrial chain deeper.

Base value40 cr
⚙ Produced by: Equipment Line

Luxury goods

INTERMEDIATEGOODPHASE SOLID

High-status goods for affluent colonists. Crafted from consumer goods + composites. Sold by boutiques.

Base value36 cr
⚙ Produced by: Luxury Workshop
🛠 Used by: Boutique

Medical supplies

INTERMEDIATEGOODPHASE SOLID

Bandages, basic meds — the clinic consumable. Produced from algae + polymers.

Base value12 cr
⚙ Produced by: Medical Fabricator
🛠 Used by: Spa & Wellness · Hospital

Pharmaceuticals

INTERMEDIATEINPUTPHASE SOLID

Advanced medicines for hospitals, synthesised by the Pharma Lab from algae + reagents.

Base value30 cr
⚙ Produced by: Pharma Lab

Rocket Fuel

INTERMEDIATEINTERMEDIATEPHASE LIQUID

Refined from electrolysis hydrogen and oxygen. Piped to Landing Pads to fuel the shuttles.

Base value6 cr

Seeds

INTERMEDIATEINPUTPHASE SOLID

Generic seed/strain stock for crops. The founding stock rode in the rocket cargo; running Hydroponics Bays bank surplus seed, and crop research unlocks specific strains.

Base value6 cr
⚙ Produced by: Hydroponics Bay
🛠 Used by: Hydroponics Bay

Surgical supplies

INTERMEDIATEINPUTPHASE SOLID

Sterile high-end supplies for surgery, made by the Surgical Supplies Fab from pharmaceuticals + electronics.

Base value45 cr
⚙ Produced by: Surgical Supplies Fab
🛠 Used by: Surgery

Native 9

Emberite

NATIVERAWPHASE SOLID

A dark mineral that smoulders faintly where it breaks the surface — seams in the steppe, rust desert and dust basin. Bored out and burned in an Emberite Kiln for power.

Base value8 cr
⚙ Produced by: Emberite Bore
🛠 Used by: Emberite Kiln

Luminite

NATIVERAWPHASE SOLIDHAZARD: 1

Faintly glowing crystal drawn from the deep veins beneath a Chasm. Construction-grade — required by megastructures and Frontier buildings. Crystal blooms are surface traces of the same veins.

Base value12 cr
⚙ Produced by: Deepvein Extractor
🛠 Used by: Mega Dome · Tether Segment

Natural fibres

NATIVERAWPHASE SOLID

Woody fibre cropped from living groves by the Harvester. Most binds animal feed; the surplus becomes craft goods the districts prize.

Base value4 cr
👤 Serves Acquisition · Tier 2 — mid
⚙ Produced by: Feed Cultivator

Uranium ore

NATIVERAWPHASE SOLID

A speculative find (Frontier). Enriched into reactor fuel for the fission baseload.

Base value4 cr
⚙ Produced by: Deep Mine
🛠 Used by: Fuel Enrichment

Vitriol

NATIVERAWPHASE LIQUID

Corrosive reagent pooled only in the Vitriol Fen. Research labs burn it for bonus research — the fen's unique payoff.

Base value8 cr
⚙ Produced by: Vitriol Extractor

Water ice

NATIVERAWPHASE SOLID

Mined from subsurface deposits. Refined into water.

Base value1 cr
⚙ Produced by: Ice Mine
🛠 Used by: Water Plant

Utility 3

Compute

UTILITYUTILITYPHASE SOLID

Processing capacity for autonomous vehicles and robots. A tracked flow like power — supplied by Data Centres, consumed per autonomous unit. Gates mass automation.

Base value1 cr
⚙ Produced by: Data Centre

Power

UTILITYUTILITYPHASE UTILITY

Electricity. Generated by power buildings, consumed by nearly everything else.

Base value1 cr

❋ Crops 5 entries

Algae

STARTER

Hardy, fast, bland. High yield, lowest quality. Protein base. One of two starting crops.

Grow time1 sols
Yield /cycle20
Quality
⚙ Grown at: Algae Vat
🔬 Unlocked by Hydroponics (available at start) — no prerequisites

Potato

STARTER

Reliable staple. Slightly slower than algae, a touch more versatile. Second starting crop.

Grow time2 sols
Yield /cycle15
Quality
🔬 Unlocked by Hydroponics (available at start) — no prerequisites

❦ Flora 19 entries

Dust Tuft

SPIKE

Low dry grass clump — the default steppe/basin ground cover.

Height0.45 m
Radius0.3 m

Bristlecap

SPIKE

Rust-red bristled stalk of the iron deserts.

Height0.9 m
Radius0.22 m

Regolith Shrub

BLOB

Hardy grey-green dome shrub of the milder plains.

Height0.55 m
Radius0.5 m

Barrel Fungus

BLOB

Squat pale barrel — grows in the shade of crags and canyons.

Height0.4 m
Radius0.35 m

Silica Spire

SPIKE

Tall pale crystal growth of the salt pans (mineral not plant).

Height2.0 m
Radius0.18 m

Frostfern

SPIKE

Icy feathered fern of the cryo tundra.

Height0.7 m
Radius0.3 m

Methane Reed

SPIKE

Tall olive reed crowding the wet lowlands.

Height1.3 m
Radius0.2 m

Oxide Bloom

BLOB

A rare orange bloom — a pop of colour on the drab plains.

Height0.3 m
Radius0.28 m

Boulder

ROCK

Rounded faceted rock — the everywhere scatter of a rocky world.

Height0.55 m
Radius0.85 m

Stone Shard

SPIKE

Sharp standing splinter of rock — badlands and canyon country.

Height1.4 m
Radius0.42 m

Wind Pillar

COLUMN

A wind-carved stone stack — sparse desert sentinels.

Height2.4 m
Radius0.55 m

Ridge Crystal

CRYSTAL

Faceted mineral wedge — glints across the salt pans.

Height1.7 m
Radius0.5 m

Spearwood

TREE_CONE

Towering alien conifer — its groves overtop the rocket.

Height10 m
Radius2.2 m

Bulb Tree

TREE_BULB

Violet bulb canopy on a tall trunk — the wild marsh forests.

Height8 m
Radius2.4 m

Glacier Pine

TREE_CONE

Frost-sheathed spear tree rising off the tundra ice plains.

Height8.5 m
Radius1.8 m

Vitriol Polyp

BLOB

Acid-green polyp clusters of the corrosive fen.

Height0.6 m
Radius0.45 m

Glowveil

BLOB

Soft luminous moss-veil unique to the Chasm rim — nothing else grows here.

Height0.6 m
Radius0.45 m
Habitatchasm_rim

Rift Crystal

CRYSTAL

Surface luminite crystallising where the deep veins breach — the Chasm rim's signature growth.

Height1.2 m
Radius0.3 m
Habitatchasm_rim

Chasm Fringe

SPIKE

Dark whip-grass with teal-lit tips ringing the Chasm mouth.

Height0.9 m
Radius0.25 m
Habitatchasm_rim

🐾 Fauna 11 entries

🐾

Skitterling

GROUNDSIZE SRANCHABLE

Knee-high dust-coloured grazers of the open flats — the commonest animal on the planet, always in a loose chattering mob.

Herd size8–30
Speed18
Pen capacity12
Output /animal0.5
🔬 Ranch at a Ranch once catalogued — Ranching
🐾

Dune Hopper

GROUNDSIZE SRANCHABLE

Long-legged bounders of the hot pans; quick, skittish, and gone in a shimmer when a machine rolls near.

Herd size6–26
Speed22
Pen capacity12
Output /animal0.5
🔬 Ranch at a Ranch once catalogued — Ranching
🐾

Marsh Grazer

GROUNDSIZE MRANCHABLE

Placid olive browsers wading the reed lines under the bulb-trees. Colonist-sized; slow; never far from the wet.

Herd size4–14
Speed14
Pen capacity8
Output /animal1
🔬 Ranch at a Ranch once catalogued — Ranching
🐾

Crag Ram

GROUNDSIZE MRANCHABLE

Sure-footed climbers of the rocky uplands; small bands threading the spearwood groves and scree.

Herd size4–12
Speed16
Pen capacity8
Output /animal1
🔬 Ranch at a Ranch once catalogued — Ranching
🐾

Frostback

GROUNDSIZE LRANCHABLE

Shaggy, frost-mantled beasts of the fog plains — small family groups, unbothered by the cold that grounds everything else.

Herd size2–7
Speed20
Pen capacity4
Output /animal2
🔬 Ranch at a Ranch once catalogued — Ranching
🐾

Dustback Behemoth

GROUNDSIZE XLRANCHABLE

The planet's giant — near Mobile-Miner-sized, two to four to a herd, one or two herds to a world. Finding them is an event.

Herd size2–5
Speed26
Pen capacity2
Output /animal5
🔬 Ranch at a Ranch once catalogued — Ranching
🐾

Glasswing

FLYINGSIZE S

Pale translucent-winged flockers — anywhere with trees; the default bird of the world.

Herd size15–30
Speed340
🐾

Dust Swift

FLYINGSIZE S

Fast tan darters that took to the colony as readily as the rocks — as happy on a warehouse roof as a pillar top.

Herd size12–26
Speed400
🐾

Bulb Flitter

FLYINGSIZE S

Violet marsh flockers that live in the bulb-tree canopy and rarely leave it.

Herd size12–24
Speed300
🐾

Frost Tern

FLYINGSIZE M

White gliders of the cold plains; ground-feeders more than perchers; vanish into the fog banks.

Herd size8–16
Speed360
🐾

Ridge Soarer

FLYINGSIZE L

The big canyon raptor-analogue — pairs and trios riding the ridge winds; rare, and worth stopping to watch.

Herd size2–4
Speed440

🐋 Megafauna 6 entries

🐋

Aetherwhale

MEGAFAUNA

Dropship-sized sky grazers crossing the world in bonded pairs, sometimes trailing a calf. They cruise above everything, never land, and nothing on the ground troubles them.

Kindskywhale
On this world2
Biomesworldwide
🐋

Sunmaw

MEGAFAUNA

A building-wide worm that rises from its den at dawn to sunbake with its mouth open. Machines nearby send it back under in a cloud of dirt; it re-emerges slowly once they leave. Burrows fully underground at night.

Kindsunworm
On this world4
🐋

Deeplake Leviathan

MEGAFAUNA

A shadow under the biggest lake — ripples and patience, then a slow breach every few sols with spray and a bellow that carries. Shy: machines on or over its water keep it down.

Kindleviathan
On this world1
Biomesworldwide
🐋

Storm Ray

MEGAFAUNA

Kite-winged gliders that only fly when the big weather runs — surfing ahead of dust storms, rain fronts and cyclones, crackling with static. Gone when the sky clears.

Kindstormray
On this world3
Biomesworldwide
🐋

Shell Mountain

MEGAFAUNA

A hill that breathes. It watches whatever comes close with one slow eye, and every few sols it hauls itself somewhere new, leaving a crater where it slept.

Kindshellmount
On this world1
Biomesworldwide
🐋

Lantern Shoal

MEGAFAUNA

Bioluminescent floaters that rise out of the wetlands at dusk and drift glowing through the night, chiming softly. Sunk and invisible by day.

Kindlanternshoal
On this world2

☠ Threats 4 entries

Volvite

TIER 1GROUND

The tide. A knee-high crystallised ball that ROLLS at its target and stabs with flared crystal spears - individually trivial, ruinous in a mob. Breaks easily and scatters smooth-shelled; a receding tide is still a tide.

Health42
Speed2.3
Damage4
Attack range1.1
Pack size14–34

Fulgurite

TIER 2AIRDEFLECTS ROUNDS

A floating crystal cluster ringed by loose orbiting shards - its ammunition. It crosses the colony in passes, LAUNCHING weighted shards at buildings and drones (a strafing drone can dodge them; misses lose momentum and shatter). Some strikes call LIGHTNING down on the mark - fires on buildings, double damage on drones.

Health78
Armour1
Speed2.5
Damage7
Attack range6.0
Pack size4–9

Dolerite

TIER 3GROUNDDEFLECTS ROUNDS

A rock-bodied titan running on two massive back legs, claw-limbs for tearing structures, crystal outcrops down its back. Small-arms fire mostly RICOCHETS off the plating. Cannot reach anything airborne - the drones' favourite target. Mostly dies where it stands.

Health570
Armour6
Speed0.85
Damage34
Attack range1.6
Pack size1–3

Fossorite

TIER 3GROUNDBURROWSDEFLECTS ROUNDS

A longer, lower cousin of the Dolerite on four legs - the front pair built for DIGGING, its back crystals laid flat for the tunnel. Takes a real chunk of damage and goes under: only explosives reach it there, and it erupts somewhere INSIDE the colony. The reason to keep guns in the streets.

Health255
Armour3
Speed1.7
Damage20
Attack range1.4
Pack size1–2

▲ Vehicles & Drones 21 entries

Maglev Engine

TRAIN

Maglev locomotive that whisks colonists between stations - the fastest thing in the game, for a real power draw. Two tiles long on its two beam trucks; add carriages for capacity.

Top speed120
Build costSteel ×20 · Electronics ×8
Running cost12 cr/sol
Compute1
Build time1 sols
🔬 Unlocked by Rail Transport (188 RP) — after Road Transport

Maglev Cargo Car

TRAIN

Freight car for the maglev. Add several per engine; cargo type follows the producers it serves. Two tiles long; counts against the platform cap.

Cargo60
Build costSteel ×10
Running cost2 cr/sol
Build time0.2 sols
🔬 Unlocked by Rail Transport (188 RP) — after Road Transport

Maglev Carriage

TRAIN

Carries colonists to jobs (transit), widening the labour pool without anyone relocating. Two tiles long; the platform rule caps the consist.

Cargo40
Build costSteel ×10 · Glass ×4
Running cost2 cr/sol
Build time0.2 sols
🔬 Unlocked by Rail Transport (188 RP) — after Road Transport

Builder Bot

ROVERDRONECONSTRUCTION

Automatic construction unit — one per site, auto-allocates to the next; housed in the drop ship. One arrives free at founding and a second can be requested from the build menu (maximum two). Need more construction capacity? Build Constructor Drones.

Top speed20
Build costSteel ×8 · Electronics ×4
Running cost1 cr/sol
Build time0.3 sols
⚙ Supplied by the drop ship — one free at founding, a second on request from the build menu (maximum two). More construction capacity comes from the Constructor Drone.
🔬 Unlocked by Construction Basics (available at start) — no prerequisites

Repair Drone

LIFTDRONE

Autonomous flying drone housed in the Repair Station. Detects damaged/worn buildings in range, flies over to them and repairs. Faster than the builder bot.

Top speed42
Build costSteel ×5 · Electronics ×4
Running cost1 cr/sol
Build time0.5 sols
🔬 Available at start — no research needed

Cargo Drone

LIFTDRONE

Small courier drone housed at storage facilities. The moment a blueprint is placed, couriers fly its build materials to the site in five-unit parcels; construction waits for delivery.

Cargo5
Top speed48
Build costSteel ×3 · Electronics ×2
Running cost1 cr/sol
Build time0.3 sols
⚙ Built at: Courier Platform
🔬 Available at start — no research needed

Constructor Drone

LIFTDRONECONSTRUCTION

Heavy flying construction drone based at a Drone Depot. Builds from a hover, banking lazily under its bulk; returning, it aligns over the pad and settles slowly to land.

Top speed21
Build costSteel ×20 · Electronics ×12
Running cost4 cr/sol
Compute2
Build time1.5 sols
⚙ Built at: Constructor Dock
🔬 Unlocked by Compute Infrastructure (36 RP) — no prerequisites

Colonist Shuttle

LIFT

The reusable pad shuttle - the ONLY way to wake the convoys sleepers. A 3-sol expedition docks one freighter in high orbit and brings its cryo bay (~20 colonists) down. Built at a socketed Pad Maintenance Facility.

Cargo12
Top speed12
Build costSteel ×35 · Electronics ×14
Running cost3 cr/sol
Build time2 sols
🔬 Available at start — no research needed

Capture Tug

LIFT

A nimble pad ship for capturing passing asteroids — it tows a rig up and grapples the rock, with a chance of failure. Carries no prefab payload; build a Cargo Rocket to actually build and service the outpost.

Top speed10
Build costSteel ×20 · Composites ×8 · Electronics ×6
Running cost4 cr/sol
Build time3 sols
🔬 Unlocked by Deep-Space Mining (250 RP) — after Asteroid CaptureOrbital Uplink

Cargo Rocket

LIFT

The heavy-lift prefab hauler. Carries up to four prefabs up to an orbital project and brings mined resources back down on the return leg. Assign it to an outpost on its pad card; it cycles automatically while fuelled.

Cargo4
Top speed8
Build costSteel ×30 · Composites ×14 · Electronics ×10
Running cost8 cr/sol
Build time4 sols
🔬 Unlocked by Spaceflight Operations (150 RP) — after Orbital Uplink

Prefab Tractor

ROVER

A heavy ground truck that carries one finished prefab from a Prefab Factory to whichever Landing Pad needs it. Routes around obstacles and dispatches automatically; one rolls out with each Prefab Factory.

Cargo1
Top speed9
Build costSteel ×8 · Electronics ×3
Running cost2 cr/sol
Build time0.5 sols
⚙ Built at: Prefab Factory
🔬 Unlocked by Spaceflight Operations (150 RP) — after Orbital Uplink

Miner Dock Drone

LIFTDRONE

One of the pair of heavy-lift dock drones riding the Mobile Miner's rear deck. They fly scraped regolith to storage around the clock — the miner sleeps at night, its drones don't.

Cargo8
Top speed36
Build costSteel ×4 · Electronics ×3
Running cost1 cr/sol
Build time0.4 sols
⚙ Built at: Mobile Regolith Miner
🔬 Unlocked by Construction Basics (available at start) — no prerequisites

Fibre Harvester

ROVER

Comes with the Feed Cultivator. Crops grove fibre all day without harming a tree, then trundles home at dusk — the visible proof the midnight batch is real.

Top speed7
Running cost2 cr/sol
🔬 Unlocked by Ranching (128 RP) — after Hydroponics

Prospector Drone

LIFTDRONE

Long-bodied survey drone bought from a Field Lab or Research Lab. Flies to revealed crystal blooms and circles slowly to harvest their research value, then returns to recharge and resumes. Fully automatic.

Top speed22
Build costSteel ×8 · Electronics ×8
Running cost1 cr/sol
Compute1
Build time0 sols
⚙ Built at: Field Lab, Research Lab
🔬 Unlocked by Research Coordination (24 RP) — no prerequisites

Crew Bus

ROVER

Tracked crew bus on a builder's footprint, riding taller (R159 fleet batch). Ferries colonists between Vehicle Bays, departing on the hour and driving the obstacle-aware route faster than a builder.

Cargo16
Top speed35
Build costSteel ×10 · Electronics ×2
Running cost1 cr/sol
Build time0.3 sols
⚙ Built at: Vehicle Bay
🔬 Unlocked by Construction Basics (available at start) — no prerequisites

Hornet Gunship

LIFTDRONE

Nimble combat drone: twin lift fans, a chin autocannon on a swivelling turret, and two rocket pods. Strafes while firing, repositions after kills, and is the one thing fast enough to chase a Fulgurite. Built, repaired and rearmed at the Armory.

Top speed2.7
Build costSteel ×12 · Electronics ×8
Running cost10 cr/sol
Compute1
Build time0.5 sols
HP70
⚙ Built at: Armory
🔬 Unlocked by Base Defence (available at start) — no prerequisites

Quillback Platform

LIFT

Four short wings, a fast small-calibre turret on each tip, each tracking its own target. Slower than a Fulgurite, faster than the ground tide; ignores armour it can't hurt. It arrives, sits in the fight, and grinds.

Top speed1.7
Build costSteel ×16 · Electronics ×8
Running cost14 cr/sol
Compute2
Build time0.8 sols
HP160
⚙ Built at: Armory
🔬 Unlocked by Base Defence (available at start) — no prerequisites

Condor Bomber

LIFTDRONE

Heavy ordnance drone: a diamond lifting-body on twin centreline ducted fans, with a parting ventral bomb bay. Runs banking carpet passes - four bombs walked across the mark, two passes per load. Biggest creatures first; never on a line that splashes friendly buildings.

Top speed5.8
Build costSteel ×22 · Electronics ×10
Running cost18 cr/sol
Compute3
Build time1 sols
HP110
⚙ Built at: Armory
🔬 Unlocked by Heavy Ordnance (320 RP) — after Colony DefenceMetallurgySteelworks

Freight Drone

LIFTDRONE

Skyport freight courier: flies sealed 10-unit pods between linked ports, loading only what the destination can take. Built on the Skyport card (1 CPU each).

Cargo10
Top speed17
Build costSteel ×6 · Electronics ×4
Running cost2 cr/sol
Compute1
Build time0.4 sols
⚙ Built at: Skyport
🔬 Unlocked by Air Transport (150 RP) — after Road Transport

Mobile Regolith Miner

GROUNDMOBILE UNIT

R16: the colony's regolith source is a big tracked VEHICLE, not a building. It crawls 12-tile lanes scraping the surface dark, charging itself from a solar canopy (full sun: runs ~dawn to 1am; battery + solar research for 24/7; a wind rig covers windy dim biomes). Two dock drones on the rear deck fly the spoil to a storage facility around the clock. capacity = its cargo hold.

Footprint3x3
Build costSteel ×13 · Electronics ×4
Build time0.2 sols
Inputs /sol(self-powered: solar canopy + battery)
Outputs /sol(scrapes regolith as it roams · dock drones deliver to storage)
🔬 Unlocked by Construction Basics (available at start) — no prerequisites

Drill Miner

GROUNDMOBILE UNIT

R67 Frontier L3: the Mobile Regolith Miner chassis with a large drill. Auto-targets revealed impact sites, parks at the crater rim, mines ~5 sols per site (Scenario drill_mining_sols); still carries the two dock drones. Listed below the Mobile Miner in the build menu.

Footprint3x3
Build costSteel ×36 · Electronics ×14 · Composites ×8
Build time0.3 sols
Inputs /sol(self-powered: solar canopy + battery)
Outputs /sol(drills exotic matter at impact sites · dock drones deliver to a vault-connected store)
🔬 Unlocked by Impact Prospecting (160 RP) — no prerequisites

✛ Weapons 9 entries

Gatling

DEFENCE

Holds the line. Very high rate of fire - real TRACER rounds now, with travel time and spread - so it shreds swarms but chips a Dolerite for 1 a round, and one in four rounds RICOCHETS off that plating. CIWS-style rotary gun; folds into its base.

Damage6
Pierce1
Range18
Rate of fire7.5
Accuracy0.92
Targetsboth
✛ Mounted on the Hailstorm Gatling — unlocked by Colony Defence

Laser

DEFENCE

Never misses and its beam beats heavy armour — the Dolerite answer. Single target, slow cadence, and a real power draw. Twin barrels fire alternately; folds into its base between fights.

Damage26
Pierce8
Range18
Rate of fire0.9
Accuracy1.0
Power /shot5
Targetsboth
✛ Mounted on the Sunlance Laser — unlocked by Colony Defence

Rocket volley

DEFENCE

Volleys of small guided rockets - simulated flight, limited turn rate and finite fuel. A crossing flyer can defeat them; misses circle and are likely to hit terrain, trees or buildings (including yours) before they reconnect.

Damage42
Pierce6
Range30
Rate of fire0.55
Accuracy1.0
Targetsboth
✛ Mounted on the Longbow Launcher — unlocked by Heavy Ordnance

HE shell

DEFENCE

The horde answer at distance: enormous area damage, indirect (lobs over hills and buildings), slightly inaccurate, blind inside 10 tiles. Refuses to fire where the blast would touch your own buildings.

Damage62
Pierce10
Range55
Rate of fire0.13
Accuracy1.0
Targetsground
✛ Mounted on the Thunderhead Artillery — unlocked by Heavy Ordnance

Incendiary shell

DEFENCE

Airburst that lays a burning field on the ground for ~20 s: blast + fire under the burst, fire damage to anything that runs through. Creatures do not avoid fire - a weakening tool for the tide.

Damage28
Pierce4
Range55
Rate of fire0.13
Accuracy1.0
Targetsground
✛ Mounted on the Thunderhead Artillery — unlocked by Heavy Ordnance

Gunship autocannon

DEFENCE

The gunship's chin turret. Tracer bullets with real travel and spread — they can miss. The turret tracks, but only 45 degrees either side of the nose; a target off the flank means repositioning. One ammo is 50 rounds; 150 aboard.

Damage3
Range10
Rate of fire10
Accuracy0.80
Targetsboth
✛ Mounted on the Hornet Gunship

Gunship rocket pods

DEFENCE

Two three-tube pods with the same guidance as the missile turret — rockets chase, and a miss circles until it hits something. Fired one at a time: a big cluster earns one on a cooldown, and a big armoured target draws them faster while the gun stays on the small stuff. One ammo is two rockets; six aboard.

Damage42
Pierce6
Range16
Rate of fire0.25
Accuracy1.0
Targetsboth
✛ Mounted on the Hornet Gunship

Platform wing gun

DEFENCE

One of four wingtip turrets, each tracking its own target — smaller calibre and faster-firing than the gunship's. Bullets bounce off armour, so the platform ignores Dolerites entirely. One ammo is 100 rounds; 600 aboard.

Damage2
Range9
Rate of fire14
Accuracy0.75
Targetsboth
✛ Mounted on the Quillback Platform

Bomber carpet bombs

DEFENCE

Eight bombs dropped as two runs of four — a carpet, twice. Biggest creatures first, then the thickest cluster; never on a line that would splash friendly buildings. One ammo is one bomb.

Damage55
Pierce4
Accuracy1.0
Targetsground
✛ Mounted on the Condor Bomber

☁ Weather 8 entries

Cyclonic Storm

LIGHTNING

Violent storm with lightning and gale winds; reached only by escalation (weight 0).

Intensity1
Duration0.3–1 sols
Time of dayany
Solar output×0.3

Dust Storm

DUST

Blowing dust; cuts solar hard, feeds the turbines.

Intensity0.9
Duration0.15–0.65 sols
Time of dayany
Solar output×0.15

Radiation Storm

RADSTORM

A slow green irradiated haze — halves the wind, arcs EMP lightning into power and resource buildings (batteries, stores and districts ride it out), and injures colonists caught outdoors.

Intensity0.9
Duration0.15–0.65 sols
Time of dayany
Solar output×0.35

Snowfall

SNOW

Cold snowfall that dusts the ground white, melting back slowly after. Rime ices the turbines, and it can escalate into a Blizzard.

Intensity0.7
Duration0.4–1.2 sols
Time of dayany
Solar output×0.55
Escalates toBlizzard

Blizzard

BLIZZARD

The cold country's cyclone — a white-out reached only by escalation from Snowfall. The gale beats the rime off the blades so turbines roar, but vehicles crawl.

Intensity1
Duration0.25–0.8 sols
Time of dayany
Solar output×0.3

⚠ Disasters 7 entries

Tremor

QUAKE

A tremor damages structures and exposed colonists across an area (reuses the blast model). R155: camera shake + rumble + thrown dust at the epicentre.

Severity25
Radius6
Duration0.05–0.1 sols
Warning0.33 sols

Meteor Shower

METEOR_SHOWER

1-30 meteors fall across EXPLORED territory over the episode (severity = max strikes; duration 1h-12h) - the colony is a small target.

Severity30
Duration0.04–0.5 sols
Warning0.33 sols

Disease Outbreak

OUTBREAK

An illness sweeps the colony — sickness rates spike (severity = outbreak multiplier); treatment capacity is tested.

Severity7
Duration0.6–1.6 sols
Warning0.33 sols

Structure Fire

FIRE

Ignites a building (severity = how many); the blaze then spreads to neighbours + burns HP until a Repair Station drone douses it or it burns out.

Severity1
Duration0.1–0.2 sols
Warning0.33 sols

Cryo Snap

COLD_SNAP

A brutal cold front — exposure injures colonists caught outdoors (the radiation-exposure model, reflavoured). R155: own effect id so the sky goes icy blue-white + driving frost, not radiation red. ONLY strikes cryo-tundra colonies (home_biome).

Severity2
Duration0.6–1.5 sols
Warning0.33 sols
Home biomeCryo Tundra

Acid Squall

ACID

R155: corrosive rain over the WHOLE episode — every standing structure is etched severity HP/sol (repair drones respond) and colonists caught outdoors take 10% of that as injury/sol. Green driving rain while it runs. ONLY strikes Vitriol Fen colonies (home_biome).

Severity20
Duration0.2–0.45 sols
Warning0.33 sols
Home biomeVitriol Fen

Large Meteor Impact

IMPACT

A massive meteor on its own slow clock rather than the usual disaster roll. A warning sounds moments before impact; the strike leaves a mushroom cloud, a crater, a quake, and an irradiated no-build zone.

Radius30
Duration10–15 sols

◈ Biomes 9 entries

Dust Basin

FOG

Warm dry lowland flats — the easy first settle; ubiquitous regolith under frequent dust-storm weather. Clean flat ground; still air.

Buildable0.95
Solar×1.1
Dust×1.5
DepositsIce 0.05 · Metals 0.1 · Regolith 0.9 · Emberite 0.45

Rust Desert

FOG

Iron-oxide badlands strewn with rock fields — good solar and metals; dusty and under a thin meteor lane.

Buildable0.55
Solar×1.2
Dust×1.3
DepositsIce 0.02 · Metals 0.35 · Regolith 0.6 · Emberite 0.5

Ferric Canyon

FOG

Deep metal-rich ranges — the ore country; steep; canyon winds favour turbines; the ground itself is restless (QUAKES).

Buildable0.3
Solar×0.9
Dust×1.1
DepositsIce 0.05 · Metals 0.85 · Regolith 0.4

Oxide Highlands

FOG

Cool orange uplands with scattered spearwood groves — balanced metals and some ice; rocky breezy and a little seismic.

Buildable0.4
Solar×0.85
Dust×1.0
DepositsIce 0.2 · Metals 0.5 · Regolith 0.5

Cryo Tundra

FOG

Vast flat ice plains under a PERMANENT LIGHT FOG — weak solar but the windiest place on the planet; CRYO SNAPS strike colonies here.

Buildable0.6
Solar×0.5
Dust×0.8
DepositsIce 0.9 · Metals 0.15 · Regolith 0.4

Salt Flats

FOG

Crystalline white pans studded with mineral growths — the flattest most buildable ground; bright open and EXPOSED (radiation).

Buildable1.0
Solar×1.35
Dust×1.2
DepositsIce 0.1 · Metals 0.2 · Regolith 0.7

Methane Marsh

FOG

Low olive wetlands under violet bulb-tree forests — the WILD biome; damp still air breeds OUTBREAKS and the methane feeds FIRES.

Buildable0.5
Solar×0.75
Dust×0.9
DepositsIce 0.35 · Metals 0.1 · Regolith 0.5

Ash Steppe

FOG

Grey-green mid plains under towering spearwood groves — the unremarkable (and safest) middle ground.

Buildable0.55
Solar×1.0
Dust×1.1
DepositsIce 0.1 · Metals 0.3 · Regolith 0.6 · Emberite 0.6

Vitriol Fen

FOGCORROSIVE

CORROSIVE acid wetlands — unbuildable until Corrosion Hardening (then +10% build cost) but the only source of VITRIOL; ACID SQUALLS etch structures here.

Buildable0.35
Solar×0.8
Dust×0.8
DepositsIce 0.02 · Metals 0.15 · Regolith 0.4

🔬 Research 119 entries

Defence 4

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Colony Defence

INDUSTRYPRIMARY

The first emplacements: the CIWS gun tower that shreds swarms and the laser that burns through armour. Something on this planet has started treating the colony as a food source.

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Strategic Deterrent

INDUSTRYPRIMARY

The bunker-buster: a silo and a multi-sol munition - the one weapon the player aims, for killing nests outright. (The silo itself lands with slice D7b.)

Cost500 RP

Food & Farming 7

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Food Processing

BIOTECHPRIMARY

Food Processor - crops into storable rations. Your Industry district builds it on its own when rations run short; you don't place it. It only appears once the colony actually needs the extra food.

Cost135 RP
RequiresHydroponics
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Hydroponics

BIOTECHPRIMARY

Your first food - Hydroponics Bays + Algae Vats turn water + power into rations. Zone an Industry district and your colonists build Hydroponics themselves when rations fall short of need (at most ~one bay over demand); you never place them. Later food tech raises quality, not quantity.

Costfree (start)
Requiresavailable at start
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Leafy Cultivation

BIOTECHPRIMARY

Fresh produce from the seed bank's leafy cultivars — perishable, low yield, but it raises meal quality.

Cost88 RP
RequiresHydroponics
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Legume Cultivation

BIOTECHPRIMARY

Unlocks the SOY food chain: a Greenhouse (grows soy) and a Soy Kitchen (cooks Soy Meal) — the crop route to tier-2 quality food that lifts colonist happiness via the nourishment want.

Cost72 RP
RequiresHydroponics
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Ranching

BIOTECHPRIMARY

Domesticating the native herds: the feed chain first — a Feed Cultivator and its grove Harvester. The Ranch follows once a species is catalogued in the Encyclopedia.

Cost128 RP
RequiresHydroponics
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Spice Cultivation

BIOTECHPRIMARY

Slow, low-yield flavour crop. Unlocks desirable mid/high-tier meals.

Cost142 RP

Health & Services 7

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Dust Management

INDUSTRYPRIMARY

The DUST RIG GARAGE and its cleaning drones - dust builds constantly and chokes solar + production until drones sweep it. Research early; buy extra drones on the garage's card as the colony grows.

Cost24 RP
Requiresavailable at start
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Life Support

HABITATIONPRIMARY

Colony survival basics: breathable air/pressure + waste processing. Available from sol one.

Costfree (start)
Requiresavailable at start
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Maintenance Systems

INDUSTRYPRIMARY

Maintenance Depots + Parts Workshops. The district builds the Parts Workshop itself when spare-parts demand rises - you zone Industry, the colony manager sizes it to need. Depots you place; the workshop the colony grows.

Cost24 RP
Requiresavailable at start
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Security

HABITATIONPRIMARY

Security presence lowers crime over a coverage area.

Cost44 RP
Requiresavailable at start
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Oxygen (Electrolysis)

HABITATIONPRIMARY

Start tech: split water into breathable oxygen (+ hydrogen byproduct) — the air leg of the survival core, available from landing. Later branches (atmospheric CO2 extraction, hydrogen->fuel, efficiency) deferred to the tree.

Costfree (start)
Requiresavailable at start

Housing & Districts 3

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Arcologies

HABITATIONPRIMARY

MEGASTRUCTURE: the sealed vertical cities - FOUR designs, each a deliberate pick, not a skin: the flagship Obsidian, the oxygen-surplus Verdant forest tower, the fuel-refining Ascent launch spire, the food-growing Granary ziggurat. Rare-metal superstructures - the Deep Mine chain.

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Mega Dome

HABITATIONPRIMARY

MEGASTRUCTURE: a pressurised city-dome — a whole town of habitats and gardens sealed under meteor-hardened glass. The biggest single home the colony can raise.

Industry & Resources 18

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Basic Electronics

INDUSTRYPRIMARY

A hand-assembly bench turning silica into simple boards — the early electronics trickle that keeps drones and labs buildable until the Deep Mining and Electronics Fab chain runs.

🔬

Basic Extraction

INDUSTRYPRIMARY

Starting tech (water from ice). Available at game start.

Costfree (start)
Requiresavailable at start
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Composite Materials

INDUSTRYPRIMARY

Composites Plant - steel + polymer into composites for reactors and high-end builds. District-built when composites demand appears; the colony manager also raises the steel + chemical plants that feed it.

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Construction Basics

INDUSTRYPRIMARY

Unlocks the Regolith Harvester (scrapes regolith, the base raw for building). You DON'T place it - once you zone an Industry district, your colonists auto-build it when the colony runs short of regolith, sizing it to demand. Research just puts it on the colony manager's menu.

Costfree (start)
Requiresavailable at start
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Consumer Goods

INDUSTRYPRIMARY

Goods Factory - polymer + glass + electronics into consumer goods for shops. Purely DEMAND-DRIVEN: when a retail venue wants consumer goods, your Industry district builds the factory ITSELF, then the colony builds the plants that feed it. You research + zone; the colony chains the rest.

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Corrosion Hardening

INDUSTRYPRIMARY

Coated alloys that survive the fen's acid. Opens the corrosive biome (at a 10% materials premium) and its unique resource.

Cost300 RP
RequiresMetallurgy
UnlocksBuild in the Vitriol Fen (+10% cost there), Vitriol Extractor
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Deep Mining

INDUSTRYPRIMARY

Deep Mine - rare metals + uranium, the feed for electronics and nuclear. Your Industry district builds it automatically once something demands rare metals (electronics) or uranium (reactor fuel) - a late-chain building the colony GROWS toward as it matures, not one you place.

Cost150 RP
RequiresMetallurgy
UnlocksDeep Mine
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Domestic Electronics

INDUSTRYPRIMARY

Electronics Fab - silica + rare metals into electronics (drones, labs, data centres). DEMAND-DRIVEN and self-chaining: a venue like a Cinema/Arcade wanting electronics makes your Industry district build the Fab, which then pulls a Silica Refinery + Deep Mine to feed it (once those are researched). You don't place any of it.

Cost24 RP
RequiresGlassmaking
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Glassmaking

INDUSTRYPRIMARY

Silica Refinery + Glassworks - silica into glass, a core build material (labs, domes, solar). DISTRICT-BUILT: your zoned Industry raises these automatically when glass demand appears, and stops once it's met. You manage the district, not the individual factories.

🔬

Industrial Chemistry

INDUSTRYPRIMARY

Chemical Plant - regolith into reagents AND polymers (atmospheric carbon supplies the polymer feedstock). You don't place it: your Industry district builds one when something downstream (medical supplies, pharmaceuticals, consumer goods, composites) creates demand. It's a link the colony adds to a chain, on demand.

Cost88 RP
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Luxury Manufacturing

INDUSTRYPRIMARY

Luxury Workshop - consumer goods + composites + electronics into luxury/status goods. Affluent colonists wanting status goods make your Industry district build it, cascading down to the plants it needs. Enable it with research; the colony does the building.

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Metallurgy

INDUSTRYPRIMARY

Smelter (regolith into iron) + Steel Mill (iron into steel). Your Industry district builds these on demand - a steel consumer (composites, equipment) makes the colony raise a Steel Mill, which then pulls a Smelter to feed it. You never place either; you enable the chain and zone the ground.

Cost82 RP
RequiresSteelworks
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Ore Extraction

INDUSTRYPRIMARY

Open-cast shafts work the ore fields of metal-rich country — iron without waiting for smelter districts.

Cost90 RP
RequiresMetallurgy
UnlocksOre Shaft
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Polymer Processing

INDUSTRYPRIMARY

Polymer Plant - hydrogen + reagents into polymer for goods, medical gear and composites. Your zoned Industry builds it automatically when polymer demand rises up the chain; you manage the district, not the plant.

Cost128 RP
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Robotics

INDUSTRYPRIMARY

Autonomous systems research — the stepping stone toward asteroid capture and deep-space operations.

Cost240 RP
UnlocksRobot workforce (production bonus, compute-gated)
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Salt Chemistry

INDUSTRYPRIMARY

Evaporation pans on the Salt Flats yield chemical reagents — ends the reagent import.

Cost70 RP
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Steelworks

INDUSTRYPRIMARY

Early player-placed Steel Foundry - smelts the Mobile Miner's regolith straight to steel. Crude next to the zoned Smelter + Steel Mill district chain (Metallurgy) that outproduces it later.

Costfree (start)
Requiresavailable at start

Logistics 8

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Air Transport

LOGISTICSPRIMARY

Skyports: air freight between linked ports — over hills, chasms and distance no belt can pay for. Low volume, total flexibility; rail stays the bulk answer.

Cost150 RP
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Compute Infrastructure

LOGISTICSPRIMARY

Compute capacity for autonomous fleets and (later) robotics. Heavy power draw — high-tier power is what scales automation.

Cost36 RP
Requiresavailable at start
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Emergency Reserves

LOGISTICSPRIMARY

Disaster-hardened reserves of critical goods. Cross-field with Habitation's emergency systems.

Cost135 RP
🔬

Fluid Pipelines

LOGISTICSPRIMARY

Fluid pipe network for water, fuel, O2 and reagents.

Cost66 RP
RequiresStorage
UnlocksPipe
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Road Paving

LOGISTICSPRIMARY

Paved marscrete roads — vehicles and builders move about twice as fast along them, and district growth fronts them. Laid like a path by dragging a line; costs marscrete per tile.

Cost60 RP
UnlocksTool: paved roads
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Road Transport

LOGISTICSPRIMARY

Starting transport: paved roads (and free paths). Roads speed builders, buses and haulers and lighten commutes; Rail and Air Transport build on this.

Costfree (start)
Requiresavailable at start
UnlocksPaved Road
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Storage

LOGISTICSPRIMARY

Basic storage: warehouses for solids, Hydrogen Silos for the rocket-fuel feedstock, Hazmat Containers for the dangerous stuff. Storage is the economic buffer.

Costfree (start)
Requiresavailable at start

Medical 6

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Basic Medicine

BIOTECHPRIMARY

Starting health care: the CLINIC treats Minor illness with no consumables - your districts build clinics to demand (Commercial), you never place them.

Costfree (start)
Requiresavailable at start
UnlocksClinic
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Hospital Medicine

BIOTECHPRIMARY

The HOSPITAL treats Serious illness; needs a tier 5-6 doctor plus medical supplies + pharmaceuticals each sol - both producible by the time this unlocks. District-built to demand (Commercial).

Cost165 RP
UnlocksHospital
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Medical Production

BIOTECHPRIMARY

Medical Fabricator - algae + polymers into medical supplies (the Hospital's consumable). Your Industry districts auto-build it once hospitals demand supplies, pulling a Chemical Plant for the polymers. First step of the supply chain - research it BEFORE Hospital Medicine.

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Pharmaceuticals

BIOTECHPRIMARY

Pharma Lab - algae + reagents into medicines (the Hospital's second consumable). Industry districts raise one on demand - you don't place it. Supply tech comes before the Hospital that needs it.

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Surgery

BIOTECHPRIMARY

The SURGERY treats Critical illness. Needs a rare tier-9 surgeon; consumes surgical supplies + pharmaceuticals - both flowing before this unlocks. District-built to demand (Commercial).

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Surgical Supplies

BIOTECHPRIMARY

Surgical Supplies Fab - pharmaceuticals + electronics into sterile surgical supplies. Industry-district-built to need. Supply tech comes before the Surgery that needs it.

Orbital 15

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Asteroid Capture

ORBITALPRIMARY

The theory and rigging for grappling passing asteroids — the prerequisite for Deep-Space Mining's tugs and outposts.

Cost200 RP
UnlocksDetect passing asteroids (unlocks Deep-Space Mining)
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Deep-Space Mining

ORBITALPRIMARY

Launch a capture tug from a Landing Pad at a passing asteroid (with a chance of failure); success parks an orbital outpost that ships its class yield — volatiles, rare metals or exotic matter — down to the colony each sol, plus research points.

Cost250 RP
UnlocksCapture tug + aggregate orbital outposts (yield + RP)
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Defence Contracts

ORBITALPRIMARY

Fulfil Earth military contracts for treasury income and unique unlocks. Opens after the wormhole.

Cost350 RP
UnlocksContract Terminal + military supply jobs
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Earth Relations

ORBITALPRIMARY

Concealed until the wormhole reopens. Re-established ties with Earth open the contract and tourism branches.

Cost300 RP
RequiresWormhole Drive, Find: wormhole_open
Unlocksreopened diplomacy - opens the contracts and tourism branches
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Hospitality

ORBITALPRIMARY

Premium tourist venues and entertainment.

Cost350 RP
Unlockshigher-tier tourist venues + entertainment
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Interplanetary Trade

ORBITALPRIMARY

Concealed until the wormhole reopens. With the fold restored, Earth is a market again — scaled exports and real trade.

Cost300 RP
RequiresWormhole Drive, Find: wormhole_open
Unlocksfull Earth market access + export scaling
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Off-world Tourism

ORBITALPRIMARY

Concealed until the wormhole reopens. Tourists arrive through the fold and spend at your venues.

Cost300 RP
RequiresWormhole Drive, Find: wormhole_open
Unlocksinbound visitor economy + Hotels
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Orbital Drydock

ORBITALPRIMARY

Major ship works; prerequisite for the wormhole drive.

Cost150 RP
Unlocksmajor ship works
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Orbital Industry

ORBITALPRIMARY

Deep manufacturing for contract goods. Opens after the wormhole.

Cost400 RP
UnlocksEquipment / Munitions Line (deep manufacturing)
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Orbital Power

ORBITALPRIMARY

Constant power. Assemble a huge Orbital Mirror from prefabs, launched piece by piece, that beams sunlight to a ground Receiver Array — power day and night, the answer to the late-game power wall.

Cost300 RP
UnlocksReceiver array + the orbital mirror megastructure
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Planetary Tours

ORBITALPRIMARY

Sightseeing tours of the alien world.

Cost350 RP
Unlockstour rockets + sightseeing + unique explorer vehicles
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Space Elevator

ORBITALPRIMARY

The crowning megastructure — massive tourism and cargo throughput.

Cost500 RP
Unlocksthe Space Elevator megastructure (tourism + cargo throughput)
MaterialsExotic Matter ×200
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Wormhole Drive

ORBITALPRIMARY

Not the end — the fold. Reopening the wormhole unseals a whole concealed branch of the tree: interplanetary trade, tourism, and Earth contracts. You got here? Now the real economy begins.

Cost400 RP
Unlocksreopen the wormhole - the FOLD (unseals the post-wormhole tree)
MaterialsExotic Matter ×500

Power 8

🔬

Domestic Enrichment

INDUSTRYPRIMARY

Enrich Deep Mine uranium into reactor fuel — the fission chain's fuel step, researched before the reactor itself.

Cost320 RP
RequiresDeep Mining
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Emberite Extraction

INDUSTRYPRIMARY

Bore the smouldering emberite seams of the ash steppe, rust desert and dust basin, and burn the mineral in a Kiln — 55 power, the strongest source before fission.

Cost36 RP
Requiresavailable at start
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Fission Power

INDUSTRYPRIMARY

Reliable constant baseload, burning domestically enriched reactor fuel — the import route is gone, so the colony is on its own.

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Fusion Power

INDUSTRYPRIMARY

Fusion Reactor (you place) + Helium-3 Sifter (district-built on fusion-fuel demand). Endgame baseload. The Sifter your Industry district raises when a fusion reactor needs fuel. (Also needs a Frontier asteroid-capture prerequisite, added with the asteroid chain.)

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Gas Turbines

INDUSTRYPRIMARY

Burn the hydrogen your colony already vents — electrolysis byproduct or the Methane Marsh tap. A Gas Turbine turns 8 hydrogen per sol into 50 power.

Cost36 RP
Requiresavailable at start
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Solar Power

INDUSTRYPRIMARY

Starting power: solar arrays + battery storage. Daylight-dependent, so storage matters from sol one.

Costfree (start)
Requiresavailable at start
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Thermal Shear

INDUSTRYPRIMARY

A Shear Stack milks the temperature gradient on a biome border for 35 power. You landed near a seam between climates — build along it.

Cost36 RP
Requiresavailable at start
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Vent Tapping

INDUSTRYPRIMARY

Harness a Breather Vent — the geothermal mouths scattered across the world, marked by steam plumes and few in number. A Vent Turbine on one gives a steady 45 power.

Cost36 RP
Requiresavailable at start

Research & Frontier 5

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Deepvein Extraction

FRONTIERPRIMARY

Discovery-triggered — appears in the Frontier row only once a Chasm has been revealed.

Cost120 RP
RequiresFind: chasm
UnlocksDeepvein Extractor (chasm-rim Luminite extraction), Hazmat storage (the hazardous-goods store)
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Higher Learning

HABITATIONPRIMARY

Academies and libraries — tier-2 Enrichment, stronger job mobility.

Cost150 RP
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Impact Prospecting

FRONTIERPRIMARY

Discovery-triggered — appears once a large-meteor impact site has been revealed.

Cost160 RP
RequiresFind: impact_site
UnlocksDrill Miner (Exotic Matter mining at impact sites)
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Research Coordination

INDUSTRYPRIMARY

Run TWO research projects at once. Your RP/sol is SPLIT between them (breadth, not extra speed - build labs and staff scientists to raise the total). Also unlocks the FIELD LAB: a small lab with a drone pad that can host a Prospector Drone for sampling crystal blooms.

Cost24 RP
Requiresavailable at start
Unlockssecond research slot, Field Lab
🔬

Research Labs

HABITATIONPRIMARY

Research labs — tier-3 Enrichment and the main source of research points.

Cost320 RP

Tier 1 · Essentials 2

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Basic Amenities

HABITATIONPRIMARY

Starting tier-1 market venues: recreation, social, culture, fitness and a general store.

Costfree (start)
Requiresavailable at start
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Civic Amenities

HABITATIONPRIMARY

Starting tier-1 civic want-servers: a school, green space and a place for reflection.

Costfree (start)
Requiresavailable at start

Tier 2 · Comfort 8

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Athletic Training

HABITATIONPRIMARY

Sports complexes — tier-2 Wellness.

Cost82 RP
RequiresBand: 2
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Comfortable Housing

HABITATIONPRIMARY

Comfortable housing for the middle wealth band.

Cost82 RP
RequiresBand: 2
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Community Worship

HABITATIONPRIMARY

Temples and halls — tier-2 Faith.

Cost77 RP
RequiresBand: 2
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Curated Gardens

HABITATIONPRIMARY

Biodome gardens — tier-2 Nature.

Cost135 RP
RequiresBand: 2
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Fine Arts

HABITATIONPRIMARY

Galleries and theatre — tier-2 Culture.

Cost88 RP
RequiresBand: 2
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Nightlife

HABITATIONPRIMARY

Bars and clubs — tier-2 Connection.

Cost82 RP
RequiresBand: 2
UnlocksBar & Club
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Recreation

HABITATIONPRIMARY

Arcades and active sports — tier-2 Fun.

Cost82 RP
RequiresBand: 2

Tier 3 · Affluence 8

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Avant-garde

HABITATIONPRIMARY

Experimental culture — tier-3 Culture.

Cost210 RP
RequiresBand: 3
🔬

Community Events

HABITATIONPRIMARY

Festivals and gatherings — tier-3 Connection.

Cost188 RP
RequiresBand: 3
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Luxury Retail

HABITATIONPRIMARY

Boutiques selling luxury/status goods — tier-3 Acquisition.

Cost300 RP
RequiresBand: 3, Luxury Manufacturing
UnlocksBoutique
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Luxury Wellness

HABITATIONPRIMARY

Spas and medical-wellness — tier-3 Wellness.

Cost210 RP
RequiresBand: 3
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Pilgrimage

HABITATIONPRIMARY

Ritual sites — tier-3 Faith.

Cost180 RP
RequiresBand: 3
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Premium Housing

HABITATIONPRIMARY

Luxury residences for the affluent.

Cost210 RP
RequiresBand: 3
🔬

Thrill Rides

HABITATIONPRIMARY

Low-G coasters and rocket rides — extreme Fun. Power-hungry.

Cost210 RP
RequiresBand: 3
🔬

Vistas

HABITATIONPRIMARY

Observation domes and trails — tier-3 Nature.

Cost210 RP
RequiresBand: 3

Upgrades 20

🔬

Dense Cells

INDUSTRYSPECIALISATION

Optional, minor.

Cost50 RP
RequiresSolar Power
Unlocks+25% battery capacity
🔬

Dense Storage

LOGISTICSSPECIALISATION

Racking and compression: every storage building holds twice as much.

Cost50 RP
RequiresStorage
UnlocksStorage capacity x2 (Warehouse 1000 to 2000)
🔬

Electrostatic Coatings

INDUSTRYSPECIALISATION

Optional, minor. Horizontal/variety — panels shed dust themselves.

Cost55 RP
Unlocks-30% dust buildup on solar
🔬

Extra Beds

BIOTECHSPECIALISATION

Optional, minor.

Cost50 RP
Unlocks+2 clinic treatment slots
🔬

Flux Smelting

INDUSTRYSPECIALISATION

Optional, minor.

Cost50 RP
RequiresMetallurgy
Unlocks+15% smelter yield
🔬

Gourmet Foods

BIOTECHSPECIALISATION

Gourmet Kitchen - delicacies for tier-3 dining (optional). District-built when affluent tastes demand delicacies; your zoned Industry raises it and its feed chain on its own. You never place it directly.

Cost66 RP
🔬

High-efficiency Panels

INDUSTRYSPECIALISATION

Optional, minor.

Cost50 RP
RequiresSolar Power
Unlocks+15% solar output
🔬

Improved Crop Strains

BIOTECHSPECIALISATION

Optional, minor. Never required.

Cost50 RP
RequiresHydroponics
Unlocks+25% hydroponics yield (all outputs)
🔬

Improved Engines

LOGISTICSSPECIALISATION

Optional, minor. New, stronger engine variants.

Cost55 RP
Unlocks+25% train haulage/speed
🔬

Improved Marscrete

INDUSTRYSPECIALISATION

Optional, minor.

Cost44 RP
Unlocks-10% concrete in build costs
🔬

Improved Protocols

BIOTECHSPECIALISATION

Optional, minor.

Cost55 RP
Unlocks+10% recovery odds
🔬

Improved Reclamation

HABITATIONSPECIALISATION

Optional, minor.

Cost55 RP
RequiresRecycling
Unlocks+15% recycling recovery
🔬

Lean Supplies

BIOTECHSPECIALISATION

Optional, minor.

Cost50 RP
Unlocks-15% medical supply use
🔬

Miner Battery Packs

INDUSTRYSPECIALISATION

Doubled charge banks let the Mobile Miner run deep into the night. With Solar Boost: 24/7 in full-sun biomes.

Cost66 RP
UnlocksMobile miner battery x2
🔬

Miner Solar Boost

INDUSTRYSPECIALISATION

Upgraded canopy panels charge the Mobile Miner faster. With Battery Packs: 24/7 in full-sun biomes.

Cost77 RP
UnlocksMobile miner charge rate x1.5
🔬

Miner Wind Rig

INDUSTRYSPECIALISATION

A mast turbine trickle-charges the Mobile Miner day and night - 24/7 operation in windy, dim biomes.

Cost88 RP
UnlocksMobile miner wind trickle-charge
🔬

Orbital Cadence

ORBITALSPECIALISATION

Ship comes around more often (lowers ship_pass_interval_sols).

Cost44 RP
Unlocksmore frequent passes
🔬

Water Recycling

BIOTECHSPECIALISATION

Optional, minor. Never required.

Cost50 RP
RequiresHydroponics
Unlocks-30% hydroponics water use
🔬

High-Throughput Mains

HABITATIONSPECIALISATION

Specialisation: raises how many buildings a Resource Point can service before tiles go yellow.

Cost44 RP
RequiresLife Support
Unlocks(resource node capacity +)
🔬

Wider Utility Mains

HABITATIONSPECIALISATION

Specialisation: extends a Resource Point's service reach — the green serviced area grows. Minor, and it stacks.

Cost44 RP
RequiresLife Support
Unlocks(resource node reach +)

⬡ Orbital Prefabs 7 entries

Structural Frame

ORBITAL PREFAB

The generic skeleton unit every orbital structure needs. Cheap and common — build ahead and stockpile.

Bill of materialsSteel ×6 · Composites ×2
⚙ Built at the Prefab Factory, launched from a Landing Pad
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