◉ Mechanics 72 entries

Construction 6

Marsh Resin & District Growth

Marsh Resin & District Growth

Research Marsh Harvesting and commission a Resin Harvester. Designate a harvest rectangle over surveyed dry resin fields in the Methane Marsh. Deposits are finite and saved when harvested. Bring resin home to a District Materials Press, or supply an industrial District Fabricator, to produce Plasteel and Concrete Board for district expansion. Basic steel and concrete remain available without resin. Landing cargo provides a starting stock of district materials; industrial construction remains exempt from the district material bill to avoid a circular supply chain.

Building & Construction

Building & Construction

You place civic buildings directly and paint zones for the rest. Builder bots and constructor drones travel to the site, courier drones fly the materials in, and the building rises as it is built. You can prioritise sites, and unfinished work survives interruptions. Megastructures are harder to bring down than ordinary pads.

Placement Rules

Placement Rules

Placement defaults to the tile grid with 90 degree rotation. The F key unlocks freeform placement for most buildings, with any position and 15 degree steps. Anchored structures like the landing pad, maglev stations, extractors and the armory stay grid locked so they meet sockets and terrain exactly. Foundations level themselves, neighbouring pads snap to shared terraces, and steep ground costs extra material to carve.

Districts

Districts

Build a District Hub and connect power, pipes and conveyors directly to it, then paint zoning nearby. Habitats, commercial venues and industry have separate construction queues. Up to three habitats can be under construction together; the planner keeps adding capacity until completed and planned beds meet population demand, and resumes when population grows. Commercial construction follows unmet wants, supports duplicate venues when demand warrants them, and can close businesses that lack customers or supplies. Industry responds to colony resource shortfalls, rather than a population cap. Research, resources, suitable zoning and working utilities gate each choice. Planner buildings rise from their foundations over their construction time, including in free-build sandbox games. District conduit remains available for linking arcologies and Mega Domes to their hub.

Arcology & Mega Dome Utilities

Arcology & Mega Dome Utilities

Connect a district conduit from a District Hub to the foundation edge of an arcology or Mega Dome. The same conduit brings electricity and access to the hub's pipe and conveyor networks; these buildings do not accept direct power-pole, pipe or conveyor connections. Their cards show District conduit REQUIRED or DETECTED and identify an offline hub. Keep the hub powered and supplied, and ensure its power grid can support the added load. A broken conduit stops service. Each residence keeps its own housing, resource consumption and benefits. Mega Domes also require their one-off oxygen pressurisation charge before opening. Residents still need accessible routes to outside jobs and venues.

Founding Dropship

Founding Dropship

The founding ship lands along its approach path, rotates four thrusters downward, settles on their suspension and lowers the builder platform. Two Builder Bots face outwards and drive off before the platform retracts. The Mobile Miner clears the underside before the hull lowers further for colonist access. Cargo drones deploy from the hangars and can use all four landing pads. The ship stores starting supplies without requiring grid power. Launch probe orders cost resources and choose a survey destination from the ship card.

Defence 10

Extraction Disturbance

Extraction Disturbance

Active resin harvesting, Vitriol extraction and Deepvein Luminite extraction can disturb nearby nests. Site cards show local agitation. Gentle operation produces 60% of normal output with 45% of the disturbance per extracted unit; Intensive produces 140% output with 180% disturbance per unit. Idle or blocked machines generate none. Agitation cools over time, but an already mobilized raid is committed. Provoked raids and normal timed attacks share population limits. Clearing nearby nests makes the extraction area safer.

Provoked Nest Defenders

Provoked Nest Defenders

Disturbance raids introduce four threats alongside the normal timed roster. Micarites are fragile short-range air swarms. Tektites telegraph a committed dive and recover before diving again. Scoriates deploy to lob siege projectiles and are weak at close range. Laterites stay above ground and raid extraction operations and exposed logistics with committed rams. Protect outposts with escorts and air defence; observe the attack warnings before increasing extraction.

Vehicle Armour & Shields

Vehicle Armour & Shields

Combat and support vehicles can request permanent armour and shield fittings from their selection card after the corresponding research. They return to an operational Armory; fitting takes four simulation seconds per module and consumes the listed materials at completion. Both modules can be fitted to the same hull. The unit cards below show its exact rating, capacity and material costs. These refits do not apply to buildings, civilian drones or carried cargo as a separate target.

Expedition Walkers

Expedition Walkers

Colony Defence unlocks both walkers alongside the Siege Tank. The Jackal gun walker is an economical escort with an autocannon and separately stocked rocket pod. It tracks air targets and fires while moving with reduced accuracy. The Mantis artillery walker must stop, brace and acquire a visible ground target outside its minimum range before firing; it unbraces before moving. Its shells require current allied sight and respect friendly blast safety. Each walker takes eight game hours in the Armory ground queue, accepts ammunition deliveries and uses ordinary ground routes and formations.

Armory Production Queues

Armory Production Queues

Each operational Armory has separate first-in, first-out air and ground queues and builds one of each at a time. Hornet: 1 game hour; Quillback: 2; Condor: 4; Siege Tank, both walkers and Warden: 8; Hunchback and Bastion: 16. At normal speed one game hour is 15 real seconds. Materials and CPU are reserved on order. Construction pauses offline; cancelling an unfinished order refunds its paid resources and CPU. Ordinary aircraft use the hangar lift and ordinary ground units the side bay. The Bastion drives out along the side-bay ramp; the Warden finishes on a clear outside assembly apron and waits if it is obstructed. The next build can run during deployment. Queue progress survives saving; free resources and instant building settings do not skip vehicle construction. Demolishing the Armory loses unfinished orders.

Bastion Field Service

Bastion Field Service

Deploy the Bastion to support a forward position. It starts empty and carries 60 ammunition plus 20 steel. Its supply drone fetches up to 12 ammunition and 4 steel from an operational warehouse within 80 tiles; goods leave that warehouse at pickup. A separate service drone visits ground vehicles within 25 tiles, carrying up to 12 ammunition and 2 steel. One steel restores 20 percentage points of hull condition. Its roof pad serves one compatible small aircraft, with others queuing; oversized aircraft use the Armory. Moving recalls the drones and clears the pad. Two independent guns use the ammunition store. Deployed radar provides contacts within 40 tiles to Hornet guided rockets and Mantises, still limited by weapon range; buried threats remain concealed.

Warden Point Defence

Warden Point Defence

A low-hover escort with two independent beam turrets. Each prioritises incoming physical enemy projectiles within 14 tiles, then visible hostile aircraft within 10. The shared capacitor holds 100 charge, regenerates 6 per simulation second and spends 8 per pulse; each turret waits 0.48 seconds between pulses. Anti-air hits deal 7 damage with 2 penetration. It needs no ammunition. It cannot intercept melee, hitscan lightning or friendly fire. This projectile screen is separate from the personal shield module that can also be fitted to the Warden.

Armour & Penetration

Armour & Penetration

Vehicle armour is a single permanent refit, not a stacking upgrade. Hulls with up to 150 HP get rating 6; 151–300 HP get 8; larger hulls get 10. It costs 4, 8 or 12 Hardened Armour Plates respectively and reduces travel speed by 8%. Enemy penetration subtracts from that rating; the remaining rating subtracts from hull damage, capped at 60% of the hit. Shields absorb first. Example: a 20-damage hit with penetration 4 against rating 10 deals 14 hull damage. Enemy natural armour uses the existing separate rule: weapon damage + penetration − natural armour, subject to the weapon damage floor. Excess weapon penetration therefore adds damage against threats. See Weapons and Threats for the current values.

Vehicle Shield Modules

Vehicle Shield Modules

A shield holds half its hull maximum HP, with a minimum of 50 and maximum of 260 points. The light/medium/heavy refit costs 4/8/12 Luminite, 6/12/18 Vitriol and 4/8/12 Electronics. New modules begin empty and recharge. After six simulation seconds without a hit they recover up to 8 points per second, spending 0.5 onboard energy per point. Energy capacity is 100, recovering 1 per second in the field or 15 at an operational Armory. A cyan outline flashes on an absorbed hit; electrical hits flash more brightly, rather than drawing a permanent bubble. Fulgurites roll lightning on 10% of attacks, rising to 20% against charged shields: the bolt does triple attack damage and consumes double shield charge. The shield bonus does not double damage that spills into the hull.

Defence Control Groups

Defence Control Groups

Ctrl+0-9 stores the selected defence units; Ctrl+Shift+0-9 adds units to a saved group. Press 0-9 to select that group, or Shift+0-9 to merge it into the current selection. Double-tap its number to smoothly centre the camera. Groups survive save/load. Mixed selections share guard, patrol, colony patrol and formation commands. Health and ammunition bars appear above depleted units; toggle them in Settings > Gameplay. Comma and period change game speed; Space pauses.

World & Story 12

The Alien World

The Alien World

RED SOL is set on a living alien planet with different biomes, weather events, disasters, fauna, megafauna and other challenges. Every new game provides a unique seeded world.

The Convoy

The Convoy

The dropship brings the colony resources, a mobile miner, two builders and its starting cargo drones. Its sealed drinking water and oxygen each cover four sols for the founding population; food covers seven sols. For the standard 40 colonists that is 160 water, 160 oxygen and 280 rations. Only residents living aboard consume these reserves, so daily use falls as they move into habitats. Establish habitats served by a supplied District Hub before onboard reserves run out. The hub receives food by conveyor and water and oxygen by pipe; the dropship keeps its onboard life support separate. Its four engines rotate down during the landing approach, extend their feet and compress as the hull settles. The miner leaves from beneath the bow; a rear lift lowers both builders. Drones launch through the two roof hangars and wait for a clear berth before collecting cargo. Ten sleeper freighters remain in orbit; shuttle Colonist Runs bring their passengers down.

Seeded Worlds

Seeded Worlds

Every world is generated from a seed and the selected map size, with terrain, biomes, rivers, lakes, ice, flora and resources. Height changes how things move, but the game plays on a flat grid. Freshwater opportunities are placed within 60 tiles of the landing. Iron ore occurs as separate finite seams only in Ferric Canyon and Oxide Highlands; there is no guaranteed starter seam. Each holds 400-800 iron and accepts one 5x5 Ore Shaft. Emberite and Breather Vents each have a separate 25% nearby roll, subject to suitable terrain; otherwise explore beyond the starting area. Emberite belongs in Dust Basin, Rust Desert and Ash Steppe.

Fog & Survey

Fog & Survey

Unexplored ground is black. Surveyed ground stays lit, but hostiles and wildlife stay hidden until a building, robot or vehicle can see them. Buildings, robots and crew see 20 tiles, the dropship sees 30, and vehicles, rail, pipe and roads survey as they go. You cannot build on unsurveyed ground, and wildlife joins the encyclopedia once sighted.

Ten Biomes

Ten Biomes

Ten biomes shape construction, weather, resources and native life. Cryo Tundra contains mineable ice inside a clear Frost Barrens margin. Frost Barrens has moderate wind and solar output, occasional snow and no permanent fog; its pale frost is not an ice resource. The other ordinary biomes have freshwater shores for Liquid Extractors. Methane Marsh and Vitriol Fen support their specialist extraction chains. Each biome uses its own mix of plants, rocks and decorative crystals; decorative crystals do not provide mineable resources.

Weather & Wind

Weather & Wind

Weather rolls across the world: rain, dust, snow, spore blooms, cyclones and radiation storms. Faster winds can drive turbines to produce more power. Storms slow colonists, vehicles and drones. Cyclones, blizzards and sky veils ground courier and work drones. Defence craft and towers keep fighting, though they still move slower in rain, snow and dust. Cyclone lightning damages ordinary buildings.

Disasters

Disasters

Disasters are colony-wide. Tremors, meteor showers, acid, cold, outbreaks, fires and sky veils each hit in their own way. For example, a large meteor impact warns you, then leaves a crater and an irradiated zone where nothing can be built.

The Sol

The Sol

A sol is one full day and night cycle, about 6 real minutes at normal speed. Everything ticks on it: shifts, production, aging, research and weather. You can pause time or run it at higher speeds.

Meteor Impact Deposits

Meteor Impact Deposits

New worlds contain one starter Exotic Matter meteor deposit at a random dry location within 60 tiles of the dropship. It appears as an impact crater with a meteor remnant and scattered debris. Explore to find it; keep construction clear while the site is radioactive. Radiation fades over ten sols after its Exotic Matter is depleted. Later meteor disasters can create additional impact sites independently. Older saves keep their existing deposit location and terrain.

Dropship Survey Probes

Dropship Survey Probes

Select the landed dropship, choose Launch probe and then select a destination on the ground. Each probe consumes the resources listed on the button instead of credits; further orders are limited by resources. The single launch silo handles probes one at a time: its two covers open, the probe rises clear of the hull, then accelerates towards its survey destination. Launches wait until the opening landing sequence is complete.

World Generation

World Generation

New worlds use a repeatable seed with broad basins, connected valleys, highland terraces or broken ridges. Broad building areas sit among the hills and mountains, including in rugged biomes. Generation checks nearby essentials, usable resin fields, Vitriol extraction sites and approaches to deep-vein chasms. A safer resin opportunity supports early expansion; richer remote fields can lie near active nests. Clearing a nest removes its local disturbance pressure. Terrain still affects routes, foundation costs and where large structures fit. Existing saves retain their original world generation. New generation-4 worlds keep mineable ice in Cryo Tundra, surround it with Frost Barrens, and check freshwater access for the other ordinary biomes.

Rare Discoveries

Rare Discoveries

Rare crystal discoveries lie far from the landing site and are much scarcer than ordinary crystal blooms. Once surveyed, select one and choose a single branch for good. Preserve bars new building within 16 tiles and grows the crystal through five stages over ten sols. Tours from Excursion Lodges and Tour Garages in range pay a scenic fee, at three sols the crystal points to a nearby undiscovered site, and the mature landmark can draw the Shell Mountain. Extract builds a rig whose drone carries the site's fixed bundle of Rare Metals, Luminite or Exotic Matter to storage; extraction disturbs nearby nests. Research builds a field station that needs crew and power for four sols and grants one technology, revealed only when the work is done.

Colonists 9

Living Colonists

Living Colonists

Every colonist is an individual with a job, a home and a happiness state. Each works a day, evening or night shift and follows a routine of work, sleep, meals, leisure and commuting. Leisure can take them to a venue or a decoration, where they sit or stand.

Life Stages

Life Stages

Colonists grow from babies through children and teenagers into working adults, then seniors, and eventually die of old age. Families share homes; grown children seek housing of their own. Schools and universities improve entry qualifications. Continued employment provides experience for further advancement. Population, housing and life support must grow together.

Population Inflow

Population Inflow

Population can grow through families, Colonist Foundries, shuttle Colonist Runs and immigration. Births need suitable households and spare housing and life-support capacity. Foundries still grow adult colonists; they provide an alternative to waiting for children to mature. Immigration is limited by policy, available beds, supplies and reachable jobs. Build ahead of demand so incoming adults and growing families have homes.

Personality & Wants

Personality & Wants

Each colonist has one of 12 personality archetypes: Homebody, Socialite, Thrill-seeker, Scholar, Aesthete, Athlete, Gourmand, Status-seeker, Naturalist, Free spirit, Seeker and Ascetic. The archetype weights 10 want categories across 3 tiers. Happiness is how well those wants are met by venues they can reach and afford.

Wealth Tiers

Wealth Tiers

Colonists sit in one of 3 wealth bands: Struggling, Comfortable and Affluent. Wealth comes from wages and savings. Wealth raises the tier of experience a colonist aspires to, so affluent colonists demand higher tier products and venues that need more resources.

Health

Health

Colonists carry a health state, with sickness rolls each sol. Clinics and hospitals are treatment capacity, not a cure-all. Hunger and outbreaks make people sicker and worse at work. Deaths are tracked in 2 registers: preventable losses and old age.

Breathable Air

Breathable Air

A completed, powered District Hub distributes life support to its district. Connect its pipes to water and oxygen and its conveyors to food and materials. A separate Life Support Plant or District Supply is no longer required for a new district; existing support buildings remain compatible. Stored oxygen alone does not compensate for an offline hub or a missing service route. Arcologies and Mega Domes require district conduit to a working hub; their individual resource needs still apply.

Megastructure Residents

Megastructure Residents

The four arcologies and Mega Dome offer apartments to households. Higher wealth increases their attraction, but no wealth band is barred and existing households keep their leases. Their internal amenities benefit their own residents and need operating utilities and crew. An outage leaves basic shelter but suspends the enhanced amenities and new tourist bookings. Nourishment quality also depends on the colony food supply. Families reserve spare beds in their apartment. Serviced district homes and connected megastructures distribute air for their housing capacity, reduced by crew shortages; residents still consume actual oxygen from colony supplies. Verdant generates its residents' air internally while operating and contributes an oxygen surplus.

The Mega Dome's Town

The Mega Dome's Town

After completion the Mega Dome needs 150 oxygen to pressurise, unless free construction is enabled. Its town then opens commercial venues by itself: one for every 35 residents, up to 12, capped at service tier 2. Each sol it opens the venue its residents want most, or upgrades a basic venue to tier 2 once enough residents are well off. Venues are simulated: they need no plots or materials, only research, and the dome's card lists them. Each venue seats 160 residents, so a full town meets about half of its residents' needs; the rest, and every tier 3 want, need accessible venues outside. The town closes while the dome is offline or short of crew and water. The dome builds no housing or industry inside: it provides 420 beds itself.

Economy 5

The Closed Economy

The Closed Economy

Wages circulate inside the colony. Colonists earn and spend at businesses, businesses pay staff, and money only enters or leaves at the off-world boundary through trade, visitors and contracts. Your treasury is separate from the colonists' money. It is fed by a 12% tax on business revenue, a 10% workforce levy the charter pays on top of wages, visitor spending and off-world trade. Each sol it pays running costs: every operating building's upkeep and every vehicle's operating cost. When the treasury cannot cover them, the least essential buildings run at half output until it recovers; defence, life support and emergency buildings are exempt.

Businesses

Businesses

Commercial and industrial buildings each run a real profit and loss. They survive on resource availability first and profit second. An unprofitable or starved business closes and something else takes the spot. You zone the ground and the colony decides what fills it, with competition and duplicates.

Floating Prices

Floating Prices

Local prices float on stock coverage. Scarce goods drift expensive inside a clamped band and plentiful goods cheapen. Price movements feed into colonist wealth and happiness. Supply shocks like a stalled chain, a storm or a war are felt in the market before they are felt anywhere else.

Three Trade Channels

Three Trade Channels

Cargo-rocket exports and the station Freight Dock earn trade income, while district businesses export 18% of their revenue once the wormhole is open and Interplanetary Trade is researched. A cargo-rocket export spends 3 sols away, with launch and landing before it is ready again. On a Freight Dock you select goods and the amount to keep, and each berthed freighter buys the rarest goods first up to 60 units per sol. Each unique asteroid resource sells at full value up to 10 units per berthed freighter per sol, without taking stock below its keep amount.

Military Requisitions

Military Requisitions

After the wormhole opens, Command posts timed requisitions at the Military Complex. Accept a job, bank the goods, and they auto deliver for credits, research and standing. Higher standing brings bigger jobs, and a missed deadline costs standing. A Military Transporter lands on the Military Complex's pad, loads for a sol, and leaves.

Logistics 6

Pipes & Conveyors

Pipes & Conveyors

Resources and goods move on 2 networks: pipes for fluids and gases, and conveyors for solids. Buildings tap a passing line when they touch it and can send and receive on the same run, with no throughput limits. Laying a line costs steel per tile, so distance is expensive. A Warehouse joins conveyor runs that touch it, and Liquid and Gas Storage joins pipe runs. Separate networks stay separate until you join them and split if you disconnect a run. An ordinary building that touches two runs does not join them. Stores need power, and crew if they have worker slots. Dense Storage research doubles every store's capacity.

Courier Drones

Courier Drones

You start with 4 small hauler drones that transport resources between the dropship, warehouses and construction sites. When they have no tasks they land at storage facilities and courier platforms. Cyclones, blizzards and sky veils force them out of the sky. They dump a mid-job parcel back into stores and sit on a warehouse roof until the weather clears.

The Maglev

The Maglev

Lay beams with ramps and speed-limited curves, connect stations, buy a locomotive and add carriages up to the platform length. A running train repeats its route with a 20 simulated-second stop at each station; it departs with whatever cargo is loaded. Each passenger carriage serves 40 commuters whose home and workplace are within eight tiles of different stations on its line. Cargo carriages hold 60 units, or 75 with Improved Engines. Trains lean with speed through curves and their trucks follow the beam over hills.

Warehouse Freight

Warehouse Freight

Maglev stations and Skyports require a conveyor connection to a Warehouse at both ends. Their cards show ordinary solid goods stored or produced on that network. Select goods to send automatically, then select the other endpoint's goods for return loads. Deliveries enter its connected Warehouse for local distribution. Full or disconnected receivers leave cargo aboard until it can unload; goods are never delivered remotely. Liquids, gases, power, CPU and hazardous cargo are excluded.

Air Freight

Air Freight

Link Skyports on their Freight routes cards and commission up to six drones per home port. Each drone costs one CPU and departs only when ten selected units and receiving Warehouse space are available. A pod can mix selected resources. It may load the destination's selected return goods, otherwise it flies home empty. Six deck pads reserve landing space; arriving drones hover when all pads are occupied. Unlike trains, freight drones wait for a full load instead of following a station timetable.

Roads, Paths & Distance

Roads, Paths & Distance

Distance is a cost. Long links move fewer goods, and long commutes cost happiness. Roads and packed paths speed colonists and vehicles. A road run stops where the ground is too steep or a building is in the way, and a run onto a raised pad builds a ramp so traffic can climb it.

Building 1

Foundation Pads & Levelling

Foundation Pads & Levelling

Ground is never flat enough, so every building carves its own level pad. The Foundation Pad tool lets you do the same by hand: drag a rectangle and the ground is cut and filled to one level, then slabbed in concrete. [ and ] nudge the height. A tall pad edge is a cliff to ground traffic until a road ramps up to it.

Power 1

The Power Grid

The Power Grid

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 help survive the night. Buildings connect by pole reach, or by sitting next to a building that is already on the grid, including generators. A packed power farm only needs one line out. When demand outruns supply the grid sheds load by priority, discretionary first and life support last.

Research 1

Research

Research

Research runs in 5 fields: Biotech, Habitation, Industry, Logistics and Frontier. Each field has 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.

Threats & Defence 5

The Threat

The Threat

Nests are cave dens in the wild. Waves spill out to attack nearby reachable vehicles or structures, and tear out pipes, conveyors, track or poles in their path. Ground creatures cannot melee airborne aircraft. Fossorites prioritise buildings within local sight and attack vehicles only when no building is nearby; their burrowing still takes them inside the colony. Survivors from retreating waves feed the next wave, and later waves grow as your colony grows. Nests themselves are impervious to defence vehicles: the Bunker-Buster Silo is the only weapon capable of destroying a nest.

Defence

Defence

The Armory fields Hornets, Quillbacks, Condors, Siege Tanks, Jackals, Mantises, Hunchbacks and two support vehicles: Bastion and Warden. Select craft and right-click ground to move or a hostile to attack. Green shows movement. Shift+right-click appends movement or attack orders with a persistent purple route; a normal order replaces the queue. Red engagement lines show each unit's actual firing target, including automatic attacks. The crossed-target Hold Fire button stops attacks until toggled off while movement and servicing continue. Selection cards provide stance, patrol, formations, service and equipment controls; weapon magazines use bars or small ammunition pips. Hunchbacks also run, use jump jets and automatically pursue visible enemies in melee when empty. Folding turrets have a deploy control (auto folds them away until a target is in range, held open fires without the unfold delay, closed holds fire) and a target priority. Wildlife is not a hostile target.

Nest Entrances

Nest Entrances

Lesser Fissure Warrens and Great Crown Dens have distinct shells and open entrance passages. The shell blocks ground travel; building cannot obstruct the mouth. Waves emerge in staggered order along the passage, with flying defenders staying below the roof until clear. Extraction disturbance provokes nearby nests in addition to their ordinary timed attacks. Destroying a nest removes its local source of future defenders.

Nest Defenders

Nest Defenders

First sight of a nest musters a local guard group once. Normal starting strength is four for a Lesser nest and six for a Great nest, scaling with readiness, maturity and difficulty to a maximum of ten. Fulgurites support Volvites; established Great nests can add a Dolerite. Attacking the nest or its guards provokes surviving defenders to pursue the firing vehicle or building for six game hours after the last attack, up to 160 tiles from home. Repeated sight, attacks and loading never replenish the garrison. Ordinary weapons cannot destroy nests; bunker busters remain necessary.

Sovereign Flight Group

Sovereign Flight Group

Research Drone Carrier Operations after Heavy Ordnance, then build a powered Carrier Dock. One dock owns one carrier. Construction takes two sols and reserves 16 CPU: four for the carrier and twelve for its flight group. The completed carrier includes twelve charged laser drones; replacements cost 2 Steel + 1 Electronics and take half a game hour each. Carrier sight extends 30 tiles. Attack orders deploy drones through one catapult; they make aimed attack passes, then reserve either of two recovery lanes and return to recharge. Each laser shot deals 7 damage. No ammunition is used. A full drone battery allows about 75 seconds of flight before accounting for firing and return reserve; full recharge takes 30 seconds. The carrier automatically recalls all drones and returns home at low energy, critical hull health or four lost drones. It resumes its deployment after servicing. Its card controls recall, automatic servicing, replacement construction and hold fire. Group orders, queued movement, armour and shield refits, and save/load are supported. Refits are installed at the Carrier Dock.

Wildlife 1

Wildlife

Wildlife

Wildlife appears as you survey: each new stretch of country may hold a herd or flock of the species native to it, and the group keeps to a home range around the spot where it was found. Animals graze and lie down individually, walk between grazing grounds in a loose follow-the-leader column and drink at nearby shores. Vehicles and drones startle them: the nearest animal bolts first and the rest follow, but they never leave their range. Some species hop instead of walking, and some can be tamed and ranched. Megafauna are rare wonders with their own behaviours and dens.

Spaceflight 13

The Spaceport

The Spaceport

Landing pads host a fleet you build: the colonist shuttle, capture tugs and cargo rockets. Launches burn fuel that a Pad Refuelling Facility refines from piped hydrogen and oxygen. A Prefab Factory on the pad's east socket builds the parts an assigned cargo mission still needs, and its transfer crane lifts them onto the pad. The rocket launches when it is fuelled and loaded, delivers, and returns for the next load.

Orbital Industry

Orbital Industry

The late game climbs off the planet. Captured asteroids become mining outposts. Prefab factories feed the launches that assemble the Orbital Mirror and the Space Elevator, and a station grows at the top of the tether. The wormhole that brought you here can be opened again from your side.

The High Deck

The High Deck

At the top of the Space Elevator a station grows one deck tile at a time. Two builder drones raise the tiles from materials that ride up the elevator. Floor costs stability, which the tether head and Stabilisers provide. A hull breach vents that compartment, and the station view unlocks once the ground station stands and the elevator prefabs are assembled.

Life Aboard

Life Aboard

Modules furnish the deck from a catalogue: berths, bars, shops, labs and docks. Build Crew Berths and staff post up from the colony to live aboard, where they spend on the concourse and work the freight floor. Footfall breeds crime, which only Security Offices bring down. Tourist and freight docks open liner tourism and standing freight trade.

Tourists

Tourists

Tourist liners bring visitor parties to the station Tourist Dock. Parties commonly contain couples or families, while single visitors also arrive. Each person has wants and spending funds; parties choose facilities together, use the station modules, and can ride the elevator to ground accommodation, tourist attractions and commercial venues. Visitors are shown individually. Holiday time, funds, satisfaction and return travel affect departure. Tourism and immigration policies control arrivals; eligible visitors can settle when the colony has homes, supplies and suitable reachable jobs.

Opening the Wormhole

Opening the Wormhole

The fold closed behind the convoy, but the founding dropship still carries a wormhole drive. Research it and Exotic Matter in your stores is routed aboard until 500 are banked. Fill the hydrogen tanks from your silos, then open the wormhole. The ship flies out, the fold fires 3 sols later and unseals trade and contracts, and a sol after that the dropship comes home.

Asteroid Mining

Asteroid Mining

A captured asteroid needs its facility prefabs before you can visit and build on it. Place extractors on deposits, connect them to the facility with conveyors and build solar plants to supply power. Extractors consume water and draw from finite deposits, which do not refill when you leave or load a save. Operational mines keep working while you are elsewhere, and cargo rockets bring water up and carry mined resources home.

Capturing an Asteroid

Capturing an Asteroid

Deep-Space Mining lets a Capture Tug pursue passing asteroids. A tug needs a ready landing pad, 80 rocket fuel and a capture rig costing 8 composites, 6 electronics and 1 exotic matter. Heavier rocks are harder to capture, and a failed attempt still consumes the rig and fuel. A successful capture creates an unfinished mining facility with finite reserves that vary with the asteroid class and mass, with some variation between individual rocks.

Cargo at the Asteroid

Cargo at the Asteroid

Assign a Cargo Rocket to a captured asteroid from its landing pad to deliver facility prefabs or collect mined resources. The rocket approaches sideways, brakes with its main engines, turns upright with small thrusters and descends onto the facility pad. It exchanges cargo at the midpoint of its 2-sol away trip, then lifts, turns and fires its main engines to return to the same ground pad. Returned resources wait at that pad until a conveyor connects it to a Warehouse or the Elevator Ground Station.

Releasing an Asteroid

Releasing an Asteroid

Release an asteroid from its inspection card when you are ready to abandon it. A ready, fuelled Capture Tug takes a 2.4-sol away trip and releases the rock at the midpoint before returning to its own landing pad. The asteroid leaves with its buildings, remaining deposits and any resources that have not been hauled home.

Station Docks

Station Docks

Passenger Docks receive tourist liners, Freight Docks receive buying freighters and each completed Repair Bay houses a hull tender. Liners and freighters brake onto their own berth with small thrusters while the clamps close around the docked ship. On departure they reverse clear, stop, turn upwards and accelerate away with their main engines. Freight containers load across the berth visit, and hull tenders leave their Repair Bays to repair damaged station walls.

Elevator Timetable

Elevator Timetable

The passenger car departs every three game hours, alternating directions throughout the day and night. Ground departures are 06:00, 12:00, 18:00 and 00:00; orbital-station departures are 09:00, 15:00, 21:00 and 03:00. Each journey takes 1 hour 12 minutes, followed by 1 hour 48 minutes at the destination before the next departure. Each operational arrival at the orbital station delivers 60 construction materials. It has 24 passenger places; posted crew and returning passengers board before new excursions. Travellers must reach the boarding area, and family parties wait until everyone is ready and there is room for the group. Passenger and cargo service require a completed elevator and a working ground station. Power loss, shutdown, damage or EMP interrupts service while the timetable continues. Missed cargo deliveries are cancelled, without a backlog on reconnection. Waiting passengers board the next departure; passengers already aboard leave at the next matching operational berth.

Orbital Mirrors & Receivers

Orbital Mirrors & Receivers

Research Orbital Power, then assign a Cargo Rocket to an Orbital Mirror in Spaceport. Each mirror needs 30 prefabs: 10 structural frames, 12 mirror panels, 4 actuators and 4 power supplies. A fully staffed factory in good condition makes one prefab per sol. Automatic launches wait for four useful prefabs, or the final smaller batch, and 80 rocket fuel in the pad. Launch staged load now can send a partial delivery early. Cargo installs at the midpoint of a two-sol away trip; the countdown, ascent and landing add time. Mirrors can be built before or after their ground receivers. Each completed mirror supplies one available Receiver Array, rated at 500 power day and night; normal crew and condition rules still apply. Additional mirrors can be commissioned in Spaceport, which shows completed projects, construction progress, linked receivers and spare mirrors. Receivers also show their beam connection. Available receivers connect in saved placement order; switching one off or disabling it frees its mirror for another. Mirrors and elevator construction do not consume water. Asteroid cargo flights carry water for their facility.

The Game 1

Mods

Mods

Content lives in CSV tables. Same id changes a value; a new id is new content. Enable packs on the Mods list, Apply, land a new colony. Buildings, vehicles, weapons, fauna, flora, resources, biomes, weather, disasters and places are rows. A flora or resource row with abundance grows or scrapes in those biomes without rewriting a biome table. Vehicle mode is a name; family is rover, lift, train or hover. A places.csv moon is a look-around world. Pack scripts can toast, move a little stock, start weather or a disaster, and grant a research node. A .gd in a pack is ignored.

Colony 1

Qualifications & Employment

Qualifications & Employment

Jobs have role grades from 1 to 10. A colonist's qualification and assigned role determine their working grade and wages; higher qualifications alone do not create a better-paid job. Schools and universities improve entry qualifications. Experience accumulates while working in an accessible, operating workplace, allowing further advancement and moves into suitable vacancies. Underqualified staff train on the job with reduced effective crew contribution. Provide reachable homes, workplaces and higher-grade jobs as the colony develops.

⌂ Buildings 183 entries

Power 12

Battery Bank

Battery Bank

Stores surplus power, such as daytime solar, for the night and demand peaks. It holds 50 power and generates none of its own.

Reference

Footprint5 × 4 tiles
Build costSteel ×6 · Electronics ×6
Base construction6 game hours
ProvidesStores 50 power
Unlocked by Solar Power
See also: Solar Power
Solar Array

Solar Array

Cheap early power that produces 14 power in daylight only. Dust storms cut its output. Pair it with Battery Banks to cover the night.

Reference

Footprint2 × 2 tiles
Build costSteel ×6 · Silica ×10 · Electronics ×4
Base construction6 game hours
Rated outputs / solPower ×14
Unlocked by Solar Power
See also: Solar Power
Wind Turbine

Wind Turbine

Produces only 6 power in the thin air, but it works at night and through dust storms. It is a sidegrade for resilience, not an upgrade.

Reference

Footprint2 × 2 tiles
Build costSteel ×9 · Electronics ×3 · Glass ×4
Base construction6 game hours
Rated outputs / solPower ×6
Fission Reactor

Fission Reactor

Reliable constant baseload that produces 150 power. It burns reactor fuel and needs tier 6 reactor engineers. This is the mid game power backbone.

Reference

Crew3 · job tier 6
Footprint6 × 5 tiles
Build costSteel ×30 · Concrete ×40 · Electronics ×16
Base construction1 sol
Rated inputs / solReactor fuel ×1
Rated outputs / solPower ×150
Unlocked by Fission Power
See also: Fission Power
Fusion Reactor

Fusion Reactor

Endgame baseload that produces 240 power constantly. It needs exotic fusion fuel from asteroids.

Reference

Crew3 · job tier 8
Footprint6 × 6 tiles
Build costSteel ×60 · Composites ×30 · Electronics ×40
Base construction2 sols
Rated inputs / solFusion fuel ×1
Rated outputs / solPower ×240
Unlocked by Fusion Power
See also: Fusion Power
Vent Turbine

Vent Turbine

Sits on a Breather Vent, a geothermal mouth of which each world has only a few. It produces a steady 60 power, day and night, and storms do not affect it.

Reference

Footprint2 × 2 tiles
Build costSteel ×12 · Concrete ×8
Base construction12 game hours
Rated outputs / solPower ×60
Unlocked by Vent Tapping
See also: Vent Tapping
Gas Turbine

Gas Turbine

Burns hydrogen to produce 70 power. The hydrogen comes from gas your colony already makes, such as the Oxygen Generator byproduct or a Methane Tap, and is fed in by pipe. Its output is only as steady as your gas chain.

Reference

Crew1 · job tier 2
Footprint6 × 5 tiles
Build costSteel ×14 · Electronics ×4
Base construction12 game hours
Rated inputs / solHydrogen ×8
Rated outputs / solPower ×70
Unlocked by Gas Turbines
See also: Gas Turbines
Shear Stack

Shear Stack

A tall thermocouple column that produces 30 power. It can only be placed on a biome border, where it draws on the temperature difference between the two climates.

Reference

Footprint2 × 2 tiles
Build costSteel ×10 · Concrete ×6
Base construction9.6 game hours
Rated outputs / solPower ×30
Unlocked by Thermal Shear
See also: Thermal Shear
Emberite Kiln

Emberite Kiln

Burns emberite slow and hot for 90 power, the strongest source before fission. Feed it by conveyor from an Emberite Mine. It glows at night.

Reference

Crew1 · job tier 2
Footprint5 × 4 tiles
Build costSteel ×14 · Concrete ×10
Base construction14.4 game hours
Rated inputs / solEmberite ×1
Rated outputs / solPower ×90
Receiver Array

Receiver Array

The ground half of the Orbital Mirror. Its dish field catches the orbital beam and turns it into 500 power, day and night. Each array needs its own completed Orbital Mirror. Build either half first; spare mirrors wait in orbit. Commission additional mirrors and track them in Spaceport. Earning it takes research, a 30 prefab megastructure and the launch chain, but it answers the late game power wall.

Reference

Crew2 · job tier 3
Footprint6 × 6 tiles
Build costSteel ×40 · Concrete ×30 · Electronics ×20
Base construction3 sols
Rated outputs / solPower ×500
Upkeep / sol2 credits
Unlocked by Orbital Power
See also: Orbital Power
Solar Plant

Solar Plant

The tracking solar plant developed for the captured asteroids, rated for vacuum and back on the ground: a 4x4 field of tracking panels that follow the sun. It produces 48 power in daylight only. Dust storms cut its output.

Reference

Footprint4 × 4 tiles
Build costSteel ×18 · Silica ×30 · Electronics ×12
Base construction14.4 game hours
Rated outputs / solPower ×48
Unlocked by Asteroid Capture

Colony-grown 65

Paved Road

Paved Road

A road for vehicles and colonists, laid per segment. Surface, lighting and footpaths are customisable.

Reference

Footprint1 tile
Build costConcrete ×0.3
Base construction4.8 game hours
ProvidesRoad segment
Unlocked by Road Paving
See also: Road Paving
Pipe

Pipe

Carries fluids like water, fuel, oxygen and reagents between producers and storage. It is laid per segment.

Reference

Footprint1 tile
Build costSteel ×0.25
Base construction2.4 game hours
ProvidesFluid pipe segment
Unlocked by Fluid Pipelines
See also: Fluid Pipelines
Conveyor

Conveyor

An enclosed belt that carries solid goods between producers, processors and stores. It is the solids counterpart to the Pipe, which carries fluids and gases. You lay it by dragging a line, and it costs steel per tile. It rides raised on legs so ground traffic passes underneath, and it bridges straight across crevices.

Reference

Footprint1 tile
Build costSteel ×0.25
Base construction2.4 game hours
ProvidesSolid-goods belt segment
Foundation Pad

Foundation Pad

A dragged rectangle of ground cut and filled flat to one level and slabbed over in concrete. Buildings placed on it found at its level, roads cross it, vehicles and colonists walk it flat; extending it keeps the level. Fill (raising ground) costs extra concrete per unit; a pad may not wall up more than 3 units above its lowest ground. A tall edge is a cliff to ground traffic until a road ramps up to it.

Reference

Footprint1 tile
Build costConcrete ×0.8
Base construction2.4 game hours
ProvidesLevelled terrace
Maglev Track

Maglev Track

Single beam maglev track laid per tile, so steel per segment makes distance the real cost. Drag to lay it and the crew clears the corridor. Ends snap to station beams, and corners auto fit the widest curve that fits.

Reference

Footprint1 tile
Build costSteel ×4 · Concrete ×2
Base construction2.4 game hours
ProvidesRail track segment
Unlocked by Rail Transport
See also: Rail Transport
Basic Habitat

Basic Habitat

Basic shelter for the Struggling band with tier 1 comfort. Each habitat has 4 beds. Housing capacity acts as a brake on your population.

Reference

Footprint2 × 2 tiles
Beds4
Planner materialsPlasteel ×3 · Concrete Board ×3
Planner construction4.8 game hours
Rated inputs / solPower ×2 · Water ×2
ServesComfort (tier 1)
Housing Block

Housing Block

Comfortable homes for the Comfortable band. Each block uses better materials and has 12 beds.

Reference

Footprint2 × 2 tiles
Beds12
Planner materialsPlasteel ×3 · Concrete Board ×3
Planner construction4.8 game hours
Rated inputs / solPower ×3 · Water ×3
ServesComfort (tier 2)
Premium Residence

Premium Residence

Luxury living for the Affluent band. There are fewer residences, but each is high end and has 6 beds.

Reference

Footprint3 × 3 tiles
Beds6
Planner materialsPlasteel ×7 · Concrete Board ×7 · Composite Panel ×5
Planner construction4.8 game hours
Rated inputs / solPower ×4 · Water ×4
ServesComfort (tier 3)
Unlocked by Premium Housing
See also: Premium Housing
Kiosk

Kiosk

A small commercial gap filler that sells essentials. It adds variety to painted districts.

Reference

Crew1 · job tier 1
Footprint1 tile
Planner materialsPlasteel ×1 · Concrete Board ×1
Planner construction7.2 game hours
Rated inputs / solPower ×1
ServesAcquisition (tier 1)
Unlocked by Basic Amenities
See also: Basic Amenities
Regolith Harvester

Regolith Harvester

Scrapes surface regolith, the base raw material for all construction. Regolith is everywhere, so no special deposit is needed.

Reference

Crew1 · job tier 2
Footprint2 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction1 sol
Rated inputs / solPower ×2
Rated outputs / solRegolith ×8
Meditation Space

Meditation Space

A quiet space for reflection. It serves the basic Faith and Meaning want.

Reference

Crew1 · job tier 2
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction7.2 game hours
Rated inputs / solPower ×1
ServesFaith (tier 1)
Unlocked by Civic Amenities
See also: Civic Amenities
Plaza & Green Space

Plaza & Green Space

Open green space that serves the basic Nature want. It needs a little water to run.

Reference

Crew1 · job tier 2
Footprint4 × 4 tiles
Planner materialsPlasteel ×12 · Concrete Board ×12
Planner construction7.2 game hours
Rated inputs / solWater ×2 · Power ×1
ServesNature (tier 1)
Unlocked by Civic Amenities
See also: Civic Amenities
Diner

Diner

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

Reference

Crew2 · job tiers 1–2
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction7.2 game hours
Rated inputs / solRations ×2 · Power ×1
ProvidesServes meals (tier 1-2)
ServesNourishment (tier 1-2)
Algae Vat

Algae Vat

Grows algae in bubbling protein vats, fed with water and power. Algae is the feedstock crop for the Medical Fabricator, Pharma Lab and Food Processor. Districts grow one when they need algae, including when a Hydroponics Bay cannot sit.

Reference

Crew1 · job tier 2
Footprint2 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction12 game hours
Rated inputs / solWater ×8 · Power ×2
Rated outputs / solAlgae ×10
Unlocked by Hydroponics
See also: Hydroponics
Café

Café

A casual social hub. It consumes a little food and water to serve.

Reference

Crew2 · job tier 2
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction7.2 game hours
Rated inputs / solPower ×1 · Water ×1 · Rations ×1
ServesConnection (tier 1)
Unlocked by Basic Amenities
See also: Basic Amenities
Cinema

Cinema

Shows films and pop culture. It consumes electronics as a running input.

Reference

Crew2 · job tier 2
Footprint3 × 3 tiles
Planner materialsPlasteel ×7 · Concrete Board ×7
Planner construction7.2 game hours
Rated inputs / solPower ×2 · Electronics ×1
ServesCulture (tier 1)
Unlocked by Basic Amenities
See also: Basic Amenities
Hardware Store

Hardware Store

Sells tools, fixings and spare parts over the counter so colonists can fix their own kit. It is a district outlet for the Parts Workshop's output and consumes spare parts to run.

Reference

Crew2 · job tier 2
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction7.2 game hours
Rated inputs / solPower ×1 · Spare parts ×1.5
ServesAcquisition (tier 2)
General Store

General Store

Sells essentials. It consumes consumer goods, a steady sink that scales with colony size.

Reference

Crew2 · job tier 2
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction7.2 game hours
Rated inputs / solPower ×1 · Consumer goods ×2
ServesAcquisition (tier 1)
Unlocked by Basic Amenities
See also: Basic Amenities
Gym

Gym

A basic fitness venue. Regular training also lowers sickness slightly.

Reference

Crew2 · job tier 2
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction7.2 game hours
Rated inputs / solPower ×2 · Water ×2
ServesWellness (tier 1)
Unlocked by Basic Amenities
See also: Basic Amenities
Recreation Center

Recreation Center

Bowling and simple recreation. It serves the basic Fun want.

Reference

Crew2 · job tier 2
Footprint3 × 3 tiles
Planner materialsPlasteel ×7 · Concrete Board ×7
Planner construction7.2 game hours
Rated inputs / solPower ×2
ServesFun (tier 1)
Unlocked by Basic Amenities
See also: Basic Amenities
Medical Fabricator

Medical Fabricator

Produces basic medical supplies from algae and polymers. Domestic production cuts your reliance on imports.

Reference

Crew2 · job tier 3
Footprint2 × 2 tiles
Planner materialsNo district material charge (industry)
Planner construction1 sol
Rated inputs / solAlgae ×2 · Polymers ×1 · Power ×2
Rated outputs / solMedical supplies ×4
Unlocked by Medical Production
Micro-Habitat

Micro-Habitat

A single occupancy habitat that fills gaps in painted districts. It pairs with the standard habitat to give your districts organic variety.

Reference

Crew2 · job tier 3
Footprint2 × 1 tiles
Beds1
Planner materialsPlasteel ×2 · Concrete Board ×2
Planner construction4.8 game hours
Rated inputs / solPower ×2
Biodome Garden

Biodome Garden

Curated gardens under glass. It needs a steady water feed to run.

Reference

Crew2 · job tier 3
Footprint3 × 3 tiles
Planner materialsPlasteel ×7 · Concrete Board ×7
Planner construction1 sol
Rated inputs / solWater ×4 · Power ×3
ServesNature (tier 2)
Unlocked by Curated Gardens
See also: Curated Gardens
Observation Dome

Observation Dome

Offers vistas and trails. It serves the Wilderness and Vistas tier of the Nature want.

Reference

Crew2 · job tier 3
Footprint3 × 3 tiles
Planner materialsPlasteel ×7 · Concrete Board ×7 · Composite Panel ×5
Planner construction1 sol
Rated inputs / solPower ×2
ServesNature (tier 3)
Unlocked by Vistas
See also: Vistas
Clinic

Clinic

Treats minor illness and needs no consumables, just a mid tier medic. Districts build clinics to match demand, and they satisfy colonists' expectation of health care.

Reference

Crew2 · job tier 3
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction1 sol
Rated inputs / solPower ×2
ProvidesTreats Minor (~5 slots)
Unlocked by Basic Medicine
See also: Basic Medicine
Ritual Site

Ritual Site

A site for pilgrimage and ritual. It serves the highest Faith tier.

Reference

Crew2 · job tier 4
Footprint2 × 2 tiles
Planner materialsPlasteel ×3 · Concrete Board ×3 · Composite Panel ×2
Planner construction1 sol
Rated inputs / solPower ×1
ServesFaith (tier 3)
Unlocked by Pilgrimage
See also: Pilgrimage
Temple & Hall

Temple & Hall

A hall for community worship and gathering. It needs power and staff to run.

Reference

Crew2 · job tier 4
Footprint2 × 2 tiles
Planner materialsPlasteel ×3 · Concrete Board ×3
Planner construction1 sol
Rated inputs / solPower ×2
ServesFaith (tier 2)
Unlocked by Community Worship
Surgery

Surgery

Treats critical, life threatening illness. It needs a rare tier 9 surgeon, the high stakes demand that justifies the top job tier. It consumes surgical supplies and pharmaceuticals.

Reference

Crew1 · job tier 9
Footprint3 × 3 tiles
Planner materialsPlasteel ×7 · Concrete Board ×7
Planner construction3 sols
Rated inputs / solSurgical supplies ×1 · Pharmaceuticals ×1 · Power ×4
ProvidesTreats Critical (~1 slot)
Unlocked by Surgery
See also: Surgery
Food Processor

Food Processor

Bulk processes any crop into storable rations, the staple that keeps colonists fed. It is separate from the meal and dining layer.

Reference

Crew2 · job tier 2
Footprint2 × 2 tiles
Planner materialsNo district material charge (industry)
Planner construction12 game hours
Rated inputs / solAlgae ×10 · Power ×2
Rated outputs / solRations ×20
Unlocked by Food Processing
See also: Food Processing
Arcade & Sports

Arcade & Sports

Arcades and active sports. It consumes electronics as a running input.

Reference

Crew3 · job tier 2
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction1 sol
Rated inputs / solPower ×3 · Electronics ×1
ServesFun (tier 2)
Unlocked by Recreation
See also: Recreation
Bar & Club

Bar & Club

A nightlife venue. It consumes consumer goods for drinks and supplies.

Reference

Crew3 · job tier 2
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction1 sol
Rated inputs / solPower ×3 · Consumer goods ×1
ServesConnection (tier 2)
Unlocked by Nightlife
See also: Nightlife
Chemical Plant

Chemical Plant

Produces chemical reagents from regolith and polymers from atmospheric carbon. These are the chemical base of the medical, consumer goods and composites chains.

Reference

Crew2 · job tier 3
Footprint4 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction1 sol
Rated inputs / solRegolith ×8 · Power ×5
Rated outputs / solChemical reagents ×4 · Polymers ×3
Goods Factory

Goods Factory

Manufactures everyday consumer goods from polymers, glass and electronics. The goods feed your stores.

Reference

Crew2 · job tier 3
Footprint4 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction1 sol
Rated inputs / solPolymers ×1 · Glass ×1 · Electronics ×1 · Power ×3
Rated outputs / solConsumer goods ×4
Unlocked by Consumer Goods
See also: Consumer Goods
Smelter

Smelter

Extracts iron from iron rich regolith. It needs regolith and power to run.

Reference

Crew2 · job tier 3
Footprint3 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction1.5 sols
Rated inputs / solRegolith ×6 · Power ×4
Rated outputs / solIron ×4
Unlocked by Metallurgy
See also: Metallurgy
Steel Mill

Steel Mill

Refines iron into steel, the primary structural metal. It needs iron and power to run.

Reference

Crew2 · job tier 3
Footprint3 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction1.5 sols
Rated inputs / solIron ×4 · Power ×4
Rated outputs / solSteel ×8
Unlocked by Metallurgy
See also: Metallurgy
Retail Store

Retail Store

Sells lifestyle goods. It is a larger sink for consumer goods.

Reference

Crew3 · job tier 3
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction1 sol
Rated inputs / solPower ×2 · Consumer goods ×3
ServesAcquisition (tier 2)
Unlocked by Retail
See also: Retail
Sports Complex

Sports Complex

A venue for athletic training. It needs power and water to run.

Reference

Crew3 · job tier 3
Footprint3 × 3 tiles
Planner materialsPlasteel ×7 · Concrete Board ×7
Planner construction1 sol
Rated inputs / solPower ×3 · Water ×3
ServesWellness (tier 2)
Unlocked by Athletic Training
School

School

Basic schooling for teens. Educated children enter the workforce at a higher job tier. It serves the basic Enrichment want.

Reference

Crew3 · job tier 4
Footprint3 × 3 tiles
Planner materialsPlasteel ×7 · Concrete Board ×7
Planner construction1 sol
Rated inputs / solPower ×2
ServesEnrichment (tier 1)
Unlocked by Civic Amenities
See also: Civic Amenities
Pharma Lab

Pharma Lab

Synthesises medicines domestically from algae and chemical reagents. This ends your pharmaceutical imports.

Reference

Crew2 · job tier 5
Footprint2 × 2 tiles
Planner materialsNo district material charge (industry)
Planner construction1 sol
Rated inputs / solAlgae ×2 · Chemical reagents ×2 · Power ×3
Rated outputs / solPharmaceuticals ×3
Unlocked by Pharmaceuticals
See also: Pharmaceuticals
Surgical Supplies Fab

Surgical Supplies Fab

Produces sterile surgical supplies for the Surgery. It consumes pharmaceuticals and electronics.

Reference

Crew2 · job tier 5
Footprint2 × 2 tiles
Planner materialsNo district material charge (industry)
Planner construction2 sols
Rated inputs / solPharmaceuticals ×1 · Electronics ×1 · Power ×3
Rated outputs / solSurgical supplies ×2
Unlocked by Surgical Supplies
Composites Plant

Composites Plant

Produces advanced composites from steel and polymers. Composites go into high end structures like reactors and premium venues.

Reference

Crew2 · job tier 5
Footprint3 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction2 sols
Rated inputs / solSteel ×2 · Polymers ×1 · Power ×3
Rated outputs / solComposites ×2
Avant-garde Space

Avant-garde Space

A venue for experimental and avant-garde culture. It consumes composites as a running input.

Reference

Crew3 · job tier 5
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5 · Composite Panel ×3
Planner construction1 sol
Rated inputs / solPower ×3 · Composites ×1
ServesCulture (tier 3)
Unlocked by Avant-garde
See also: Avant-garde
Pocket Park

Pocket Park

A tiny green space that fills gaps in irregular district shapes. It gives colonists a touch of nature.

Reference

Crew3 · job tier 6
Footprint1 tile
Planner materialsPlasteel ×1 · Concrete Board ×1
Planner construction7.2 game hours
Rated inputs / solPower ×1 · Water ×1
ServesNature (tier 1)
Unlocked by Civic Amenities
See also: Civic Amenities
Hospital

Hospital

Treats serious illness and needs a tier 5 or 6 doctor. It consumes pharmaceuticals and medical supplies. Spare slots can also cover minor cases, since capacity cascades down.

Reference

Crew1 · job tier 6
Footprint4 × 4 tiles
Planner materialsPlasteel ×12 · Concrete Board ×12
Planner construction2 sols
Rated inputs / solPharmaceuticals ×2 · Medical supplies ×2 · Power ×3
ProvidesTreats Serious (~3 slots)
Unlocked by Hospital Medicine
Thrill Rides

Thrill Rides

Low G coasters and rocket rides. It is power hungry and a real load on your grid. It serves the extreme Fun tier.

Reference

Crew3 · job tier 3
Footprint3 × 3 tiles
Planner materialsPlasteel ×7 · Concrete Board ×7 · Composite Panel ×5
Planner construction2 sols
Rated inputs / solPower ×6
ServesFun (tier 3)
Unlocked by Thrill Rides
See also: Thrill Rides
Fine Dining

Fine Dining

Premium dining that grows in affluent districts with unmet tier 3 demand. It pulls delicacies and rations from the colony pool. The Gourmet Kitchen supplies the delicacies.

Reference

Crew3 · job tier 5
Footprint2 × 3 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5 · Composite Panel ×3
Planner construction1 sol
Rated inputs / solDelicacies ×1 · Rations ×1 · Power ×2
ProvidesServes meals (tier 3)
ServesNourishment (tier 3)
Unlocked by Fine Cuisine
See also: Fine Cuisine
Polymer Plant

Polymer Plant

Produces polymers by bonding the Oxygen Generator's vented hydrogen with chemical reagents, closing the hydrogen loop. The Goods Factory, Medical Fabricator and Composites Plant all consume polymers, and this plant is their producer.

Reference

Crew2 · job tier 3
Footprint4 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction1 sol
Rated inputs / solHydrogen ×2 · Chemical reagents ×1 · Power ×4
Rated outputs / solPolymers ×3
Upkeep / sol2 credits
Unlocked by Polymer Processing
Deep Mine

Deep Mine

Mines rare metals for the Electronics Fab and raw uranium for the Enrichment Plant from deep bores. It draws heavy power and runs around the clock on 3 shifts.

Reference

Crew2 · job tier 4
Footprint6 × 5 tiles
Planner materialsNo district material charge (industry)
Planner construction2 sols
Rated inputs / solPower ×8
Rated outputs / solRare metals ×2 · Uranium ore ×1
Upkeep / sol3 credits
Unlocked by Deep Mining
See also: Deep Mining
Gourmet Kitchen

Gourmet Kitchen

Produces delicacies for Fine Dining from rations and water. These were an Earth import before the stranding and are made locally now.

Reference

Crew2 · job tier 4
Footprint2 × 2 tiles
Planner materialsNo district material charge (industry)
Planner construction12 game hours
Rated inputs / solRations ×3 · Water ×1 · Power ×2
Rated outputs / solDelicacies ×2
Upkeep / sol1 credit
Unlocked by Gourmet Foods
See also: Gourmet Foods
Helium-3 Sifter

Helium-3 Sifter

Sifts trace helium-3 from bulk regolith to produce fusion fuel. Feed it with spoil from the Mobile Miner.

Reference

Crew2 · job tier 5
Footprint5 × 4 tiles
Planner materialsNo district material charge (industry)
Planner construction2 sols
Rated inputs / solRegolith ×6 · Power ×6
Rated outputs / solFusion fuel ×1
Upkeep / sol2 credits
Unlocked by Fusion Power
See also: Fusion Power
District Fabricator

District Fabricator

Uses Marsh Resin with steel and regolith for bulk district materials. The planner builds it on industrial tiles. It also makes Composite Panels for premium district buildings.

Reference

Crew2 · job tier 2
Footprint3 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction2 sols
Rated inputs / solRegolith ×16 · Steel ×10 · Marsh Resin ×12 · Power ×6
Rated outputs / solPlasteel ×20 · Concrete Board ×20 · Composite Panel ×8
Upkeep / sol2 credits
District Foundry

District Foundry

Districts grow their own colonists here. The rate starts at 2 colonists per sol and rises with your Colonist Foundry's upgrade level. Growth is still gated by housing, food and water, the same as the Colonist Foundry.

Reference

Crew2 · job tier 2
Footprint4 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction1 sol
Rated inputs / solPower ×4
ProvidesGrows colonists
Excursion Lodge

Excursion Lodge

A hangar for the colony's tour drone, with a briefing porch, gear racks and a landing pad on the roof. The 6 seat drone lifts off in the morning to fly visitors over the wild country and is home by dinner.

Reference

Crew2 · job tier 2
Footprint3 × 2 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5 · Composite Panel ×3
Planner construction1 sol
Rated inputs / solPower ×3
Included vehicles / drones1 CPU reserved at foundation placement
Upkeep / sol2 credits
ServesNature (tier 3)
Unlocked by Planetary Tours
See also: Planetary Tours
Tour Garage

Tour Garage

The shed the tour rover works from, with a roller door on one face and a kerbed viewing platform and queue rail on the other. The 8 seat rover rolls out in the morning, calls at the colony's Tour Stops, and is back in the shed by dinner.

Reference

Crew2 · job tier 2
Footprint3 × 2 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction1.5 sols
Rated inputs / solPower ×2
Included vehicles / drones1 CPU reserved at foundation placement
Upkeep / sol1 credit
ServesNature (tier 2)
Unlocked by Planetary Tours
See also: Planetary Tours
Souvenir Works

Souvenir Works

Half workshop and half shopfront, the one district building where a colonist makes something by hand. A lit display sill of curios faces the street and work in progress sits on the bench. Tourists rarely leave empty handed.

Reference

Crew2 · job tier 2
Footprint2 × 2 tiles
Planner materialsPlasteel ×3 · Concrete Board ×3
Planner construction1.5 sols
Rated inputs / solPower ×2
Upkeep / sol1 credit
ServesAcquisition (tier 2)
Unlocked by Off-world Tourism
Vista Overlook

Vista Overlook

A sealed panoramic gallery climbs a guided mast above the colony, pauses for the view and lowers to its boarding cradle. Scanning telescopes, glass walls and a glazed roof let visitors watch the surrounding landscape.

Reference

Crew1 · job tier 2
Footprint5 × 5 tiles
Planner materialsPlasteel ×18 · Concrete Board ×18 · Composite Panel ×13
Planner construction2 sols
Rated inputs / solPower ×4
Upkeep / sol2 credits
ServesCulture (tier 3)
Unlocked by Hospitality
See also: Hospitality
Tour Stop

Tour Stop

An enclosed stop where visitors wait for the tour rover, because outdoors is not a waiting room. Glazed on both long faces, with 4 seats indoors, a canopy over the standing place, a lit timetable board and a stop sign on a mast. The rover pulls in alongside on its rounds.

Reference

Footprint3 × 2 tiles
Planner materialsPlasteel ×5 · Concrete Board ×5
Planner construction7.2 game hours
Rated inputs / solPower ×1
Upkeep / sol1 credit
ServesConnection (tier 1)
Unlocked by Planetary Tours
See also: Planetary Tours
Discovery Extraction Rig

Discovery Extraction Rig

Temporary equipment for a rare discovery's Extract branch, ordered from the discovery card. It extracts the site's fixed bundle into its hold and its drone carries each load to storage. It is packed up, with its materials returned, once the site is spent.

Reference

Footprint5 × 5 tiles
Build costSteel ×24 · Spare parts ×10 · Electronics ×6
Base construction7.2 game hours
Field Research Station

Field Research Station

A dedicated field research site at a rare discovery, ordered from the discovery card. With crew and power it studies the site for four sols and yields one technology that is only revealed on completion. It is dismantled when the work is done.

Reference

Crew3 · job tier 2
Footprint3 × 3 tiles
Build costSteel ×12 · Electronics ×10 · Spare parts ×8
Base construction9.6 game hours
Rated inputs / solPower ×4

Life Support 8

Bunker

Bunker

Safe haven capacity that colonists evacuate to during storms, breaches or fallout. Each bunker shelters around 40 colonists. Build them before disasters strike.

Reference

Footprint2 × 2 tiles
Build costSteel ×20 · Concrete ×30
Base construction2 sols
Rated inputs / solPower ×1
ProvidesShelter for ~40
Unlocked by Emergency Systems
Oxygen Generator

Oxygen Generator

Splits 20 water into 50 oxygen and 5 hydrogen per sol at full staffing. Pipe oxygen to a District Hub for residents who have moved into habitats. One fully operating plant supports 40 founders with a 10 oxygen surplus. Hydrogen is a byproduct used with oxygen for rocket fuel.

Reference

Crew1 · job tier 3
Footprint2 × 2 tiles
Build costSteel ×10 · Concrete ×10 · Electronics ×4
Base construction7.2 game hours
Rated inputs / solWater ×20 · Power ×6
Rated outputs / solOxygen ×50 · Hydrogen ×5
Life Support Backup

Life Support Backup

Holds redundant oxygen and pressure reserves. If life support fails, the reserve buys you time instead of instant death.

Reference

Crew1 · job tier 4
Footprint2 × 2 tiles
Build costSteel ×16 · Electronics ×10
Base construction1 sol
Rated inputs / solPower ×1
ProvidesO2 + pressure reserve
Unlocked by Emergency Systems
Hydroponics Bay

Hydroponics Bay

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

Reference

Crew2 · job tier 2
Footprint4 × 4 tiles
Planner materialsNo district material charge (industry)
Planner construction12 game hours
Rated inputs / solWater ×20 · Power ×3
Rated outputs / solRations ×50 · Seeds ×0.5
Unlocked by Hydroponics
See also: Hydroponics
Greenhouse

Greenhouse

Grows soy, the feedstock crop for quality meals. Haul or pipe the soy to a Soy Kitchen. This is the quality food chain that lifts happiness, not survival calories, which stay with Hydroponics rations.

Reference

Crew1 · job tier 2
Footprint2 × 2 tiles
Build costSteel ×8 · Glass ×8 · Concrete ×6
Base construction7.2 game hours
Rated inputs / solWater ×6 · Power ×2
Rated outputs / solSoy ×8
Unlocked by Legume Cultivation
Feed Cultivator

Feed Cultivator

Presses regolith minerals and grove fibres into animal feed. Its harvester drives to the nearest trees at sunrise and comes home at dusk. The midnight batch scales with how long it spent afield.

Reference

Crew1 · job tier 1
Footprint2 × 2 tiles
Build costSteel ×10 · Concrete ×8 · Glass ×4
Base construction14.4 game hours
Rated inputs / solWater ×6 · Regolith ×8 · Power ×3
Rated outputs / solAnimal feed ×24 · Natural fibres ×2
Included vehicles / drones1 CPU reserved at foundation placement
Upkeep / sol2 credits
Unlocked by Ranching
See also: Ranching
Ranch

Ranch

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 and water by pipe.

Reference

Crew1 · job tier 1
Footprint5 × 10 tiles
Build costSteel ×14 · Concrete ×10 · Glass ×4
Base construction19.2 game hours
Rated inputs / solPower ×2 · Water ×1 · Animal feed ×1
ProvidesProvisions per ranched animal — the pen sets the rate
Included vehicles / drones1 CPU reserved at foundation placement
Upkeep / sol3 credits
Unlocked by Ranching
See also: Ranching

Logistics 13

Hydrogen Silo

Hydrogen Silo

Cryogenic storage for hydrogen and nothing else. Hydrogen is the rocket fuel feedstock, and a busy mid game spaceport burns through a lot of it. Feed it by pipe. It holds 200 hydrogen.

Reference

Crew1 · job tier 1
Footprint2 × 2 tiles
Build costSteel ×9 · Concrete ×8
Base construction12 game hours
Rated inputs / solPower ×1
ProvidesStores 200 hydrogen
Storage capacity200
Upkeep / sol2 credits
Unlocked by Storage
See also: Storage
Warehouse

Warehouse

General storage for solid goods. Deep storage is the colony's economic buffer, steadying prices through gluts and shortages.

Reference

Crew1 · job tier 2
Footprint6 × 6 tiles
Build costSteel ×10 · Concrete ×10
Base construction12 game hours
Rated inputs / solPower ×1
ProvidesStores solids
Storage capacity1000
Upkeep / sol2 credits
Unlocked by Storage
See also: Storage
Skyport

Skyport

Connect each Skyport to a Warehouse by conveyor, link destinations and select outbound goods on its Freight routes card. Freight drones carry ordinary solid goods from the connected network, departing with a full ten-unit pod when the receiving Warehouse has room. The far end's own selections can fill the return trip. Each home port supports six drones, each costing materials and 1 CPU. Liquids, gases and hazardous cargo are excluded.

Reference

Crew1 · job tier 2
Footprint3 × 6 tiles
Build costSteel ×14 · Electronics ×6 · Concrete ×8
Base construction19.2 game hours
Rated inputs / solPower ×3
ProvidesAir freight link
Upkeep / sol1 credit
Unlocked by Air Transport
See also: Air Transport
Emergency Vault

Emergency Vault

A hardened reserve of critical goods such as food, medical supplies and fuel. During a supply shock the reserve is eaten first, buying you time. Its capacity is shared, so one volume holds any mix of goods. It needs power, staff and upkeep every sol to run.

Reference

Crew1 · job tier 3
Footprint2 × 2 tiles
Build costSteel ×24 · Concrete ×30 · Electronics ×6
Base construction19.2 game hours
Rated inputs / solPower ×2
ProvidesDisaster-hardened reserve
Storage capacity150
Upkeep / sol3 credits
Unlocked by Emergency Reserves
Hazmat Containers

Hazmat Containers

Shielded containment for hazardous goods such as Luminite and Exotic Matter. It is the only store that accepts them, and it accepts nothing else. It is fed by conveyor.

Reference

Crew1 · job tier 3
Footprint3 × 3 tiles
Build costSteel ×14 · Concrete ×10 · Electronics ×6
Base construction14.4 game hours
Rated inputs / solPower ×1
ProvidesStores hazardous frontier goods
Storage capacity150
Upkeep / sol3 credits
Maglev Station

Maglev Station

A maglev stop for commuters and freight. Connect a Warehouse by conveyor and select ordinary solid goods to send from this network; select return goods at the other station. Cargo carriages hold 60 units each and depart after a 20-second station stop even when partly loaded. Passenger carriages serve 40 commuters each between station catchments. Platform length limits the train's carriages.

Reference

Crew2 · job tier 3
Footprint3 × 6 tiles
Build costSteel ×16 · Concrete ×18
Base construction2 sols
Rated inputs / solPower ×2
ProvidesRail hub + stockpile
Unlocked by Rail Transport
See also: Rail Transport
Maglev Terminal

Maglev Terminal

The full size maglev terminal takes a double ended train with three carriages and works its freight yard with a travelling gantry crane. It shares a line with smaller stations. Connect a Warehouse by conveyor, then choose outbound ordinary solid goods on the card. Trains unload into the destination's connected Warehouse and leave after their 20-second stop with whatever cargo is loaded. Each endpoint chooses its return goods independently.

Reference

Crew3 · job tier 3
Footprint3 × 10 tiles
Build costSteel ×28 · Concrete ×30
Base construction3 sols
Rated inputs / solPower ×3
ProvidesRail hub + stockpile
Unlocked by Rail Transport
See also: Rail Transport
Data Centre

Data Centre

Provides compute capacity for autonomous vehicles and later robots. It draws a lot of power, so higher tier power is what lets your automation scale.

Reference

Crew1 · job tier 5
Footprint3 × 3 tiles
Build costSteel ×18 · Concrete ×14 · Electronics ×24
Base construction1.5 sols
Rated inputs / solPower ×8
CPU capacity10 while online
Constructor Dock

Constructor Dock

A dock can house one heavy Constructor Drone. The drone flies to build sites and can construct your buildings faster than a builder bot. When there are no tasks, it returns to its dock and slowly settles on the pad.

Reference

Crew1 · job tier 2
Footprint4 × 5 tiles
Build costSteel ×24 · Concrete ×12 · Electronics ×14
Base construction1 sol
Rated inputs / solPower ×4
ProvidesHosts a heavy flying Constructor Drone
Included vehicles / drones2 CPU reserved at foundation placement
Upkeep / sol2 credits
Liquid & Gas Storage

Liquid & Gas Storage

A tank farm that banks leftover fluids and gases from the pipes that touch it. Demand on one side is fed from the other. It needs power. A corner drone dock takes tanker parcels such as the Mobile Miner's vitriol.

Reference

Footprint6 × 6 tiles
Build costSteel ×7 · Concrete ×6
Base construction9.6 game hours
Rated inputs / solPower ×1
ProvidesStores fluids
Storage capacity600
Upkeep / sol1 credit
Unlocked by Storage
See also: Storage
Courier Platform

Courier Platform

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

Reference

Footprint2 × 2 tiles
Build costSteel ×8 · Concrete ×6
Base construction7.2 game hours
Rated inputs / solPower ×1
ProvidesCourier fleet base
Upkeep / sol1 credit
Vehicle Bay (District)

Vehicle Bay (District)

The district side bus terminal, placeable only on zoned district ground. Colonists whose worksite is far away 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. The transit is purely visual and the commute math is unchanged.

Reference

Footprint6 × 4 tiles
Build costSteel ×12 · Concrete ×8
Base construction12 game hours
Rated inputs / solPower ×1
ProvidesHourly bus service
Upkeep / sol1 credit
Vehicle Bay

Vehicle Bay

A worksite side bus terminal. Place it near remote plants and hourly buses link it with district Vehicle Bays. Commuters arrive by road and walk the last stretch. The transit is purely visual.

Reference

Footprint3 × 2 tiles
Build costSteel ×12 · Concrete ×8
Base construction12 game hours
Rated inputs / solPower ×1
ProvidesHourly bus service
Upkeep / sol1 credit

Production 9

Water Plant

Water Plant

Melts and purifies ice into water at 15 ice to 120 water per sol. Twenty percent more water than a Liquid Extractor, rewarding the extra mine and conveyor. One plant covers drinking, hydroponics and oxygen for roughly 40 to 50 colonists with headroom to spare.

Reference

Crew1 · job tier 2
Footprint3 × 3 tiles
Build costSteel ×9 · Concrete ×10 · Glass ×4
Base construction6 game hours
Rated inputs / solWater ice ×15 · Power ×4
Rated outputs / solWater ×120
Unlocked by Basic Extraction
Silica Refinery

Silica Refinery

Separates silica from regolith. Silica goes into glass and electronics.

Reference

Crew2 · job tier 2
Footprint2 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction1 sol
Rated inputs / solRegolith ×6 · Power ×3
Rated outputs / solSilica ×6
Unlocked by Glassmaking
See also: Glassmaking
Glassworks

Glassworks

Makes glass from silica. Glass goes into habitat domes, windows and grow houses.

Reference

Crew2 · job tier 3
Footprint4 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction1 sol
Rated inputs / solSilica ×4 · Power ×3
Rated outputs / solGlass ×7
Unlocked by Glassmaking
See also: Glassmaking
Parts Workshop

Parts Workshop

Produces spare parts for maintenance from steel and electronics. You can also import them instead.

Reference

Crew2 · job tier 3
Footprint4 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction1 sol
Rated inputs / solSteel ×2 · Electronics ×1 · Power ×2
Rated outputs / solSpare parts ×3
Electronics Fab

Electronics Fab

Produces domestic electronics from silica and rare metals, ending your electronics imports. It needs rare metals from a Frontier find or from imports.

Reference

Crew2 · job tier 5
Footprint3 × 3 tiles
Planner materialsNo district material charge (industry)
Planner construction2 sols
Rated inputs / solSilica ×4 · Rare metals ×1 · Power ×5
Rated outputs / solElectronics ×10
Electronics Workshop

Electronics Workshop

A crude early electronics bench. It hand builds boards from silica and steel with no rare metals needed. Once districts are running, the zoned Electronics Fab produces twice as much per building.

Reference

Crew1 · job tier 2
Footprint2 × 2 tiles
Build costSteel ×7 · Concrete ×8
Base construction12 game hours
Rated inputs / solSilica ×4 · Steel ×2 · Power ×5
Rated outputs / solElectronics ×5
Upkeep / sol1 credit
Unlocked by Basic Electronics
District Materials Press

District Materials Press

Combines Marsh Resin with steel and regolith to sustain district growth. Plain steel and concrete remain independent of this supply chain. Connect its inputs and output storage by conveyor.

Reference

Crew1 · job tier 2
Footprint3 × 3 tiles
Build costSteel ×8 · Concrete ×6
Base construction12 game hours
Rated inputs / solRegolith ×8 · Steel ×6 · Marsh Resin ×6 · Power ×3
Rated outputs / solPlasteel ×12 · Concrete Board ×12
Upkeep / sol2 credits
Unlocked by Marsh Harvesting

Mining & Extraction 11

Ice Mine

Ice Mine

Mines the ice-bearing ground of Cryo Tundra. Produces 25 ice per sol; a Water Plant consumes 15 ice per sol. Connect the mine to the plant by conveyor. Ice fields never run out.

Reference

Crew1 · job tier 2
Footprint3 × 3 tiles
Build costSteel ×7 · Concrete ×8
Base construction7.2 game hours
Rated inputs / solPower ×3
Rated outputs / solWater ice ×25
Unlocked by Basic Extraction
Liquid Extractor

Liquid Extractor

A shoreline dock that taps the water body behind it through an intake pipe. It pumps water directly with no ice needed. This is your water source when the colony settles by water instead of ice.

Reference

Crew1 · job tier 2
Footprint2 × 5 tiles
Build costSteel ×9 · Concrete ×6 · Electronics ×3
Base construction7.2 game hours
Rated inputs / solPower ×8
Rated outputs / solWater ×100
Unlocked by Basic Extraction
Mobile Regolith Miner

Mobile Regolith Miner

The colony's regolith source is a large tracked vehicle. It crawls along scraping the surface. It charges itself from a solar canopy, running from about dawn to 1am. Battery and solar research lets it run around the clock, and a wind rig covers windy dim biomes. 2 dock drones on the top deck fly the regolith to a storage facility non stop.

Reference

Footprint3 × 3 tiles
Build costSteel ×13 · Electronics ×4
Base construction4.8 game hours
Runs onSelf-powered: solar canopy + battery
ProvidesScrapes regolith as it roams; dock drones deliver to storage
Included vehicles / drones3 CPU reserved at foundation placement
Storage capacity40
Upkeep / sol1 credit
Deepvein Extractor

Deepvein Extractor

Caps an entire chasm and can only be placed over one. It draws a lot of power and produces Luminite, the resource needed for megastructures and Frontier buildings.

Reference

Crew3 · job tier 3
Footprint23 × 23 tiles
Build costSteel ×40 · Concrete ×24 · Composites ×10 · Electronics ×12
Base construction3 sols
Rated inputs / solPower ×30
Rated outputs / solLuminite ×4
Drill Miner

Drill Miner

The Mobile Regolith Miner chassis fitted with a large drill. It targets revealed impact sites on its own, parks at the crater rim and mines each site for about 5 sols. It still carries the 2 dock drones, which deliver the exotic matter to a vault connected store.

Reference

Footprint5 × 7 tiles
Build costSteel ×36 · Electronics ×14 · Composites ×8
Base construction7.2 game hours
Runs onSelf-powered: solar canopy + battery
ProvidesDrills exotic matter at impact sites; dock drones deliver to a vault-connected store
Included vehicles / drones3 CPU reserved at foundation placement
Storage capacity40
Upkeep / sol2 credits
Unlocked by Impact Prospecting
Ore Shaft

Ore Shaft

Mines a finite iron ore seam in Ferric Canyon or Oxide Highlands. One Ore Shaft per seam, including construction sites. Each seam holds 400-800 iron and produces up to 16 iron per sol for district Steel Mills. Depleted seams remain exhausted after rebuilding. The drill lowers with depletion and stops at the bottom when empty. Regolith Steel Foundries remain an independent source of steel.

Reference

Crew2 · job tier 2
Footprint5 × 5 tiles
Build costSteel ×14 · Concrete ×8
Base construction19.2 game hours
Rated inputs / solPower ×6
Rated outputs / solIron ×16
Upkeep / sol1 credit
Unlocked by Ore Extraction
See also: Ore Extraction
Salt Evaporator

Salt Evaporator

Can only be placed on the Salt Flats. Its evaporation pans crack the crust into chemical reagents, the feedstock for pharma. It is a biome alternative to the Chemical Plant's reagent line.

Reference

Crew1 · job tier 2
Footprint3 × 3 tiles
Build costSteel ×10 · Glass ×6
Base construction14.4 game hours
Rated inputs / solPower ×4
Rated outputs / solChemical reagents ×8
Upkeep / sol1 credit
Unlocked by Salt Chemistry
See also: Salt Chemistry
Methane Tap

Methane Tap

Can only be placed in the Methane Marsh. It taps bog methane to produce hydrogen, the main feed for rocket fuel.

Reference

Crew1 · job tier 2
Footprint2 × 2 tiles
Build costSteel ×12 · Electronics ×4
Base construction14.4 game hours
Rated inputs / solPower ×3
Rated outputs / solHydrogen ×16
Upkeep / sol1 credit
Unlocked by Methane Extraction
Emberite Bore

Emberite Bore

Bores an emberite seam, the smouldering dark ground found in the steppe, rust desert and dust basin. It produces 3 emberite per sol, enough to feed 3 Kilns.

Reference

Crew1 · job tier 2
Footprint7 × 7 tiles
Build costSteel ×10 · Concrete ×6
Base construction9.6 game hours
Rated inputs / solPower ×3
Rated outputs / solEmberite ×3
Resin Harvester

Resin Harvester

A compact tracked crawler with one delivery drone. Select it and drag a harvest grid over amber Marsh Resin fields on dry Methane Marsh ground. Deposits are finite. Gentle extraction reduces local nest disturbance; Intensive increases output and danger.

Reference

Footprint2 × 3 tiles
Build costSteel ×10 · Electronics ×3
Base construction4.8 game hours
Runs onSelf-powered: solar canopy + battery
ProvidesHarvests finite Marsh Resin fields; drones deliver to solid storage
Included vehicles / drones2 CPU reserved at foundation placement
Storage capacity40
Upkeep / sol1 credit
Unlocked by Marsh Harvesting

Legacy buildings 2

District Supply

District Supply

Legacy District Supply retained for existing layouts. New districts connect power, pipes and conveyors directly to a District Hub; there is no separate supply-building requirement.

Reference

Crew1 · job tier 2
Footprint3 × 1 tiles
Build costSteel ×10 · Concrete ×10
Base construction4.8 game hours
Rated inputs / solPower · Water (linked) · life-support
ProvidesFeeds the conduit
AvailabilityLegacy building; not required or offered in new districts
Life Support Plant

Life Support Plant

Legacy life-support infrastructure retained for compatibility. New districts distribute breathable air through their powered District Hub, supplied with oxygen and water by pipe and food by conveyor. A separate Life Support Plant is not required and is no longer in the build menu.

Reference

Crew1 · job tier 4
Footprint2 × 3 tiles
Build costSteel ×13 · Concrete ×16 · Electronics ×6
Base construction12 game hours
Rated inputs / solOxygen ×50 · Power ×4
ProvidesBreathable air for ~50 colonists
AvailabilityLegacy building; not required or offered in new districts
Unlocked by Life Support
See also: Life Support

Civic & Health 8

Dust Rig Garage

Dust Rig Garage

Dispatches rigs that clean dust from panels, domes and routes. Settled dust dims your solar panels and hydroponics, so the rigs hold back the constant dust tide. A dust storm dumps extra dust onto the colony while it blows, and drones fly at half speed until it lifts.

Reference

Crew2 · job tier 2
Footprint3 × 5 tiles
Build costSteel ×9 · Concrete ×10
Base construction1 sol
Rated inputs / solWater ×1 · Power ×2
ProvidesClears settled dust
Included vehicles / drones1 CPU reserved at foundation placement
Unlocked by Dust Management
See also: Dust Management
Sanitation Plant

Sanitation Plant

Processes colony waste into water and basic fertiliser. Without it, unprocessed waste drags down happiness and spreads disease.

Reference

Crew1 · job tier 2
Footprint3 × 3 tiles
Build costSteel ×12 · Concrete ×14
Base construction12 game hours
Rated inputs / solWaste ×16 · Power ×4
Rated outputs / solWater ×5 · Basic fertiliser ×2
Unlocked by Life Support
See also: Life Support
Security Post

Security Post

Lowers crime across its coverage area. Crime is mostly a symptom of unhappiness, so fix the cause as well.

Reference

Crew2 · job tier 3
Footprint2 × 2 tiles
Build costSteel ×10 · Concrete ×10
Base construction2 sols
Rated inputs / solPower ×1
ProvidesSecurity coverage
Unlocked by Security
See also: Security
Maintenance Depot

Maintenance Depot

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

Reference

Crew3 · job tier 3
Footprint2 × 2 tiles
Build costSteel ×10 · Concrete ×12
Base construction2 sols
Rated inputs / solSpare parts ×2 · Power ×2
ProvidesInfrastructure upkeep
Recycling Center

Recycling Center

Recovers fertiliser, water and scrap metal from colony waste. Closing this loop cuts imports and lowers colony costs.

Reference

Crew1 · job tier 4
Footprint4 × 4 tiles
Build costSteel ×24 · Concrete ×20 · Electronics ×10
Base construction2 sols
Rated inputs / solWaste ×8 · Power ×4
Rated outputs / solBasic fertiliser ×3 · Water ×2 · Iron ×1
Unlocked by Recycling
See also: Recycling
Academy & Library

Academy & Library

Provides higher learning for your colonists. It gives them stronger mobility into higher job tiers.

Reference

Crew3 · job tier 6
Footprint3 × 3 tiles
Build costConcrete ×18 · Glass ×10 · Electronics ×6
Base construction2 sols
Rated inputs / solPower ×3
ServesEnrichment (tier 2)
Unlocked by Higher Learning
See also: Higher Learning
Repair Station

Repair Station

Houses one flying repair drone and one fire drone. They launch on their own when a building in range is worn or on fire. Spare parts on a conveyor let repairs run at full speed. Without parts the drone still works at half speed.

Reference

Crew1 · job tier 2
Footprint3 × 3 tiles
Build costSteel ×12 · Electronics ×7
Base construction12 game hours
Rated inputs / solPower ×3
ProvidesRepairs & maintains nearby buildings
Included vehicles / drones2 CPU reserved at foundation placement
Colonist Foundry

Colonist Foundry

Grows new colonists continuously, limited by your housing and food supply. You can build more than one. Each foundry grows 4 colonists per sol, and upgrading it raises that rate. Upgrades cost vitriol, the Fen's exotic reagent, and upgraded tiers need a steady vitriol feed.

Reference

Crew2 · job tier 3
Footprint5 × 4 tiles
Build costSteel ×16 · Concrete ×14 · Electronics ×8 · Glass ×6
Base construction19.2 game hours
Rated inputs / solPower ×6 · Water ×2
ProvidesGrows colonists
Upkeep / sol2 credits

Research 2

Field Lab

Field Lab

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

Reference

Crew2 · job tier 2
Footprint3 × 4 tiles
Build costSteel ×6 · Electronics ×4
Base construction7.2 game hours
Rated inputs / solPower ×2
ProvidesResearch points
ServesEnrichment (tier 1)
Research Lab

Research Lab

Generates research points and is the colony's main research source. It is staffed by senior scientists. It also serves the Enrichment want.

Reference

Crew3 · job tier 8
Footprint4 × 4 tiles
Build costConcrete ×20 · Steel ×12 · Electronics ×20
Base construction2 sols
Rated inputs / solPower ×5 · Consumer goods ×1
ProvidesResearch points
ServesEnrichment (tier 3)
Unlocked by Research Labs
See also: Research Labs

District 1

District Hub

District Hub

Connect power, conveyors for food and materials, and pipes for water and oxygen directly to this hub. Paint nearby zoning for homes, venues and industry. The hub distributes services to the district; no separate Supply, Conduit or Life Support Plant is needed. Arcologies and Mega Domes connect to this hub using district conduit and draw on its power and goods supply.

Reference

Crew1 · job tier 2
Footprint4 × 4 tiles
Build costSteel ×13 · Concrete ×14
Base construction9.6 game hours
Rated inputs / solPower ×1
ProvidesServices a district

Orbital 4

Landing Pad

Landing Pad

The spaceport anchor with a launch tower, command centre and cargo receiver. It takes piped rocket fuel and conveyed wares. The Prefab Factory, Refuelling Facility and Maintenance Facility snap into its reserved side sockets to form one complex.

Reference

Crew1 · job tier 2
Footprint8 × 10 tiles
Build costSteel ×30 · Concrete ×45
Base construction2 sols
Rated inputs / solPower ×2
ProvidesReceives + launches the colonist shuttle
Upkeep / sol2 credits
Pad Maintenance Facility

Pad Maintenance Facility

A pad addon that must be built adjacent to a Landing Pad. Shuttles wear with every flight, and this facility services them much faster. Its crews can also build additional shuttles.

Reference

Crew2 · job tier 2
Footprint3 × 3 tiles
Build costSteel ×20 · Electronics ×8
Base construction1.5 sols
Rated inputs / solPower ×3
ProvidesServices shuttles; enables building more
Upkeep / sol2 credits
Pad Refuelling Facility

Pad Refuelling Facility

A pad addon that snaps to a Landing Pad's side. It refines piped hydrogen and oxygen into rocket fuel on the spot and holds a 60 unit store the pad draws from first. The complex refuels twice as fast.

Reference

Crew1 · job tier 2
Footprint3 × 3 tiles
Build costSteel ×14 · Electronics ×6
Base construction1 sol
Rated inputs / solHydrogen ×20 · Oxygen ×8 · Power ×2
Rated outputs / solRocket Fuel ×14
Upkeep / sol1 credit
Prefab Factory

Prefab Factory

Snaps to its Landing Pad socket. When you assign a cargo rocket to a mission this factory builds the parts that job still needs. An overhead crane carries finished units from the workshop onto the pad. It needs 3 workers and power.

Reference

Crew3 · job tier 3
Footprint10 × 6 tiles
Build costSteel ×40 · Concrete ×30 · Electronics ×12
Base construction3 sols
Rated inputs / solPower ×8
ProvidesPlayer-directed prefab queue
Included vehicles / drones1 CPU reserved at foundation placement
Upkeep / sol2 credits

Megastructures 6

Mega Dome

Mega Dome

A pressurised dome with a whole town built inside: habitats, gardens and venues under meteor hardened glass. It houses 420 colonists, the biggest single home in the game, with tier 3 comfort. Its town opens its own venues as residents move in, up to 12 at service tier 2, and serves about half of its residents; the rest need the colony's venues outside. You still need the oxygen reserve banked to pressurise it at completion. It builds progressively as a megaproject, and its Luminite shell is the Chasm's payoff. Connect its foundation to a District Hub with district conduit. Power and goods arrive through that hub; direct pipes, conveyors and power poles do not service this building. Commissioning uses 150 oxygen. See The Mega Dome's Town.

Reference

Crew1 · job tier 3
Footprint12 × 12 tiles
Beds420
Build costSteel ×400 · Glass ×600 · Concrete ×300 · Composites ×120 · Electronics ×80 · Luminite ×120
Base construction20 sols
Rated inputs / solPower ×80 · Oxygen ×40 · Water ×15
ProvidesA sealed town under glass
Upkeep / sol8 credits
ServesComfort (tier 3)
UtilitiesDistrict conduit to a supplied, powered District Hub
TownUp to 12 simulated venues at tier 2, serving about half its residents
Unlocked by Mega Dome
See also: Mega Dome
Obsidian Arcology

Obsidian Arcology

The flagship arcology, a faceted twelve sided gem on canted legs. It houses 300 colonists at tier 3 comfort with fun, connection and wellness at tier 2 in the tower. It is the balanced pick of the 4 designs but not self sufficient by design, so tier 3 tastes still pull residents into the colony. It draws colossal power, is meteor hardened, counts as a disaster shelter and builds progressively as a megaproject. Connect its foundation to a District Hub with district conduit. Power and goods arrive through that hub; direct pipes, conveyors and power poles do not service this building.

Reference

Crew1 · job tier 4
Footprint12 × 12 tiles
Beds300
Build costSteel ×500 · Glass ×300 · Concrete ×400 · Composites ×200 · Electronics ×150 · Rare metals ×40
Base construction24 sols
Rated inputs / solPower ×60 · Oxygen ×30 · Water ×10
ProvidesA sealed vertical city
Upkeep / sol12 credits
ServesComfort (tier 3) · Fun (tier 2) · Connection (tier 2) · Wellness (tier 2)
UtilitiesDistrict conduit to a supplied, powered District Hub
Unlocked by Arcologies
See also: Arcologies
Verdant Arcology

Verdant Arcology

The forest arcology, a round banyan tower with planted collars ringing the trunk. It houses 240 colonists with tier 3 Nature inside. Its canopies pressurise the tower themselves, so it draws no oxygen at all and banks a 20 per sol oxygen surplus into the colony. This is the life support pick. Connect its foundation to a District Hub with district conduit. Power and goods arrive through that hub; direct pipes, conveyors and power poles do not service this building.

Reference

Crew1 · job tier 4
Footprint10 × 10 tiles
Beds240
Build costSteel ×450 · Glass ×450 · Concrete ×350 · Composites ×180 · Electronics ×120 · Rare metals ×30
Base construction24 sols
Rated inputs / solPower ×50 · Water ×25
ProvidesA garden city that breathes for itself
Additional output / solOxygen ×20
Upkeep / sol12 credits
ServesNature (tier 3) · Wellness (tier 2) · Comfort (tier 2)
UtilitiesDistrict conduit to a supplied, powered District Hub
Unlocked by Arcologies
See also: Arcologies
Ascent Arcology

Ascent Arcology

The launch arcology, a tapering spire over a working launch complex with a gantry, flame trench and its own tank farm. It houses 260 colonists, and the farm refines 10 rocket fuel per sol for your Landing Pads. This is the spaceflight pick. Keep the launch side clear of neighbours. Connect its foundation to a District Hub with district conduit. Power and goods arrive through that hub; direct pipes, conveyors and power poles do not service this building.

Reference

Crew1 · job tier 4
Footprint12 × 12 tiles
Beds260
Build costSteel ×450 · Glass ×400 · Concrete ×300 · Composites ×220 · Electronics ×220 · Rare metals ×60
Base construction24 sols
Rated inputs / solPower ×45 · Oxygen ×25 · Water ×8
Rated outputs / solRocket Fuel ×10
Upkeep / sol12 credits
ServesComfort (tier 2) · Enrichment (tier 2) · Fun (tier 2)
UtilitiesDistrict conduit to a supplied, powered District Hub
Unlocked by Arcologies
See also: Arcologies
Granary Arcology

Granary Arcology

The farm arcology, an octagonal terraced ziggurat where every deck is a growing field. It houses 220 colonists with tier 3 Nourishment in the tower, and its terraces grow 55 rations per sol. Its harvest supplements colony food supplies; a full tower still needs food from outside. This is the food security pick and the thirstiest of the 4 designs. Connect its foundation to a District Hub with district conduit. Power and goods arrive through that hub; direct pipes, conveyors and power poles do not service this building.

Reference

Crew1 · job tier 4
Footprint10 × 10 tiles
Beds220
Build costSteel ×420 · Glass ×500 · Concrete ×350 · Composites ×160 · Electronics ×100 · Rare metals ×25
Base construction24 sols
Rated inputs / solPower ×55 · Oxygen ×25 · Water ×35
Rated outputs / solRations ×55
Upkeep / sol12 credits
ServesNourishment (tier 3) · Nature (tier 2)
UtilitiesDistrict conduit to a supplied, powered District Hub
Unlocked by Arcologies
See also: Arcologies
Elevator Ground Station

Elevator Ground Station

The ground anchor the Space Elevator connects to. Build it like any megaproject, then assign a Cargo Rocket to ship the elevator prefabs to orbit. When the last part installs, the tether drops from space onto this station. Only 1 can exist.

Reference

Crew1 · job tier 2
Footprint15 × 15 tiles
Build costSteel ×300 · Concrete ×400 · Composites ×150 · Electronics ×60
Base construction14 sols
Rated inputs / solPower ×20
ProvidesAnchors the Space Elevator tether
Included vehicles / drones2 CPU reserved at foundation placement
Upkeep / sol6 credits
Unlocked by Space Elevator
See also: Space Elevator

Tourism 1

Hotel

Hotel

Lodging for tourists. Liners arrive once the wormhole is open and a Passenger Dock stands; this building unlocks with Off-world Tourism. Each hotel holds 20 visitors. The district planner builds hotels itself in commercial zones whenever arrivals outgrow the beds, so zone commercial ground and the beds follow the crowds. Visitors pay tourism income to the treasury when your high tier fun, culture, nature, nourishment and acquisition venues satisfy them.

Reference

Crew3 · job tier 3
Footprint3 × 3 tiles
Planner materialsPlasteel ×7 · Concrete Board ×7
Planner construction1 sol
Rated inputs / solPower ×4 · Water ×2
ProvidesVisitor lodging
Guest beds20
Upkeep / sol2 credits
Unlocked by Off-world Tourism

Contracts 2

Military Complex

Military Complex

The military's ground presence after the wormhole opens: a walled compound with a heavy landing pad, storage sheds and the requisition terminal. Accept a timed requisition to deliver exotics, rare metals or luminite. Bank the goods before the deadline and they auto deliver for treasury credits, research and contract standing, and higher standing unlocks bigger jobs that pay more. A missed deadline costs standing. On fulfilment a Military Transporter lands on the compound's pad, loads for a sol in plain view, and leaves.

Reference

Crew4 · job tier 3
Footprint6 × 10 tiles
Build costSteel ×40 · Electronics ×16 · Glass ×8 · Concrete ×24
Base construction3 sols
Rated inputs / solPower ×5
ProvidesMilitary requisition board
Upkeep / sol3 credits
Unlocked by Defence Contracts
Equipment Line

Equipment Line

Mid heavy manufacturing that turns steel, electronics, composites and polymers into equipment, the goods Earth's equipment contracts demand. Standing one up and feeding its chain is a whole extra industrial layer. The payoff is the biggest and best paying contracts.

Reference

Crew3 · job tier 4
Footprint3 × 3 tiles
Build costSteel ×24 · Electronics ×16 · Composites ×10
Base construction3 sols
Rated inputs / solSteel ×6 · Electronics ×4 · Composites ×3 · Polymers ×2 · Power ×5
Rated outputs / solEquipment ×4
Upkeep / sol3 credits
Unlocked by Orbital Industry

Defence 11

Hailstorm Gatling

Hailstorm Gatling

A rapid-fire emplacement for swarms. Needs power and ammunition delivered to its input buffer by the logistics network or an Ammo Pad. Its short-range rounds are less effective against natural armour. It folds away between fights; its deploy control can hold it open or keep it closed. Weapon data determines stock consumed per shot and the available round count; see the Gatling entry in Weapons.

Reference

Footprint2 × 2 tiles
Build costSteel ×12 · Electronics ×4
Base construction9.6 game hours
Rated inputs / solPower ×1
AmmunitionStocked in the input buffer; consumed per shot (see Weapons)
ProvidesShreds swarms
Upkeep / sol0.5 credits
Unlocked by Colony Defence
See also: Colony Defence · Gatling
Sunlance Laser

Sunlance Laser

A twin barrel laser emplacement that never misses. The beam burns through heavy armour, so it is the answer to Dolerite. It only hits a single target and draws a lot of power, and a swarm will walk straight through it. It folds into its base between fights; its deploy control can hold it open or keep it closed.

Reference

Footprint2 × 2 tiles
Build costSteel ×14 · Electronics ×8 · Glass ×4
Base construction12 game hours
Rated inputs / solPower ×6
ProvidesBurns through armour
Upkeep / sol0.8 credits
Unlocked by Base Defence
See also: Base Defence · Laser
Flak Pit

Flak Pit

A 2x2 pit that throws bursting shells at flyers. It prefers air targets and needs power and ammunition. Ground walkers mostly walk past it. It folds away between fights; its deploy control can hold it open or keep it closed.

Reference

Footprint2 × 2 tiles
Build costSteel ×14 · Electronics ×6
Base construction12 game hours
Rated inputs / solPower ×2
AmmunitionStocked in the input buffer; consumed per shot (see Weapons)
ProvidesBursts air swarms
Upkeep / sol0.6 credits
Unlocked by Base Defence
See also: Base Defence · Flak
Longbow Launcher

Longbow Launcher

A launcher rack that fires volleys of small guided rockets. It has long reach and hard single target damage, but rounds are expensive, the rockets have a real turn radius, and it cannot fire inside 5 tiles. It needs power, and its 24 rocket magazine is fed by conveyor, courier or an Ammo Pad. It lowers into its base to stow between fights; its deploy control can hold it open or keep it closed.

Reference

Footprint3 × 3 tiles
Build costSteel ×20 · Electronics ×10 · Composites ×4
Base construction19.2 game hours
Rated inputs / solPower ×2
AmmunitionStocked in the input buffer; consumed per shot (see Weapons)
ProvidesGuided volleys
Upkeep / sol1 credit
Unlocked by Heavy Ordnance
Thunderhead Artillery

Thunderhead Artillery

A long range gun that lobs shells over hills and buildings. It is blind inside 10 tiles, slightly inaccurate, and refuses shots that would splash your own colony. Its card switches between high explosive and incendiary shells, and the magazine holds 60 ammunition, 10 shells at 6 ammo each, fed by conveyor, courier or an Ammo Pad. It is too big to fold away.

Reference

Footprint3 × 3 tiles
Build costSteel ×26 · Concrete ×12 · Electronics ×6
Base construction1 sol
Rated inputs / solPower ×2
AmmunitionStocked in the input buffer; consumed per shot (see Weapons)
ProvidesArea bombardment
Upkeep / sol1.2 credits
Unlocked by Heavy Ordnance
Bunker-Buster Silo

Bunker-Buster Silo

The one weapon you aim yourself. Each bunker-buster takes several sols and steel, electronics and composites to build, and only one is ready at a time. Click a surveyed nest to fire. A Lesser nest dies on the first hit. A Great nest often survives the first strike, sometimes the second, and the third always kills it. A nest that lives through a hit is enraged and its waves come faster. Dust hangs for half a sol after the blast, so firing near your own colony hurts solar and production.

Reference

Crew2 · job tier 2
Footprint5 × 5 tiles
Build costSteel ×40 · Concrete ×28 · Electronics ×16 · Composites ×10
Base construction3 sols
Rated inputs / solPower ×6
ProvidesAimed nest strike
Upkeep / sol2 credits
Armory

Armory

Builds researched combat and support vehicles in separate air and ground queues. Materials and CPU are paid when queued; progress pauses if offline. Aircraft deploy through the roof lift and ground units through the mechanic bay and ramp. Keep the exits clear. Bastions assemble in the open ground bay and leave via the shared ramp; oversized Atlas and Warden complete on an outside assembly apron. Rooftop pads rearm and repair returning aircraft, and Ammo Ferries deliver ammunition to units and Ammo Pads. The building makes 20 ammunition per sol from steel and holds 120 units; connect a conveyor to supply the wider defence network. Select a vehicle to request researched armour or shield refits here. See Armory Production Queues for timings.

Reference

Crew1 · job tier 2
Footprint9 × 12 tiles
Build costSteel ×18 · Concrete ×12
Base construction19.2 game hours
Rated inputs / solSteel ×1 · Power ×2
Rated outputs / solAmmunition ×20
Upkeep / sol0.6 credits
Unlocked by Base Defence
See also: Base Defence
Ammo Pad

Ammo Pad

A small deck you place beside a tower that needs ammunition. The tower draws from it the same way it would from a conveyor. Ammo ferry drones fill the pad from the Armory.

Reference

Footprint1 tile
Build costSteel ×4 · Concrete ×2
Base construction7.2 game hours
ProvidesFeeds adjacent towers
Unlocked by Colony Defence
See also: Colony Defence
Ammunition Factory

Ammunition Factory

A compact munitions line that produces 10 ammunition per sol from a much smaller plot than the Armory. It stores 40 units and needs steel and power to run. Build more along your tower line when one Armory stops being enough.

Reference

Crew1 · job tier 2
Footprint2 × 2 tiles
Build costSteel ×10 · Concrete ×6
Base construction12 game hours
Rated inputs / solSteel ×1 · Power ×2
Rated outputs / solAmmunition ×10
Upkeep / sol0.4 credits
Unlocked by Base Defence
See also: Base Defence
Armour Forge

Armour Forge

Vitriol treatment hardens steel and rare metals into vehicle armour plates. Deliver plates to an operational Armory for vehicle refits. Connect solids by conveyor and Vitriol by pipe.

Reference

Crew2 · job tier 3
Footprint3 × 3 tiles
Build costSteel ×18 · Concrete ×12 · Electronics ×6
Base construction1 sol
Rated inputs / solSteel ×8 · Rare metals ×2 · Vitriol ×3 · Power ×5
Rated outputs / solHardened Armour Plate ×4
Upkeep / sol2 credits
Unlocked by Vehicle Armour
See also: Vehicle Armour
Carrier Dock

Carrier Dock

Constructs and services one Sovereign drone carrier with twelve laser drones. Connect power. Order the carrier on this card; replacement drones consume steel and electronics and take half a game hour each. Recharging needs no ammunition. Carrier construction takes two sols. Reserve clear airspace above the cradle.

Reference

Crew2 · job tier 3
Footprint6 × 10 tiles
Build costSteel ×60 · Concrete ×40 · Electronics ×24 · Composites ×12
Base construction1 sol
Rated inputs / solPower ×12

Decoration 27

Light Pole

Light Pole

A tall street light for plazas and road ends. It lights the ground around it at night.

Reference

Footprint1 tile
Build costSteel ×3 · Concrete ×1
Base construction4.8 game hours
ProvidesDecoration
Kerb Lamp

Kerb Lamp

A low road-side lamp. It lights a short stretch of street at night. Line a road with them.

Reference

Footprint1 tile
Build costSteel ×1 · Concrete ×0.5
Base construction2.4 game hours
ProvidesDecoration
Hazard Beacon

Hazard Beacon

A tripod beacon with hazard collars and a light. Marks pads, edges and the ends of things.

Reference

Footprint1 tile
Build costSteel ×2 · Concrete ×1
Base construction4.8 game hours
ProvidesDecoration
Luminite Lantern

Luminite Lantern

A native luminite crystal in a clear pressure sleeve. The crystal itself is the light. Colonists stop either side of it.

Reference

Footprint1 tile
Build costSteel ×1 · Glass ×2
Base construction4.8 game hours
ProvidesDecoration
Bench

Bench

A two-seat bench with a planter. Colonists sit on it and stand at the planter.

Reference

Footprint1 tile
Build costSteel ×1 · Concrete ×1
Base construction2.4 game hours
ProvidesDecoration
Colony Banner

Colony Banner

A guyed banner pole with a lit hem. Colours for a square.

Reference

Footprint1 tile
Build costSteel ×1 · Concrete ×0.5
Base construction2.4 game hours
ProvidesDecoration
Notice Pillar

Notice Pillar

A lit notice pillar with boards on two faces. Colonists stop to read.

Reference

Footprint1 tile
Build costSteel ×1 · Concrete ×1
Base construction2.4 game hours
ProvidesDecoration
Mural Wall

Mural Wall

A two-tile mural wall, figures on one face and bands on the other. Colonists gather in front of it.

Reference

Footprint2 × 1 tiles
Build costConcrete ×4 · Steel ×1
Base construction7.2 game hours
ProvidesDecoration
Cairn

Cairn

A waymark cairn of stacked native stone with a small light. Marks a path or a place.

Reference

Footprint1 tile
Build costConcrete ×1
Base construction2.4 game hours
ProvidesDecoration
Ore Display

Ore Display

A lit case showing the planet's ores. Colonists stop either side.

Reference

Footprint1 tile
Build costSteel ×1 · Glass ×1
Base construction2.4 game hours
ProvidesDecoration
Machine Plinth

Machine Plinth

A retired drill head on a plinth. The colony kept its first machine. Colonists stand at two sides.

Reference

Footprint1 tile
Build costSteel ×2 · Concrete ×2
Base construction4.8 game hours
ProvidesDecoration
Tether Spire

Tether Spire

A lit spire on a stepped base with four benches round it. A square centrepiece. Colonists sit and stand round it.

Reference

Footprint2 × 2 tiles
Build costSteel ×8 · Concrete ×6
Base construction14.4 game hours
ProvidesDecoration
Meteor on a Plinth

Meteor on a Plinth

A recovered meteorite on a lit plinth. Colonists stand at its four sides.

Reference

Footprint2 × 2 tiles
Build costConcrete ×6 · Steel ×2
Base construction9.6 game hours
ProvidesDecoration
Memorial

Memorial

A three-facet memorial with a bench at its foot. For those the colony has lost.

Reference

Footprint3 × 1 tiles
Build costConcrete ×6 · Steel ×3
Base construction12 game hours
ProvidesDecoration
First Landing Marker

First Landing Marker

A landing-shelter monument marking where the dropship first set down. Colonists gather on three sides.

Reference

Footprint2 × 2 tiles
Build costSteel ×5 · Concrete ×5
Base construction12 game hours
ProvidesDecoration
Sol Dial

Sol Dial

A sun dial for a longer day, with a moon-sight line. Colonists stand at the dial and on the line.

Reference

Footprint2 × 2 tiles
Build costConcrete ×5 · Steel ×2
Base construction9.6 game hours
ProvidesDecoration
Marsh Garden

Marsh Garden

A planted bed of marsh xenoflora with a bench along it. Colonists sit facing the planting.

Reference

Footprint3 × 2 tiles
Build costConcrete ×6 · Glass ×3 · Water ×4
Base construction14.4 game hours
ProvidesDecoration
Flats Garden

Flats Garden

A planted bed of salt-flats xenoflora with a bench along it. Colonists sit facing the planting.

Reference

Footprint3 × 2 tiles
Build costConcrete ×6 · Glass ×3 · Water ×4
Base construction14.4 game hours
ProvidesDecoration
Xenoflora Dome

Xenoflora Dome

A small glasshouse of native flora, lit from within. Colonists stand at its four sides looking in.

Reference

Footprint2 × 2 tiles
Build costGlass ×8 · Steel ×4 · Concrete ×3
Base construction14.4 game hours
ProvidesDecoration
Terrarium

Terrarium

A lit terrarium of native growth in a teal luminite glow. Colonists stop either side.

Reference

Footprint1 tile
Build costGlass ×3 · Steel ×1
Base construction4.8 game hours
ProvidesDecoration
Lookout Deck

Lookout Deck

A railed viewing deck. Best on a rise or a pad edge. Colonists sit facing out over the edge.

Reference

Footprint2 × 2 tiles
Build costSteel ×6 · Concrete ×4
Base construction12 game hours
ProvidesDecoration
Leviathan Bones

Leviathan Bones

A mounted leviathan skeleton behind a rail, 6 tiles long, with a bench. Colonists walk its length.

Reference

Footprint6 × 2 tiles
Build costSteel ×10 · Concrete ×10
Base construction1 sol
ProvidesDecoration
Shell Mountain

Shell Mountain

A shellmound carapace raised on a plinth, benches in the shade under its lip. Colonists sit and gather round it.

Reference

Footprint4 × 4 tiles
Build costSteel ×8 · Concrete ×10
Base construction1 sol
ProvidesDecoration
Model: Dropship

Model: Dropship

A bronze scale model of the founding dropship on a lit column. Colonists stop either side.

Reference

Footprint1 tile
Build costSteel ×3 · Concrete ×1
Base construction4.8 game hours
ProvidesDecoration
Model: Liner

Model: Liner

A bronze scale model of the tourist liner on a lit column.

Reference

Footprint1 tile
Build costSteel ×3 · Concrete ×1
Base construction4.8 game hours
ProvidesDecoration
Model: Freighter

Model: Freighter

A bronze scale model of the wormhole freighter on a lit column.

Reference

Footprint1 tile
Build costSteel ×3 · Concrete ×1
Base construction4.8 game hours
ProvidesDecoration
Model: Cargo Rocket

Model: Cargo Rocket

A bronze scale model of the cargo rocket on a lit column.

Reference

Footprint1 tile
Build costSteel ×3 · Concrete ×1
Base construction4.8 game hours
ProvidesDecoration

Civic 1

Comms Mast

Comms Mast

A tall radio mast. Place it on a ridge or at the colony edge. It opens survey fog as far as a Light Pole.

Reference

Footprint2 × 1 tiles
Build costSteel ×4 · Electronics ×2
Base construction7.2 game hours
ProvidesSurveys fog

▱ Station & Rock 42 entries

Structure 5

Stabiliser

Stabiliser

Braces the frame so the deck can carry more floor. Build one before the station stops growing.

Reference

Build cost800 credits
Station materials12
Construction7.2 game hours
Footprint1 × 1 deck tiles
MountFloor
Galley

Galley

The deck's working kitchen. It is a venue like the bars beside it, feeding the concourse crowd from what comes up the tether.

Reference

Build cost900 credits
Station materials14
Construction7.2 game hours
Footprint2 × 1 deck tiles
MountFloor
Repair Bay

Repair Bay

Houses a hull tender that works outside the station, mending meteor damage. Without one, damage is permanent.

Reference

Build cost1200 credits
Station materials16
Construction9.6 game hours
Footprint2 × 1 deck tiles
MountWall
Passenger Dock

Passenger Dock

One berth for a visiting liner, with a glazed jetway out to an airlock head. More docks mean more visitors at once.

Reference

Build cost2500 credits
Station materials28
Construction14.4 game hours
Footprint3 × 1 deck tiles
MountWall
Freight Dock

Freight Dock

Where trade goods change hands. Click a built dock for the sell list: tick what to offer and how much to keep. Freighters fill rarest first.

Reference

Build cost3200 credits
Station materials36
Construction16.8 game hours
Footprint4 × 1 deck tiles
MountWall

Housing 4

Crew Berth

Crew Berth

A bare bunk stack where the station's staff sleep. It berths 6 crew, utility and no frills.

Reference

Build cost600 credits
Station materials8
Construction4.8 game hours
Footprint1 × 1 deck tiles
MountFloor
Crew6
Bunk Stack

Bunk Stack

Cheap guest units racked high, with ladders, curtains and laundry. It is the low end of visitor housing on the station.

Reference

Build cost1400 credits
Station materials16
Construction8.4 game hours
Footprint2 × 1 deck tiles
MountFloor
Beds12
Waypoint Inn

Waypoint Inn

Mid range tourist rooms. Real beds, a door each, and a little warmth.

Reference

Build cost2200 credits
Station materials18
Construction9.6 game hours
Footprint2 × 1 deck tiles
MountFloor
Beds3
Apogee Suites

Apogee Suites

A plaza hotel with an atrium and glass. It is the high end of visitor housing on the station.

Reference

Build cost6000 credits
Station materials46
Construction19.2 game hours
Footprint3 × 2 deck tiles
MountFloor
Beds4

Dining 4

Quickplate

Quickplate

A fast counter with dispensers, stools and trays. The cheapest way to feed the concourse.

Reference

Build cost700 credits
Station materials9
Construction4.8 game hours
Footprint1 × 1 deck tiles
MountFloor
The Underdeck

The Underdeck

A dive bar in the station's rough end. Dim, scuffed and crowded.

Reference

Build cost1300 credits
Station materials15
Construction8.4 game hours
Footprint2 × 1 deck tiles
MountFloor
Deckside Bar

Deckside Bar

The ordinary pub. It suits most tastes.

Reference

Build cost1800 credits
Station materials16
Construction8.4 game hours
Footprint2 × 1 deck tiles
MountFloor
Skylight Lounge

Skylight Lounge

Expensive drinks and a view. Pair it with a Full Bay window.

Reference

Build cost2800 credits
Station materials18
Construction9.6 game hours
Footprint2 × 1 deck tiles
MountFloor

Shopping 6

Media Stall

Media Stall

Entertainment goods, screens and listening posts.

Reference

Build cost800 credits
Station materials9
Construction4.8 game hours
Footprint1 × 1 deck tiles
MountFloor
Sundries Counter

Sundries Counter

Snacks and necessities. The corner shop of the concourse.

Reference

Build cost600 credits
Station materials8
Construction4.8 game hours
Footprint1 × 1 deck tiles
MountFloor
Hardware Exchange

Hardware Exchange

High tech kit, crates and test benches.

Reference

Build cost1600 credits
Station materials16
Construction8.4 game hours
Footprint2 × 1 deck tiles
MountFloor
The Armourer

The Armourer

Weapons retail for the visiting trade, with racks, a locked display cage and a counter.

Reference

Build cost2000 credits
Station materials17
Construction8.4 game hours
Footprint2 × 1 deck tiles
MountFloor
Wormhole Curios

Wormhole Curios

Oddities brought back through the gate. Cluttered, warm and strange.

Reference

Build cost1000 credits
Station materials9
Construction4.8 game hours
Footprint1 × 1 deck tiles
MountFloor
Fineries

Fineries

Only the finest goods, laid out sparsely and lit like a gallery.

Reference

Build cost2600 credits
Station materials17
Construction8.4 game hours
Footprint2 × 1 deck tiles
MountFloor

Entertainment 4

Dancehall

Dancehall

An open floor with lights and a rig overhead.

Reference

Build cost2800 credits
Station materials28
Construction13.2 game hours
Footprint2 × 2 deck tiles
MountFloor
Simdeck

Simdeck

Interactive simulation pods and a projection cage.

Reference

Build cost3200 credits
Station materials30
Construction13.2 game hours
Footprint2 × 2 deck tiles
MountFloor
Gaming Floor

Gaming Floor

Tables, wheels and money changing hands. The ordinary end of the trade.

Reference

Build cost2000 credits
Station materials17
Construction8.4 game hours
Footprint2 × 1 deck tiles
MountFloor
The Counting House

The Counting House

The house itself. High stakes, private tables, and a cage where the money is counted.

Reference

Build cost4200 credits
Station materials32
Construction14.4 game hours
Footprint2 × 2 deck tiles
MountFloor

Relaxation 2

Atrium Fountain

Atrium Fountain

The centrepiece of a plaza. Water, planting and somewhere to sit.

Reference

Build cost2600 credits
Station materials28
Construction12 game hours
Footprint2 × 2 deck tiles
MountFloor

Services 4

Comms Mast

Comms Mast

The station's antenna array, and its silhouette against the stars. No system counts it. It is there to make the deck read as a working port.

Reference

Build cost1500 credits
Station materials16
Construction8.4 game hours
Footprint2 × 1 deck tiles
MountFloor
Washroom

Washroom

Basic sanitation. Nobody praises it and everybody notices its absence.

Reference

Build cost200 credits
Station materials4
Construction3.6 game hours
Footprint1 × 1 deck tiles
MountFloor
Infirmary

Infirmary

Station medical, the Clinic's orbital cousin.

Reference

Build cost3000 credits
Station materials28
Construction13.2 game hours
Footprint2 × 2 deck tiles
MountFloor
Security Office

Security Office

A control room that watches the deck. Each office polices 40 souls against station crime. Enough coverage halts crime's growth, and more walks it back down.

Reference

Build cost1800 credits
Station materials16
Construction8.4 game hours
Footprint2 × 1 deck tiles
MountFloor

Utilities 1

Waste Reclaimer

Waste Reclaimer

Takes the station's rubbish back into something useful.

Reference

Build cost1400 credits
Station materials16
Construction8.4 game hours
Footprint2 × 1 deck tiles
MountFloor

Science 1

Station Lab

Station Lab

Benches, samples and screens. It feeds 2 research points a sol to the colony from orbit.

Reference

Build cost3600 credits
Station materials30
Construction13.2 game hours
Footprint2 × 2 deck tiles
MountFloor
Research / sol2

Cargo 1

Cargo Hold

Cargo Hold

Racked crates held in stasis.

Reference

Build cost2200 credits
Station materials30
Construction12 game hours
Footprint2 × 2 deck tiles
MountFloor

Seating 6

Conversation Benches

Conversation Benches

Four seats round a low table, open on every side. Visitors rest here for free and talk.

Reference

Build cost300 credits
Station materials4
Construction2.9 game hours
Footprint1 × 1 deck tiles
MountFloor
Garden Seat

Garden Seat

Four seats round a planter, open on every side. A green corner where visitors rest for free.

Reference

Build cost380 credits
Station materials5
Construction3.6 game hours
Footprint1 × 1 deck tiles
MountFloor
Lantern Seat

Lantern Seat

Four seats under a warm lantern, open on every side. Its light draws people in to sit and talk.

Reference

Build cost420 credits
Station materials5
Construction3.6 game hours
Footprint1 × 1 deck tiles
MountFloor
Seating Plaza

Seating Plaza

Eight seats in an open square that visitors can reach from any side. Free seating for the concourse crowd.

Reference

Build cost900 credits
Station materials10
Construction6 game hours
Footprint2 × 2 deck tiles
MountFloor
Garden Plaza

Garden Plaza

Eight seats among planters, reachable from any side. A free, green place to rest between venues.

Reference

Build cost1100 credits
Station materials12
Construction7.2 game hours
Footprint2 × 2 deck tiles
MountFloor
Lantern Plaza

Lantern Plaza

Eight seats round a lantern, reachable from any side. A warm meeting place that costs visitors nothing.

Reference

Build cost1200 credits
Station materials12
Construction7.2 game hours
Footprint2 × 2 deck tiles
MountFloor

The Station 1

Capture Hub

Capture Hub

The tether head's hub. The elevator car arrives through its bore, and its doorway is the way onto the deck. 2 builder drones park on its concourse pads. The station grows outward from here.

The Rock 3

Asteroid Facility

Asteroid Facility

The base on a captured rock: rocket pad, drone pad, store and comms mast. Nothing on the rock works until it stands. Its card shows extractors running, minerals banked, and what is left in the ground.

Node Extractor

Node Extractor

The facility's RCS builder raises this on a resource node. There are 3 variants, matched to what the node holds. Chronite, Singularity Foam and Phlogiston exist nowhere else. A conveyor carries the ore to the facility's store.

Asteroid Solar Array

Asteroid Solar Array

The rock's power plant. It is a solar array sized for vacuum sun, with no atmosphere to dim it. Extractors and the facility draw their power from these.

▣ Resources 50 entries

Raw materials 13

Water ice

Water ice

Mined from the frozen ground of Cryo Tundra, then refined into water. Frost Barrens surface frost is not an ice deposit.

Reference

OriginNative
StateSolid
Base value1 credit
Uranium ore

Uranium ore

A speculative Frontier find. It is enriched into reactor fuel for fission baseload power.

Reference

OriginNative
StateSolid
Base value4 credits
Regolith

Regolith

Surface material found everywhere. The base raw material for nearly all construction.

Reference

OriginNative
StateSolid
Base value1 credit
Rare metals

Rare metals

Trace metals used in electronics. They come from Deep Mines, metallic vein deposits and Frontier finds.

Reference

OriginNative
StateSolid
Base value16 credits
Vitriol

Vitriol

A corrosive reagent extracted in the Vitriol Fen after the required research. Used for bonus research, the Armour Forge treatment process and vehicle shield refits. Carry it by pipe to its appropriate consumers or storage.

Reference

OriginNative
StateLiquid
Base value8 credits
Natural fibres

Natural fibres

Woody fibre cropped from living groves by the Harvester. Most of it goes into animal feed. The surplus becomes craft goods for the districts.

Reference

OriginNative
StateSolid
Base value4 credits
ServesAcquisition (tier 2)
Luminite

Luminite

Glowing crystal mined from deep veins at land chasms. Used in megastructures and vehicle shield modules. It is hazardous solid cargo and requires Hazmat storage rather than ordinary warehouses.

Reference

OriginNative
StateSolid
HazardHazardous cargo; stored only in Hazmat Containers
Base value12 credits
Exotic Matter

Exotic Matter

Hazardous material recovered with a Drill Miner from an exotic meteor impact deposit. A world can include the starting crater deposit as well as later disaster impacts. Store it in Hazmat Containers; asteroid capture and wormhole construction use it.

Reference

OriginAsteroid
StateSolid
HazardHazardous cargo; stored only in Hazmat Containers
Base value40 credits
Emberite

Emberite

A dark mineral that smoulders faintly where it breaks the surface. Seams appear in the steppe, rust desert and dust basin. It is bored out and burned in an Emberite Kiln for power.

Reference

OriginNative
StateSolid
Base value8 credits
Chronite Crystals

Chronite Crystals

Jet-black crystal with violet fractures, found in finite nodes on captured asteroids. Return it through the rocket cargo route and sell it at the station Freight Dock.

Reference

OriginAsteroid
StateSolid
Base value95 credits
Singularity Foam

Singularity Foam

An iridescent, porous asteroid mineral. Finite captured-asteroid nodes supply it for sale through the station Freight Dock.

Reference

OriginAsteroid
StateSolid
Base value80 credits
Solar-Ignited Phlogiston

Solar-Ignited Phlogiston

Volatile pale amber asteroid material recovered from finite nodes and sold through the station Freight Dock. Handle it as hazardous cargo; ordinary warehouse freight does not accept it.

Reference

OriginAsteroid
StateSolid
HazardHazardous cargo; stored only in Hazmat Containers
Base value70 credits
Marsh Resin

Marsh Resin

Amber resin nodules in finite dry Methane Marsh fields. A Resin Harvester collects them for district construction. Active harvesting disturbs nearby nests.

Reference

OriginNative
StateSolid
Base value8 credits

Processed materials 15

Water

Water

Collected by a Liquid Extractor at a suitable shoreline or refined from ice at a Water Plant. Feeds hydroponics, production and colonists. Pipe it into storage and supplied District Hubs.

Reference

OriginIntermediate
StateLiquid
Base value2 credits
Iron

Iron

Smelted from iron-rich regolith. It is refined into steel.

Reference

OriginIntermediate
StateSolid
Base value3 credits
Steel

Steel

The primary structural metal, smelted from iron. You start with a stock in the rocket cargo to cover early construction.

Reference

OriginIntermediate
StateSolid
Base value6 credits
Silica

Silica

Separated from regolith. It feeds glass and electronics production.

Reference

OriginIntermediate
StateSolid
Base value3 credits
Glass

Glass

Melted from silica at the Glassworks. Used for domes, windows and grow houses.

Reference

OriginIntermediate
StateSolid
Base value5 credits
Concrete

Concrete

Structural concrete made from regolith. Your bulk building material.

Reference

OriginIntermediate
StateSolid
Base value4 credits
Composites

Composites

An advanced lightweight structural material. Used in reactors and premium builds.

Reference

OriginIntermediate
StateSolid
Base value14 credits
Rocket Fuel

Rocket Fuel

Refined from electrolysis hydrogen and oxygen. A Pad Refuelling Facility makes it, and Landing Pads fuel their shuttles, capture tugs and cargo rockets with it.

Reference

OriginIntermediate
StateLiquid
Base value6 credits
Animal feed

Animal feed

Pelleted fodder pressed from regolith minerals and grove fibres. The Ranch consumes it daily.

Reference

OriginIntermediate
StateSolid
Base value3 credits
Composite Panel

Composite Panel

High grade panels made by the District Fabricator. Premium tier 3 district buildings require them.

Reference

OriginIntermediate
StateSolid
Base value14 credits
Ammunition

Ammunition

Ammunition stock produced by the Ammunition Factory and Armory recipes. Supplies defence emplacements, vehicle reloads, Ammo Ferries and the Bastion. One stock unit can refill multiple small-calibre rounds; see each weapon's ammunition use.

Reference

OriginDerived
StateSolid
Base value4 credits
Hardened Armour Plate

Hardened Armour Plate

Steel and rare metals hardened with Vitriol at an Armour Forge. Used for permanent combat vehicle armour refits at an Armory.

Reference

OriginDerived
StateSolid
Base value36 credits

Supplies 12

Seeds

Seeds

Seed stock for your crops. The founding stock arrives in the rocket cargo. Running Hydroponics Bays bank surplus seed and crop research unlocks specific strains.

Reference

OriginIntermediate
StateSolid
Base value6 credits
Basic fertiliser

Basic fertiliser

Made from recycled organics and processed regolith. It feeds hardy crops like algae and potato.

Reference

OriginDerived
StateSolid
Base value3 credits
Delicacies

Delicacies

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

Reference

OriginIntermediate
StateSolid
Base value18 credits
Reactor fuel

Reactor fuel

Fissile fuel for reactors. The Fuel Enrichment plant enriches it from mined uranium.

Reference

OriginDerived
StateSolid
Base value22 credits
Fusion fuel

Fusion fuel

Exotic fuel such as helium-3, harvested from asteroids. It powers endgame fusion.

Reference

OriginAsteroid
StateSolid
Base value40 credits
Polymers

Polymers

Used for seals, membranes and composite feedstock. The Polymer Plant bonds them from hydrogen and chemical reagents, and the Chemical Plant makes some alongside its reagents.

Reference

OriginDerived
StateSolid
Base value10 credits
Electronics

Electronics

Advanced components. The Electronics Workshop covers early domestic demand. The Electronics Fab mass produces them from silica and rare metals.

Reference

OriginIntermediate
StateSolid
Base value20 credits
Chemical reagents

Chemical reagents

Chemical precursors for pharmaceuticals. The Chemical Plant produces them from regolith perchlorates.

Reference

OriginNative
StateSolid
Base value9 credits
Pharmaceuticals

Pharmaceuticals

Advanced medicines for hospitals. The Pharma Lab synthesises them from algae and reagents.

Reference

OriginIntermediate
StateSolid
Base value30 credits
Surgical supplies

Surgical supplies

Sterile high-end supplies for surgery. The Surgical Supplies Fab makes them from pharmaceuticals and electronics.

Reference

OriginIntermediate
StateSolid
Base value45 credits
Spare parts

Spare parts

Components for maintaining infrastructure. Made from steel and electronics.

Reference

OriginIntermediate
StateSolid
Base value9 credits
Waste

Waste

Generated by colonists and industry. It must be processed by sanitation. Recycling recovers fertiliser, water and metals from it.

Reference

OriginByproduct
StateSolid

Goods and food 7

Rations

Rations

Bulk staple food processed from crops. It keeps colonists fed but covers calories only, not meal quality.

Reference

OriginConsumable
StateSolid
Base value8 credits
ServesNourishment (tier 1)
Equipment

Equipment

Manufactured military and industrial equipment. Earth's equipment contracts demand it once the wormhole opens. It sells for a high value but making it pulls your industrial chain deeper.

Reference

OriginIntermediate
StateSolid
Base value40 credits
Medical supplies

Medical supplies

Bandages and basic medicines consumed by clinics. Produced from algae and polymers.

Reference

OriginIntermediate
StateSolid
Base value12 credits
Consumer goods

Consumer goods

Everyday retail goods covering essentials and lifestyle. Goods factories make them from polymers, glass and electronics. Stores sell them and demand scales with colony size.

Reference

OriginIntermediate
StateSolid
Base value14 credits
Luxury goods

Luxury goods

High status goods for affluent colonists. Crafted from consumer goods and composites. Boutiques sell them.

Reference

OriginIntermediate
StateSolid
Base value36 credits
Ranch provisions

Ranch provisions

Rich food from tame native stock, a quality tier above rations. A stocked Ranch produces it daily and it is the centrepiece of Gourmand meals.

Reference

OriginConsumable
StateSolid
Base value14 credits
ServesNourishment (tier 2)
Soy meal

Soy meal

A prepared meal made from farmed soy, a quality tier above rations. A Soy Kitchen cooks it from Greenhouse soy. It feeds the nourishment want, not survival calories.

Reference

OriginConsumable
StateSolid
Base value16 credits
ServesNourishment (tier 2)

Utilities 3

Power

Power

Electricity. Power buildings generate it and nearly everything else consumes it.

Reference

OriginUtility
StateUtility
Base value1 credit
Compute

Compute

Processing capacity for autonomous vehicles and robots. It is tracked as a flow like power, supplied by Data Centres and consumed by each autonomous unit. Mass automation depends on it.

Reference

OriginUtility
StateSolid
Base value1 credit
Oxygen

Oxygen

Breathable oxygen produced from water by electrolysis. Pipe it to a powered District Hub to support homes, and supply the separate operating requirements of connected megastructures. Colonists consume real oxygen reserves; a disconnected or offline life-support route can still leave them without air.

Reference

OriginUtility
StateGas
Base value2 credits

❋ Crops 5 entries

Starter 2

Algae

Algae

A hardy, fast growing protein crop. High yield but the lowest quality. One of your 2 starting crops.

Reference

Growing time1 sol
Yield / cycle20
Food quality1
Unlocked by Hydroponics
See also: Hydroponics
Potato

Potato

A reliable staple crop. Slightly slower than algae but more versatile. Your second starting crop.

Reference

Growing time2 sols
Yield / cycle15
Food quality1
Unlocked by Hydroponics
See also: Hydroponics

Seed bank 3

▲ Vehicles 35 entries

Maglev 3

Maglev Engine

Maglev Engine

A maglev locomotive using 1 CPU. A commissioned train has an engine at each end and starts with one passenger carriage; each carriage also uses 1 CPU. Add cars within the platform length cap.

Reference

CPU1
Build costSteel ×20 · Electronics ×8
Operating cost / sol12 credits
Base construction1 sol
RoleTrain
Unlocked by Rail Transport
See also: Rail Transport
Maglev Cargo Car

Maglev Cargo Car

A freight car for the maglev. It carries 60 units, or 75 with Improved Engines, of the ordinary solid goods selected on each station's card. Each car counts against the platform length cap.

Reference

CPU1
Cargo capacity60
Build costSteel ×10
Operating cost / sol2 credits
Base construction4.8 game hours
RoleRolling stock
Unlocked by Rail Transport
See also: Rail Transport
Maglev Carriage

Maglev Carriage

A carriage that carries colonists to their jobs. Transit widens the labour pool without anyone relocating. The platform rule caps how many cars a train can pull.

Reference

CPU1
Seats40
Build costSteel ×10 · Glass ×4
Operating cost / sol2 credits
Base construction4.8 game hours
RoleRolling stock
Unlocked by Rail Transport
See also: Rail Transport

Colony vehicles 11

Builder Bot

Builder Bot

An automatic construction unit housed in the dropship. Two arrive at founding, using 1 CPU each. Each bot works one site at a time. Constructor Drones provide additional construction capacity.

Reference

CPU1
Build costSteel ×8 · Electronics ×4
Operating cost / sol1 credit
Base construction7.2 game hours
RoleBuilder
Repair Drone

Repair Drone

An autonomous flying drone housed in the Repair Station. It detects damaged or worn buildings in range, flies over and repairs them. It works faster than the builder bot.

Reference

CPU1
Build costSteel ×5 · Electronics ×4
Operating cost / sol1 credit
Base construction12 game hours
RoleRepair
Cargo Drone

Cargo Drone

A small courier drone housed at storage facilities. The moment you place a blueprint, couriers fly its build materials to the site in 5 unit parcels. Construction waits for delivery.

Reference

CPU1
Cargo capacity5
Build costSteel ×3 · Electronics ×2
Operating cost / sol1 credit
Base construction7.2 game hours
RoleCourier
Ammo Ferry

Ammo Ferry

A courier drone that carries 2 ammunition from the Armory roof pads to ammo pads and to vehicles that use ammo. It always goes to whichever is lowest so one tower does not starve. It flies like a cargo drone, 30 percent faster.

Reference

CPU1
Cargo capacity2
Build costSteel ×4 · Electronics ×3
Operating cost / sol1 credit
Base construction9.6 game hours
RoleAmmo
Unlocked by Colony Defence
See also: Colony Defence
Constructor Drone

Constructor Drone

A heavy flying construction drone based at a Drone Depot. It flies to build sites and constructs from a hover, and it needs 2 compute. When it returns it aligns over the pad and slowly settles to land.

Reference

CPU2
Build costSteel ×20 · Electronics ×12
Operating cost / sol4 credits
Base construction1.5 sols
RoleConstructor
Miner Dock Drone

Miner Dock Drone

The Mobile Miner carries 2 of these heavy lift dock drones on its rear deck. They fly scraped regolith to storage around the clock. The miner sleeps at night but its drones do not.

Reference

CPU1
Cargo capacity8
Build costSteel ×4 · Electronics ×3
Operating cost / sol1 credit
Base construction9.6 game hours
RoleMiner dock
Fibre Harvester

Fibre Harvester

Comes with the Feed Cultivator. It crops grove fibre all day without harming a tree. At dusk it trundles home.

Reference

CPU1
Operating cost / sol2 credits
RoleHarvest
Unlocked by Ranching
See also: Ranching
Prospector Drone

Prospector Drone

A long bodied survey drone bought from a Field Lab or Research Lab. It flies to revealed crystal blooms and circles slowly to harvest their research value, then returns to recharge and goes out again. It is fully automatic and needs 1 compute. Construction takes 2 game hours at the lab; materials and CPU are reserved on order. It launches vertically from a free dropship landing pad before flying to the lab.

Reference

CPU1
Build costSteel ×8 · Electronics ×8
Operating cost / sol1 credit
RoleProspector
Lab construction2 game hours; launches from a free dropship pad
Crew Bus

Crew Bus

A tracked crew bus that ferries colonists between Vehicle Bays. It departs on the hour and drives its route faster than a builder bot.

Reference

CPU1
Seats16
Build costSteel ×10 · Electronics ×2
Operating cost / sol1 credit
Base construction7.2 game hours
RoleTransit
Freight Drone

Freight Drone

A Skyport freight courier that flies sealed 10 unit pods between linked ports. It loads only what the destination can take. It is built on the Skyport card and needs 1 compute.

Reference

CPU1
Cargo capacity10
Build costSteel ×6 · Electronics ×4
Operating cost / sol2 credits
Base construction9.6 game hours
RoleFreight
Unlocked by Air Transport
See also: Air Transport
Tamer Drone

Tamer Drone

The ranch's airborne stockhand, a repair drone airframe fitted with a camouflage crown and an observation head. It holds station over the wild herd and gentles animals toward the pens a little each sol.

Reference

CPU1
Operating cost / sol1 credit
RoleRanch
Unlocked by Ranching
See also: Ranching

Spaceflight 5

Colonist Shuttle

Colonist Shuttle

The reusable pad shuttle and the only way to wake the convoy's sleepers. A 3 sol expedition docks one freighter in high orbit and brings its cryo bay of about 20 colonists down. It is built at a Pad Maintenance Facility.

Reference

CPU1
Seats12
Build costSteel ×35 · Electronics ×14
Operating cost / sol3 credits
Base construction2 sols
RoleShuttle
Capture Tug

Capture Tug

A nimble pad ship for capturing passing asteroids. It tows a rig up and grapples the rock, and the attempt can fail. It carries no prefab payload, so build a Cargo Rocket to actually build and service the outpost.

Reference

CPU1
Build costSteel ×20 · Composites ×8 · Electronics ×6
Operating cost / sol4 credits
Base construction3 sols
RoleTug
Unlocked by Deep-Space Mining
Cargo Rocket

Cargo Rocket

The heavy lift prefab hauler. It carries up to 4 prefabs to an orbital project and brings mined resources back down on the return leg. Assign it to an outpost on its pad card and it cycles automatically while fuelled.

Reference

CPU1
Cargo capacity4
Build costSteel ×30 · Composites ×14 · Electronics ×10
Operating cost / sol8 credits
Base construction4 sols
RoleRocket
Station Builder

Station Builder

One of the 2 builder drones left over from the Space Elevator's construction, kept on the station's concourse pads. It flies on a fan where there is air and cold gas thrusters where there is none, raising deck tiles and modules from the blueprints you order. It threads the hub doorway on the way out, works the site, and parks back inside.

Reference

CPU1
Operating cost / sol1 credit
RoleStation work
Unlocked by Space Elevator
See also: Space Elevator
Hull Tender

Hull Tender

The station's outside worker. One commissions per Repair Bay you build. It flies on cold gas alone in hard vacuum, burning to get under way, coasting on its own inertia, then burning retrograde to stop. It patches meteor damage on the hull, and without one those breaches are permanent.

Reference

CPU1
Operating cost / sol1 credit
RoleHull tender
Unlocked by Space Elevator
See also: Space Elevator

Combat 7

Hornet Gunship

Hornet Gunship

A nimble combat drone with a chin autocannon on a swivelling turret and 2 rocket pods. It strafes while firing. It is the only unit fast enough to chase a Fulgurite, and it holds the nose on the mark and flies backwards to keep range so the gun keeps firing. It is built, repaired and rearmed at the Armory.

Reference

Hull70
CPU1
Build costSteel ×12 · Electronics ×8
Operating cost / sol10 credits
Armory construction1 game hour
Optional armour6 rating; speed ×0.92
Armour refitHardened Armour Plate ×4
Optional shield50 shield points
Shield refitLuminite ×4 · Vitriol ×6 · Electronics ×4
Gunship autocannonDamage 3 · penetration 0 · magazine 150
Gunship rocket podsDamage 42 · penetration 6 · magazine 6
RoleCombat air
Unlocked by Base Defence
Quillback Platform

Quillback Platform

A drone with 4 short wings and a fast small calibre turret on each wingtip, each tracking its own target. It is slower than a Fulgurite but faster than the ground tide. The guns chip plated armour. It circles its mark and grinds.

Reference

Hull130
CPU2
Build costSteel ×16 · Electronics ×8
Operating cost / sol14 credits
Armory construction2 game hours
Optional armour6 rating; speed ×0.92
Armour refitHardened Armour Plate ×4
Optional shield65 shield points
Shield refitLuminite ×4 · Vitriol ×6 · Electronics ×4
Platform wing gunDamage 2 · penetration 0 · magazine 800
RoleCombat air
Unlocked by Base Defence
Condor Bomber

Condor Bomber

A heavy ordnance drone with a ventral bomb bay. It flies banking carpet passes, walking 4 bombs across the mark with 2 passes per load. It targets the biggest creatures first and never bombs on a line that would splash your own buildings.

Reference

Hull110
CPU3
Build costSteel ×22 · Electronics ×10
Operating cost / sol18 credits
Armory construction4 game hours
Optional armour6 rating; speed ×0.92
Armour refitHardened Armour Plate ×4
Optional shield55 shield points
Shield refitLuminite ×4 · Vitriol ×6 · Electronics ×4
Bomber carpet bombsDamage 55 · penetration 4 · magazine 8
RoleCombat air
Unlocked by Heavy Ordnance
Siege Tank

Siege Tank

A tracked gun. The turret turns independently of the hull, so it can fire while driving. Three barrels fire a burst of 3 shells in 1 second, then reload for 4 seconds. 1 ammunition from the ferry is 15 shells, and the tank carries 45.

Reference

Hull220
CPU2
Build costSteel ×22 · Electronics ×10
Operating cost / sol12 credits
Armory construction8 game hours
Optional armour8 rating; speed ×0.92
Armour refitHardened Armour Plate ×8
Optional shield110 shield points
Shield refitLuminite ×8 · Vitriol ×12 · Electronics ×8
Siege cannonDamage 32 · penetration 6 · magazine 45
RoleCombat ground
Unlocked by Colony Defence
Hunchback Combat Robot

Hunchback Combat Robot

The most versatile defence frame, built at the Armory. A reinforced chassis and armour-piercing cannon engage ground and air targets while its independent torso aims on the move. Sprinting, jump jets and a double-ended energy glaive help it respond across the colony; specialist artillery still outranges it.

Reference

Hull240
CPU1
Build costSteel ×31 · Electronics ×14
Operating cost / sol10 credits
Armory construction16 game hours
Optional armour8 rating; speed ×0.92
Armour refitHardened Armour Plate ×8
Optional shield120 shield points
Shield refitLuminite ×8 · Vitriol ×12 · Electronics ×8
Combat cannonDamage 39 · penetration 8 · total rounds 60
RoleCombat ground
Rifle magazinesOne loaded magazine plus three spares; reload 2.8 seconds. Total ammunition is unchanged.
Glaive comboSweep (44) › rise (30) › cleave (58, penetration 8), while enemies remain within blade reach. Sweep, cleave and stab (42) can start from guard.
Unlocked by Heavy Ordnance
Jackal Gun Walker

Jackal Gun Walker

An economical two-legged convoy escort. Its autocannon tracks ground and air targets while moving with reduced accuracy. A separate four-rocket pod supports fights against plated targets and dense groups. Rearm with Ammo Ferries or at an Armory.

Reference

Hull110
CPU1
Build costSteel ×16 · Electronics ×7
Operating cost / sol6 credits
Armory construction8 game hours
Optional armour6 rating; speed ×0.92
Armour refitHardened Armour Plate ×4
Optional shield55 shield points
Shield refitLuminite ×4 · Vitriol ×6 · Electronics ×4
Walker autocannonDamage 4 · penetration 1 · magazine 180
Walker rocket podDamage 28 · penetration 3 · magazine 4
RoleCombat ground
Unlocked by Colony Defence
Mantis Artillery Walker

Mantis Artillery Walker

A lightly protected mobile howitzer. Stops and braces before indirect fire at visible ground enemies between 10 and 42 tiles. Holds its planted stance between shells and unbraces before moving. Needs escorts and ammunition deliveries.

Reference

Hull135
CPU2
Build costSteel ×26 · Electronics ×12
Operating cost / sol10 credits
Armory construction8 game hours
Optional armour6 rating; speed ×0.92
Armour refitHardened Armour Plate ×4
Optional shield67.5 shield points
Shield refitLuminite ×4 · Vitriol ×6 · Electronics ×4
Walker howitzerDamage 70 · penetration 7 · magazine 12
RoleCombat ground
Unlocked by Colony Defence

Tourism 2

Tour Drone

Tour Drone

The Excursion Lodge's 6 seat sightseeing drone. Every pane of glass leans outboard and the roof is glazed, so passengers see the ground they are flying over, and the 4 fan ducts sit high and outboard clear of the view. It lifts off the lodge's roof pad in the morning, rings the wild country, and is home by dinner.

Reference

CPU1
Operating cost / sol2 credits
RoleTour air
Unlocked by Planetary Tours
See also: Planetary Tours
Tour Rover

Tour Rover

The Tour Garage's 8 seat rover. It runs on the colonist bus's own tracks, and it is almost all glass above the fenders with the seats facing outboard. It rolls out in the morning, calls at every Tour Stop on its rounds, and is back in the shed by dinner.

Reference

CPU1
Operating cost / sol2 credits
RoleTour ground
Unlocked by Planetary Tours
See also: Planetary Tours

Visiting ships 3

Tourist Liner

Tourist Liner

The liner that brings tourists through the wormhole, built in the founding dropship's shape down to the chines. Its forked bow grips the Passenger Dock's head, and its window bands rake outboard so every cabin looks down at the planet. Its 9 thruster stern flies it back out to the wormhole on a sol long cycle.

Reference

RoleVisitor
Unlocked by Off-world Tourism
Star Freighter

Star Freighter

The wormhole freighter that calls at the station's Freight Dock, built entirely of straight lines. Its bow prongs frame the dock's head with the docking ring between them, and its flat hold takes 6 containers the hoist loads while it berths. It arrives empty, buys your surplus and your asteroid uniques, and leaves laden.

Reference

RoleVisitor
Unlocked by Wormhole Drive
See also: Wormhole Drive
Military Transporter

Military Transporter

Command's heavy lifter: eight cargo containers in one open tier behind a compact bridge, four corner lift rockets and two aft engines. After a fulfilled requisition it flies down onto the Military Complex's pad, loads its containers in plain view and lifts away.

Reference

RoleVisitor
Unlocked by Defence Contracts

Support fleet 4

Bastion Forward Base

Bastion Forward Base

A mobile service base with finite ammunition and repair stores, two service drones, a reserved aircraft pad, radar and two independent defensive guns.

Reference

Hull320
CPU4
Build costSteel ×44 · Electronics ×22
Operating cost / sol12 credits
Armory construction16 game hours
Optional armour10 rating; speed ×0.92
Armour refitHardened Armour Plate ×12
Optional shield160 shield points
Shield refitLuminite ×12 · Vitriol ×18 · Electronics ×12
RoleSupport ground
Stores / service60 ammunition + 20 steel; starts empty. Supply 80 tiles, service 25, radar 40.
Twin gunsEach: damage 4, penetration 1, range 18 tiles, cooldown 0.14 seconds; 0.02 ammunition per shot.
Unlocked by Colony Defence
See also: Colony Defence
Warden Hover Escort

Warden Hover Escort

A low hover escort with two independent capacitor-powered turrets. Intercepts hostile physical projectiles before engaging nearby aircraft. No ammunition required.

Reference

Hull150
CPU2
Build costSteel ×28 · Electronics ×20
Operating cost / sol12 credits
Armory construction8 game hours
Optional armour6 rating; speed ×0.92
Armour refitHardened Armour Plate ×4
Optional shield75 shield points
Shield refitLuminite ×4 · Vitriol ×6 · Electronics ×4
RoleSupport ground
Defence capacitor100 charge; 8 per pulse; +6 / second; two turrets. Intercept 14 tiles, anti-air 10; damage 7, penetration 2.
Unlocked by Colony Defence
See also: Colony Defence
Sovereign Drone Carrier

Sovereign Drone Carrier

A flying base for twelve short-sortie laser drones. One catapult and two recovery lanes. Order an attack area to deploy; recall to stop launches. Returns to its dedicated Carrier Dock for energy, repairs and replacement drones. Reserves 4 carrier CPU plus 12 drone CPU. Stored drones are represented by the onboard manifest.

Reference

Hull320
CPU16
Drones carried12
Build costSteel ×80 · Electronics ×40 · Composites ×20
Operating cost / sol16 credits
Carrier Dock construction48 game hours
Optional armour10 rating; speed ×0.92
Armour refitHardened Armour Plate ×12
Optional shield160 shield points
Shield refitLuminite ×12 · Vitriol ×18 · Electronics ×12
RoleSupport air
Carrier Laser Drone

Carrier Laser Drone

Built at the Carrier Dock; controlled through its parent carrier. Chin laser deals 7 damage with 1 penetration per pulse, at most every 0.6 seconds during aimed attack passes. 75 seconds nominal flight charge; reserves energy for recovery. Recharges in 30 seconds from carrier stores. No ammunition. Its CPU is reserved in the carrier package.

Reference

Hull24
CPU1
Build costSteel ×2 · Electronics ×1
Base construction0.5 game hours
RoleCarrier drone
Laser damage / shot7

✛ Weapons 15 entries

Weapon specifications 15

Gatling

Gatling

The Gatling holds the line. Its very high rate of fire shreds swarms, and its tracer rounds have real travel time and spread. Rounds only chip a Dolerite, and 1 in 4 ricochets off that plating. It requires Ammunition and folds into its base between fights.

Reference

Damage / hit3
Armour penetration1
Range18 tiles
Minimum range2 tiles
Base fire rate16 shots a second
TargetsGround and air
Ammunition use1 unit per 50 shots
Unlocked by Colony Defence
Laser

Laser

The laser never misses and its beam beats heavy armour, so it is the answer to Dolerites. It hits a single target with a slow cadence. The twin barrels fire alternately, and the tower folds into its base between fights. It requires power but no ammunition.

Reference

Mounted onSunlance Laser
Damage / hit26
Armour penetration8
Range18 tiles
Minimum range2 tiles
Base fire rate1.13 shots a second
TargetsGround and air
Ammunition useNone; runs on power
Unlocked by Base Defence
Flak

Flak

The flak pit throws bursting shells at flyers. It prefers air, needs ammunition, and is weak against ground armour.

Reference

Mounted onFlak Pit
Damage / hit8
Armour penetration2
Range22 tiles
Minimum range2 tiles
Base fire rate4 shots a second
Splash radius1.2 tiles
TargetsAir
Ammunition use1 unit per 10 shots
Unlocked by Base Defence
See also: Base Defence · Flak Pit
Rocket volley

Rocket volley

Volleys of small guided rockets with simulated flight, a limited turn rate and finite fuel. A crossing flyer can defeat them. A missed rocket circles and will likely hit terrain, trees or buildings, including yours, before it reconnects. It requires Ammunition.

Reference

Damage / hit42
Armour penetration6
Range30 tiles
Minimum range5 tiles
Base fire rate1 shot every 1.8 seconds
Splash radius1.7 tiles
TargetsGround and air
Ammunition use1 unit per shot
Unlocked by Heavy Ordnance
HE shell

HE shell

The answer to hordes at distance. The shell does enormous area damage and fires indirectly, lobbing over hills and buildings, but it is slightly inaccurate and blind inside 10 tiles. It refuses to fire where the blast would touch your own buildings. It requires Ammunition.

Reference

Damage / hit62
Armour penetration10
Range55 tiles
Minimum range10 tiles
Base fire rate1 shot every 7.7 seconds
Splash radius3.5 tiles
TargetsGround
Ammunition use6 units per shot
Unlocked by Heavy Ordnance
Incendiary shell

Incendiary shell

An airburst shell that lays a burning field on the ground for about 20 seconds. Anything under the burst takes blast and fire damage, and anything that runs through the flames burns. Creatures do not avoid fire, so it weakens the tide as it comes. It requires Ammunition.

Reference

Damage / hit28
Armour penetration4
Range55 tiles
Minimum range10 tiles
Base fire rate1 shot every 7.7 seconds
Splash radius3.2 tiles
TargetsGround
Ammunition use6 units per shot
Burn duration20 seconds
Burn damage6 / second
Unlocked by Heavy Ordnance
Gunship autocannon

Gunship autocannon

The gunship's chin turret. Its tracer bullets have real travel time and spread, so they can miss. The turret only tracks 45 degrees either side of the nose, so a target off the flank means repositioning. 1 ammo is 50 rounds and the gunship carries 150 rounds.

Reference

Mounted onHornet Gunship
Damage / hit3
Armour penetrationNone
Range10 tiles
Base fire rate10 shots a second
Magazine150 rounds
TargetsGround and air
Ammunition use1 unit per 50 shots
Unlocked by Base Defence
Gunship rocket pods

Gunship rocket pods

2 pods of 3 tubes with the same guidance as the missile turret. Rockets chase their target, and a miss circles until it hits something. They fire one at a time on a cooldown, with a big cluster earning a rocket and a big armoured target drawing them faster while the gun stays on the small stuff. 1 ammo is 2 rockets and the gunship carries 6.

Reference

Mounted onHornet Gunship
Damage / hit42
Armour penetration6
Range16 tiles
Base fire rate1 shot every 4 seconds
Magazine6 rounds
Splash radius1.7 tiles
TargetsGround and air
Ammunition use1 unit per 2 shots
Unlocked by Base Defence
Platform wing gun

Platform wing gun

The platform carries 4 of these wingtip turrets, each tracking its own target. They are smaller calibre and faster firing than the gunship's gun. Rounds bounce off plating the same way a gatling's do; what bites still chips, including Dolerites. 1 ammo is 100 rounds and the platform carries 800.

Reference

Damage / hit2
Armour penetrationNone
Range10 tiles
Base fire rate12 shots a second
Magazine800 rounds
TargetsGround and air
Hardpoints4
Ammunition use1 unit per 100 shots
Unlocked by Base Defence
Bomber carpet bombs

Bomber carpet bombs

The bomber drops 8 bombs as 2 runs of 4, laying a carpet twice. It targets the biggest creatures first, then the thickest cluster, and never bombs on a line that would splash your own buildings. 1 ammo is 1 bomb.

Reference

Mounted onCondor Bomber
Damage / hit55
Armour penetration4
DeliveryBombing run; four bombs per pass
Magazine8 rounds
Splash radius4.2 tiles
TargetsGround
Ammunition use1 unit per shot
Unlocked by Heavy Ordnance
Siege cannon

Siege cannon

The three barrels fire a burst with 0.33 seconds between shells, then reload for four seconds. The turret turns independently and only fires when aligned with a clear ballistic path. It holds 45 shells and refuses targets closer than three tiles.

Reference

Mounted onSiege Tank
Damage / hit32
Armour penetration6
Range32 tiles
Minimum range3 tiles
Firing sequence3 shells, 0.33 seconds apart; 4-second reload after a full burst
Magazine45 rounds
Splash radius2.6 tiles
TargetsGround
Ammunition use1 unit per 15 shots
Unlocked by Colony Defence
Combat cannon

Combat cannon

A high-mounted armour-piercing cannon. It fires 1.5 rounds a second at ground targets and flyers. Damage is 39 at the centre of a 2.6 tile blast and falls off toward the edge. Penetration is 8. 1 ammunition is 20 rounds. The robot carries 60 rounds: a loaded 15-round magazine and three spares. Each reload takes 2.8 seconds.

Reference

Damage / hit39
Armour penetration8
Range22 tiles
Minimum range1 tile
Base fire rate1.5 shots a second
Total ammunition60 rounds
Loaded magazine15 rounds; three spare magazines
Reload2.8 seconds; close combat can interrupt and resume it
Splash radius2.6 tiles
TargetsGround and air
Ammunition use1 unit per 20 shots
Unlocked by Heavy Ordnance
Walker autocannon

Walker autocannon

Economical escort fire with less precision while moving. One ammunition unit supplies 60 rounds.

Reference

Damage / hit4
Armour penetration1
Range14 tiles
Base fire rate8 shots a second
Magazine180 rounds
TargetsGround and air
Ammunition use1 unit per 60 shots
Unlocked by Colony Defence
Walker rocket pod

Walker rocket pod

Four separately counted rockets. Fixed pod follows turret yaw independently of barrel elevation.

Reference

Damage / hit28
Armour penetration3
Range14 tiles
Base fire rate1 shot every 5 seconds
Magazine4 rounds
Splash radius1.4 tiles
TargetsGround and air
Ammunition use1 unit per 2 shots
Unlocked by Colony Defence
Walker howitzer

Walker howitzer

Braced indirect fire needing fresh spotting. Refuses shots that would splash friendly buildings.

Reference

Damage / hit70
Armour penetration7
Range42 tiles
Minimum range10 tiles
Base fire rate1 shot every 10 seconds
Magazine12 rounds
Splash radius3.2 tiles
TargetsGround
Ammunition use1 unit per shot
Unlocked by Colony Defence

⬡ Prefab Components 7 entries

Orbital construction 7

Structural Frame

Structural Frame

The skeleton unit every orbital structure needs. It is cheap and common, so build ahead and stockpile it.

Reference

ComponentsSteel ×6 · Composites ×2
Power Supply

Power Supply

Powers a reflector or an asteroid outpost.

Reference

ComponentsElectronics ×3 · Steel ×2
Mirror Panel

Mirror Panel

The reflective face of the Orbital Mirror.

Reference

ComponentsGlass ×3 · Composites ×2 · Electronics ×1
Actuator

Actuator

Aims and articulates a reflector or an elevator segment.

Reference

ComponentsElectronics ×2 · Composites ×2
Mining Rig

Mining Rig

The extractor unit of an asteroid mining compound. It is the module that digs the rock.

Reference

ComponentsSteel ×5 · Composites ×3 · Electronics ×2
Habitat Module

Habitat Module

Crew quarters and life support for a crewed asteroid outpost.

Reference

ComponentsSteel ×4 · Composites ×2 · Glass ×3

◈ Biomes 10 entries

Surface regions 10

Dust Basin

Dust Basin

Warm dry lowland flats. Plenty of regolith and frequent dust storms. Flat ground and still air. An easy first settle.

Reference

Solar factor1.1×
Wind factor0.9×
Metal richness0.1
Mineable iceAbsent in new worlds; older saves keep their original deposits
Regolith / working sol37.8 at full operation; travel and unloading take additional time
Starting regionAllowed
Rust Desert

Rust Desert

Iron oxide badlands with rock fields. Good solar and metals. Dusty, and meteors pass overhead more often.

Reference

Solar factor1.2×
Wind factor1.1×
Metal richness0.35
Mineable iceAbsent in new worlds; older saves keep their original deposits
Regolith / working sol25.2 at full operation; travel and unloading take additional time
Starting regionNot a landing biome
Ferric Canyon

Ferric Canyon

Deep metal rich ranges and freshwater valleys. This is ore country. The ground is steep, canyon winds favour turbines, and tremors are more common. Regolith harvest yields 22 units per working sol.

Reference

Solar factor0.9×
Wind factor1.45×
Fog10%
Metal richness0.85
Mineable iceAbsent in new worlds; older saves keep their original deposits
Regolith / working sol22 at full operation; travel and unloading take additional time
Starting regionAllowed
Oxide Highlands

Oxide Highlands

Cool orange uplands with spearwood groves, metals and freshwater shores. Rocky and breezy, with occasional snow and seismic activity. Regolith harvest yields 22 units per working sol; mineable ice belongs to Cryo Tundra.

Reference

Solar factor0.85×
Wind factor1.3×
Fog15%
Metal richness0.5
Mineable iceAbsent in new worlds; older saves keep their original deposits
Regolith / working sol22 at full operation; travel and unloading take additional time
Starting regionAllowed
Cryo Tundra

Cryo Tundra

Frozen plains inside the Frost Barrens cold margin. The only biome with mineable ice. Permanent light fog, weak solar and constant gale winds; snowfall can become a blizzard, and Cryo Snaps can strike here.

Reference

Solar factor0.5×
Wind factor1.7×
Fog35%
Metal richness0.15
Mineable icePresent
Regolith / working sol16.8 at full operation; travel and unloading take additional time
Starting regionNot a landing biome
Salt Flats

Salt Flats

White mineral pans. The flattest, most buildable ground. Bright, open, and exposed to radiation.

Reference

Solar factor1.35×
Wind factor1.2×
Metal richness0.2
Mineable iceAbsent in new worlds; older saves keep their original deposits
Regolith / working sol29.4 at full operation; travel and unloading take additional time
Starting regionAllowed
Methane Marsh

Methane Marsh

Olive wetlands under violet bulb trees. Damp still air. Outbreaks and fires are more common here because of the methane.

Reference

Solar factor0.75×
Wind factor0.55×
Fog25%
Metal richness0.1
Mineable iceAbsent in new worlds; older saves keep their original deposits
Regolith / working sol21 at full operation; travel and unloading take additional time
Starting regionNot a landing biome
Ash Steppe

Ash Steppe

Grey green plains under spearwood groves. The safest middle ground.

Reference

Solar factor1×
Wind factor1×
Fog2.5%
Metal richness0.3
Mineable iceAbsent in new worlds; older saves keep their original deposits
Regolith / working sol25.2 at full operation; travel and unloading take additional time
Starting regionAllowed
Vitriol Fen

Vitriol Fen

Acid wetlands. Unbuildable until you research Corrosion Hardening, then buildings cost 10% more. The only source of Vitriol. Acid Squalls etch structures here.

Reference

Solar factor0.8×
Wind factor0.7×
Fog30%
CorrosiveYes; building here costs extra
Metal richness0.15
Mineable iceAbsent in new worlds; older saves keep their original deposits
Regolith / working sol16.8 at full operation; travel and unloading take additional time
Starting regionNot a landing biome
Frost Barrens

Frost Barrens

Clear, cold gravel plains around Cryo Tundra. Moderate wind and solar output, sparse frost plants and exposed stone. Snowfall can become a blizzard, but there is no permanent fog. Surface frost is not mineable ice; seek a lake or river for water.

Reference

Solar factor0.9×
Wind factor1.25×
Metal richness0.25
Mineable iceAbsent in new worlds; older saves keep their original deposits
Regolith / working sol25.2 at full operation; travel and unloading take additional time
Starting regionNot a landing biome

◎ Research 135 entries

Industry 46

High-efficiency Panels

High-efficiency Panels

An optional minor upgrade. Increases solar output by 15%.

Reference

Research points50
PrerequisitesSolar Power
Unlocks+15% solar output
Dense Cells

Dense Cells

An optional minor upgrade. Increases battery capacity by 25%.

Reference

Research points50
PrerequisitesSolar Power
Unlocks+25% battery capacity
Construction Basics

Construction Basics

This unlocks the Mobile Regolith Miner and the Concrete Plant. The miner scrapes regolith, the base raw material for building. You don't place it. Once you zone an Industry district, your colonists build it themselves when the colony runs short of regolith, sizing it to demand.

Reference

Metallurgy

Metallurgy

This unlocks the Smelter, which turns regolith into iron, and the Steel Mill, which turns iron into steel. Your Industry district builds them on demand. A steel consumer 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.

Reference

Research points82
PrerequisitesSteelworks
See also: Smelter · Steel Mill
Domestic Electronics

Domestic Electronics

This unlocks the Electronics Fab, which turns silica and rare metals into electronics for drones, labs and data centres. It is demand driven and self-chaining. A venue like a Cinema or Arcade wanting electronics makes your Industry district build the Fab, which then pulls a Silica Refinery and Deep Mine to feed it once those are researched. You don't place any of it.

Reference

Research points24
PrerequisitesGlassmaking
UnlocksElectronics Fab · use:res rare metals
See also: Electronics Fab
Composite Materials

Composite Materials

This unlocks the Composites Plant, which turns steel and polymer into composites for reactors and high-end builds. Your Industry district builds it when composites demand appears. The colony manager also raises the steel and chemical plants that feed it.

Reference

Research points210
Flux Smelting

Flux Smelting

An optional minor upgrade. Increases smelter yield by 15%.

Reference

Research points50
PrerequisitesMetallurgy
Unlocks+15% smelter yield
Improved Concrete

Improved Concrete

An optional minor upgrade. Reduces the concrete in build costs by 10%.

Reference

Research points44
PrerequisitesConstruction Basics
Unlocks-10% concrete in build costs
Industrial Chemistry

Industrial Chemistry

This unlocks the Chemical Plant, which turns regolith into reagents and polymers. Atmospheric carbon supplies the polymer feedstock. You don't place it. Your Industry district builds one when medical supplies, pharmaceuticals, consumer goods or composites create demand downstream.

Reference

Research points88
PrerequisitesConstruction Basics
See also: Chemical Plant
Dust Management

Dust Management

This unlocks the Dust Rig Garage and its cleaning drones. Dust builds constantly and chokes solar and production until the drones sweep it. Research this early and buy extra drones on the garage's card as the colony grows.

Reference

Research points24
PrerequisitesAvailable from the start
See also: Dust Rig Garage
Electrostatic Coatings

Electrostatic Coatings

An optional minor upgrade. Coated panels shed dust, so dust takes 30% less of the output of solar arrays and Mobile Miner canopies.

Reference

Research points55
PrerequisitesDust Management
Unlocks-30% dust loss on solar
Consumer Goods

Consumer Goods

This unlocks the Goods Factory, which turns polymer, glass and electronics into consumer goods for shops. It is 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 and zone, the colony chains the rest.

Reference

Research points135
See also: Goods Factory
Luxury Manufacturing

Luxury Manufacturing

This unlocks the Luxury Workshop, which turns consumer goods, composites and electronics into luxury and status goods. Affluent colonists wanting status goods make your Industry district build it, along with the plants it needs. You enable it with research, the colony does the building.

Reference

Research points320
See also: Luxury Workshop
Research Coordination

Research Coordination

Lets you run 2 research projects at once. Your research points per sol are split between them, so this adds breadth rather than 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.

Reference

Research points24
PrerequisitesAvailable from the start
Unlockssecond research slot · Field Lab · Prospector Drone
Corrosion Hardening

Corrosion Hardening

Coated alloys that survive the fen's acid. It unlocks the Vitriol Extractor for the fen's unique resource, and Mobile Miners start keeping the Vitriol they turn up. Anything built on the fen costs 10% more in materials.

Reference

Research points300
PrerequisitesMetallurgy
UnlocksVitriol Extractor · Mobile Miners keep the Vitriol they find
Miner Battery Packs

Miner Battery Packs

Doubles stored charge from 7 to 14 operating hours, extending night-time and shaded operation. Does not generate energy; Solar Boost improves daytime replenishment.

Reference

Research points66
PrerequisitesConstruction Basics
UnlocksMobile miner battery x2
Miner Solar Boost

Miner Solar Boost

Canopy panels restore battery charge 50% faster in daylight. Helps recover from nights and sustain mining in dim or dusty conditions; does not add battery capacity.

Reference

Research points77
PrerequisitesConstruction Basics
UnlocksMobile miner charge rate x1.5
Miner Wind Rig

Miner Wind Rig

Adds a mast turbine that trickle-charges the Mobile Miner day and night. This allows 24/7 operation in windy, dim biomes.

Reference

Research points88
PrerequisitesConstruction Basics
UnlocksMobile miner wind trickle-charge
Polymer Processing

Polymer Processing

This unlocks the Polymer Plant, which turns hydrogen and reagents into polymer for goods, medical gear and composites. Your zoned Industry district builds it automatically when polymer demand rises up the chain. You manage the district, not the plant.

Reference

Research points128
See also: Polymer Plant
Deep Mining

Deep Mining

This unlocks the Deep Mine, which produces rare metals for electronics and uranium for reactor fuel. Your Industry district builds it automatically once something demands either resource. It is a late chain building the colony grows toward as it matures, not one you place.

Reference

Research points150
PrerequisitesMetallurgy
UnlocksDeep Mine
See also: Deep Mine
Robotics

Robotics

Autonomous systems research. Robots work alongside your crews: every production building makes 12% more while a Data Centre keeps compute in stock.

Reference

Research points240
Unlocks+12% output at every production building while compute is in stock
Ore Extraction

Ore Extraction

Unlocks the 5x5 Ore Shaft. Each finite seam in Ferric Canyon or Oxide Highlands accepts one shaft and holds 400-800 iron. The shaft supplies up to 16 iron per sol to district Steel Mills without consuming regolith. No starter ore seam is guaranteed.

Reference

Research points90
PrerequisitesMetallurgy
UnlocksOre Shaft
See also: Ore Shaft
Vent Tapping

Vent Tapping

Unlocks the Vent Turbine. It sits on a Breather Vent, the geothermal mouths scattered across the world and marked by steam plumes. A turbine on a vent gives a steady 60 power. Vents are few in number.

Reference

Research points36
PrerequisitesAvailable from the start
See also: Vent Turbine
Gas Turbines

Gas Turbines

Unlocks the Gas Turbine. It burns the hydrogen your colony already vents from electrolysis or the Methane Marsh tap. One turbine turns 8 hydrogen per sol into 70 power.

Reference

Research points36
PrerequisitesAvailable from the start
See also: Gas Turbine
Emberite Extraction

Emberite Extraction

Unlocks the Emberite Bore and Emberite Kiln. The bore mines the smouldering emberite seams found in the ash steppe, rust desert and dust basin. The kiln burns the mineral for 90 power, the strongest source before fission.

Reference

Research points36
PrerequisitesAvailable from the start
UnlocksEmberite Bore · Emberite Kiln · use:res emberite
Thermal Shear

Thermal Shear

Unlocks the Shear Stack. It draws 30 power from the temperature gradient on a biome border. You landed near a seam between climates, so build along it.

Reference

Research points36
PrerequisitesAvailable from the start
See also: Shear Stack
Colony Defence

Colony Defence

Unlocks the Hailstorm Gatling, Siege Tank, Jackal gun walker and Mantis artillery walker, plus the Bastion Forward Base, Warden Hover Escort, Ammo Pads and Ammo Ferries. The Jackal escorts mobile operations with an autocannon and rockets; the Mantis braces for long-range indirect fire and needs close protection. Commission and service these vehicles at the Armory.

Reference

Base Defence

Base Defence

Starting defence knowledge unlocks the Armory, Ammunition Factory, Sunlance Laser, Flak Pit, Hornet Gunship and Quillback Platform. Build the facilities and commission aircraft through the Armory; an unlock does not provide free deployed units.

Reference

PrerequisitesAvailable from the start
Heavy Ordnance

Heavy Ordnance

This unlocks the big guns. The Longbow Launcher fires guided missiles, the Thunderhead Artillery fires HE and incendiary shells at long range, and the Condor Bomber flies carpet runs over packed swarms. It also unlocks the Hunchback combat robot and the Atlas Heavy Lifter, which carries tanks and walkers between fronts.

Reference

Research points320
PrerequisitesColony Defence
Strategic Deterrent

Strategic Deterrent

This unlocks a silo and a bunker-buster munition that takes multiple sols to build. It is the one weapon you aim yourself, for killing nests outright.

Reference

Research points500
PrerequisitesHeavy Ordnance
Vehicle Shields

Vehicle Shields

Fit combat vehicles with shields at an operational Armory using Luminite, Vitriol and electronics. Shields absorb damage before armour. They recharge after six seconds without a hit by spending onboard energy; the energy reserve recovers faster at an operational Armory.

Reference

Research points320
Unlocksupgrade: vehicle shields

Biotech 18

Hydroponics

Hydroponics

Starting food production. Players can build Hydroponics Bays and Algae Vats before the first district. An Industry district can also build food production in response to colony shortfalls. Later food technology improves meal quality.

Reference

PrerequisitesAvailable from the start
Food Processing

Food Processing

This unlocks the Food Processor, which turns crops into storable rations. You don't place it. Your Industry district builds it on its own once the colony actually needs the extra food.

Reference

Research points135
PrerequisitesHydroponics
See also: Food Processor
Leafy Cultivation

Leafy Cultivation

This unlocks leafy greens from the seed bank. They are perishable and low yield, but they raise meal quality.

Reference

Research points88
PrerequisitesHydroponics
See also: Leafy greens
Spice Cultivation

Spice Cultivation

This unlocks spice and chili, a slow, low-yield flavour crop. It opens up desirable mid and high tier meals.

Reference

Research points142
PrerequisitesLegume Cultivation
See also: Spice / chili
Improved Crop Strains

Improved Crop Strains

An optional minor upgrade, never required. Increases the yield of all hydroponics outputs by 25%.

Reference

Research points50
PrerequisitesHydroponics
Unlocks+25% hydroponics yield (all outputs)
Water Recycling

Water Recycling

An optional minor upgrade, never required. Reduces hydroponics water use by 30%.

Reference

Research points50
PrerequisitesHydroponics
Unlocks-30% hydroponics water use
Basic Medicine

Basic Medicine

This unlocks the Clinic, your starting health care. It treats minor illness and needs no consumables. Your Commercial districts build clinics to demand, you never place them.

Reference

PrerequisitesAvailable from the start
UnlocksClinic
See also: Clinic
Hospital Medicine

Hospital Medicine

This unlocks the Hospital, which treats serious illness. It needs a tier 5 or 6 doctor plus medical supplies and pharmaceuticals each sol, both producible by the time this unlocks. Commercial districts build it to demand.

Reference

Research points165
PrerequisitesPharmaceuticals
UnlocksHospital
See also: Hospital
Surgery

Surgery

This unlocks the Surgery, which treats critical illness. It needs a rare tier 9 surgeon and consumes surgical supplies and pharmaceuticals, both flowing before this unlocks. Commercial districts build it to demand.

Reference

Research points400
UnlocksSurgery
See also: Surgery
Extra Beds

Extra Beds

An optional minor upgrade. Adds 2 clinic treatment slots.

Reference

Research points50
PrerequisitesBasic Medicine
Unlocks+2 clinic treatment slots
Improved Protocols

Improved Protocols

An optional minor upgrade. Improves recovery odds by 10%.

Reference

Research points55
PrerequisitesHospital Medicine
Unlocks+10% recovery odds
Lean Supplies

Lean Supplies

An optional minor upgrade. Reduces medical supply use by 15%.

Reference

Research points50
PrerequisitesMedical Production
Unlocks-15% medical supply use
Gourmet Foods

Gourmet Foods

Unlocks the Gourmet Kitchen, which makes delicacies for tier-3 dining. You never place it yourself. Your zoned Industry district builds it and its feed chain on its own when affluent tastes demand delicacies.

Reference

Research points66
PrerequisitesFood Processing
See also: Gourmet Kitchen

Habitation 33

Security

Security

This unlocks the Security Post. Its presence lowers crime over a coverage area.

Reference

Research points44
PrerequisitesAvailable from the start
See also: Security Post
Improved Reclamation

Improved Reclamation

An optional minor upgrade. Increases recycling recovery by 15%.

Reference

Research points55
PrerequisitesRecycling
Unlocks+15% recycling recovery
Thrill Rides

Thrill Rides

Unlocks Thrill Rides, low-G coasters and rocket rides for extreme Fun. They use a lot of power.

Reference

Research points210
PrerequisitesWealth band 3
UnlocksThrill Rides
See also: Thrill Rides
Nightlife

Nightlife

Unlocks the Bar & Club, a tier-2 Connection venue.

Reference

Research points82
PrerequisitesWealth band 2
UnlocksBar & Club
See also: Bar & Club
Luxury Wellness

Luxury Wellness

Unlocks the Spa & Wellness venue, a tier-3 Wellness venue covering spas and medical wellness.

Reference

Research points210
PrerequisitesWealth band 3
See also: Spa & Wellness
Comfortable Housing

Comfortable Housing

Unlocks the Housing Block, comfortable housing for the middle wealth band.

Reference

Research points82
PrerequisitesWealth band 2
See also: Housing Block
Wider Utility Mains

Wider Utility Mains

An optional minor upgrade. District Hubs serve their conduits 3 tiles further, so the serviced area grows.

Reference

Research points44
PrerequisitesLife Support
Unlocks+3 tiles District Hub reach
Shared Mains

Shared Mains

An optional minor upgrade. Neighbouring buildings share water and gases without a pipe when they stand up to 8 tiles apart instead of 4.

Reference

Research points44
PrerequisitesLife Support
UnlocksPipe-free sharing reaches 8 tiles instead of 4
Mega Dome

Mega Dome

This unlocks the Mega Dome, a pressurised city dome. A whole town of habitats and gardens sits sealed under meteor-hardened glass. It is the biggest single home the colony can raise.

Reference

Research points400
UnlocksMega Dome
See also: Mega Dome
Arcologies

Arcologies

This unlocks 4 sealed vertical cities, each a deliberate pick, not a skin: the flagship Obsidian, the oxygen-surplus Verdant forest tower, the fuel-refining Ascent launch spire and the food-growing Granary ziggurat. Their superstructures need rare metals from the Deep Mine chain.

Reference

Research points500
PrerequisitesMega Dome · Deep Mining
Lab Automation

Lab Automation

An optional upgrade. Automated sample handling lets every staffed Field Lab and Research Lab produce 25% more research points.

Reference

Research points150
PrerequisitesResearch Labs
Unlocks+25% research from staffed labs
Efficient Electrolysis

Efficient Electrolysis

An optional minor upgrade. Better electrodes split the same oxygen and hydrogen from a quarter less water.

Reference

Research points55
Unlocks-25% Oxygen Generator water use

Logistics 10

Road Transport

Road Transport

Your starting transport: free paths for colonists and vehicles. Road Paving adds concrete roads; Rail and Air Transport build on this.

Reference

PrerequisitesAvailable from the start
Fluid Pipelines

Fluid Pipelines

Starting fluid infrastructure. Connect oxygen and water production or storage to District Hubs to supply colonists after they move into habitats. Pipes also carry fuel and reagents.

Reference

PrerequisitesAvailable from the start
UnlocksPipe
See also: Pipe
Improved Engines

Improved Engines

An optional minor upgrade. New, stronger engine variants increase train haulage and speed by 25%.

Reference

Research points55
PrerequisitesRail Transport
Unlocks+25% train haulage/speed
Dense Storage

Dense Storage

Racking and compression let every storage building hold twice as much. A Warehouse goes from 1000 to 2000 capacity.

Reference

Research points50
PrerequisitesStorage
UnlocksStorage capacity x2 (Warehouse 1000 to 2000)
Road Paving

Road Paving

This unlocks the paved road tool. Vehicles and builders move about twice as fast along paved concrete roads, and district growth fronts them. You lay a road by dragging a line, and each tile costs concrete.

Reference

Research points60
PrerequisitesConstruction Basics
UnlocksPaved Road
See also: Paved Road

Orbital 16

Orbital Cadence

Orbital Cadence

The ship comes around twice as often: a pass, and its 8 research points, every 2 sols instead of every 4.

Reference

Research points44
PrerequisitesOrbital Uplink
UnlocksShip passes every 2 sols instead of 4
Orbital Drydock

Orbital Drydock

Builds a drydock in orbit for major ship works. You need it before you can research the Wormhole Drive.

Reference

Research points150
UnlocksMajor ship works in orbit · required for the Wormhole Drive
Wormhole Drive

Wormhole Drive

This fits a wormhole drive to the founding dropship, the ship that came through the wormhole. Load the dropship with Exotic Matter and hydrogen from its card, then fly it out to open the wormhole.

Reference

Research points400
PrerequisitesOrbital Drydock
Unlocksthe drive: load the dropship and fly it to open the wormhole · Star Freighter
See also: Star Freighter
Interplanetary Trade

Interplanetary Trade

This tech stays concealed until the wormhole reopens. Earth is a market again: district businesses export 18% of their revenue as treasury income, and export flights and station freight sales pay 1.8 times as much.

Reference

Research points300
PrerequisitesWormhole Drive · Discover wormhole open
UnlocksDistricts export 18% of business revenue · export flights and station freight pay 1.8x
Earth Relations

Earth Relations

This tech stays concealed until the wormhole reopens. Re-established ties with Earth open the contract branch: Defence Contracts and Orbital Industry.

Reference

Research points150
PrerequisitesWormhole Drive · Discover wormhole open
UnlocksOpens Defence Contracts and Orbital Industry
Defence Contracts

Defence Contracts

This unlocks the Military Complex and its requisition board. Command posts timed supply jobs for what only this world makes. Bank the goods before the deadline and a military freighter comes through the wormhole to collect, paying treasury credits and research on every fulfilment. It opens after the wormhole.

Reference

Research points350
PrerequisitesEarth Relations
Orbital Industry

Orbital Industry

Unlocks the Equipment and Munitions Line, deep manufacturing for contract goods. This node only opens after the wormhole is reopened.

Reference

Research points400
PrerequisitesEarth Relations
UnlocksEquipment / Munitions Line (deep manufacturing) · Equipment Line
See also: Equipment Line
Asteroid Capture

Asteroid Capture

The theory and rigging for grappling passing asteroids, and the vacuum-rated tracking Solar Plant built for them. It opens Deep-Space Mining, which spots passing rocks and builds the tugs that capture them.

Reference

Research points200
PrerequisitesOrbital Uplink
See also: Solar Plant
Deep-Space Mining

Deep-Space Mining

You 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 down to the colony each sol: volatiles, rare metals or exotic matter. Each outpost also produces research points.

Reference

Research points250
PrerequisitesAsteroid Capture
UnlocksCapture Tug · Passing asteroids appear for capture
See also: Capture Tug
Spaceflight Operations

Spaceflight Operations

Unlocks the Landing Pad, Pad Maintenance Facility and Pad Refuelling Facility, the ground infrastructure for a working spaceport. The refuelling facility refines its own rocket fuel from piped hydrogen and oxygen. The launch and asteroid arc starts here.

Reference

Research points150
PrerequisitesOrbital Uplink
Orbital Power

Orbital Power

Unlocks the Receiver Array and the Orbital Mirror megastructure. You assemble the mirror in orbit from prefabs launched piece by piece. It beams sunlight down to a ground Receiver Array, giving you power day and night.

Reference

Research points300
UnlocksReceiver Array · Orbital Mirror megastructure, assembled in orbit from prefabs
See also: Receiver Array

Frontier 2

Impact Prospecting

Impact Prospecting

This node only appears once you have revealed a large meteor impact site. It unlocks the Drill Miner, which mines Exotic Matter at impact sites.

Reference

Research points160
PrerequisitesDiscover impact site
See also: Drill Miner

Discovery 10

Laser Weapon Retrofit

Laser Weapon Retrofit

Found only by field research at a rare discovery. The Armory can refit Hornet and Jackal guns with capacitors that recharge between bursts instead of using ammunition. The refit costs materials and fitting time; rockets, bombs and artillery keep their roles.

Reference

PrerequisitesDiscover field discovery
UnlocksArmory refit: laser capacitors
High-Throughput Harvesting

High-Throughput Harvesting

Found only by field research at a rare discovery. Mobile Miners, Drill Miners and resin harvesters work 20% faster. Finite deposits run out sooner rather than yielding more, and faster extraction builds local disturbance sooner.

Reference

PrerequisitesDiscover field discovery
UnlocksMining and harvesting vehicles work 20% faster
Precision Mineral Separation

Precision Mineral Separation

Found only by field research at a rare discovery. The ordinary Mobile Miner recovers 25% more of the secondary minerals it finds alongside regolith. Regolith itself and rare exotic finds are unchanged.

Reference

PrerequisitesDiscover field discovery
UnlocksMobile Miners recover 25% more secondary minerals
Advanced Shield Lattice

Advanced Shield Lattice

Found only by field research at a rare discovery. Installed vehicle shields hold 25% more, including a matching rise in the largest shield any vehicle can carry.

Reference

PrerequisitesDiscover field discovery
UnlocksVehicle shields hold 25% more
Rapid Shield Regeneration

Rapid Shield Regeneration

Found only by field research at a rare discovery. Vehicle shields recover 25% faster whenever enough recharge energy is available.

Reference

PrerequisitesDiscover field discovery
UnlocksVehicle shields recover 25% faster
Efficient Shield Capacitors

Efficient Shield Capacitors

Found only by field research at a rare discovery. Shield recovery consumes 20% less energy, so shields keep recovering longer away from an Armory.

Reference

PrerequisitesDiscover field discovery
UnlocksShield recovery uses 20% less energy
Lightweight Armour

Lightweight Armour

Found only by field research at a rare discovery. Fitted armour plating slows a vehicle by 4% instead of 8%, with the same protection.

Reference

PrerequisitesDiscover field discovery
UnlocksFitted plating slows vehicles by 4% instead of 8%
Hardened Electronics

Hardened Electronics

Found only by field research at a rare discovery. Miners, builders and civilian drones each have a 90% chance to shrug off every radiation-storm lightning EMP strike. Builders keep working through radiation storms until a strike gets through. Ordinary lightning and Fulgurite damage are unaffected.

Reference

PrerequisitesDiscover field discovery
UnlocksCivilian units resist radiation-storm EMP strikes
Advanced Servicing

Advanced Servicing

Found only by field research at a rare discovery. Repair drones and the Bastion's pad repairs work 25% faster, using the same materials for each point repaired.

Reference

PrerequisitesDiscover field discovery
UnlocksRepair drones and the Bastion repair 25% faster
Compact Cargo Systems

Compact Cargo Systems

Found only by field research at a rare discovery. Mobile Miners, Drill Miners, resin harvesters and their delivery drones carry 25% more cargo. Freight fleets are unaffected.

Reference

PrerequisitesDiscover field discovery
UnlocksMining vehicles and their drones carry 25% more

❦ Flora 42 entries

Plants 15

Dust Tuft

Dust Tuft

Low dry grass. The default ground cover on steppe and basin.

Bristlecap

Bristlecap

A rust red bristled stalk. It grows in the iron deserts.

Regolith Shrub

Regolith Shrub

A hardy grey green dome shrub of the milder plains.

Barrel Fungus

Barrel Fungus

A squat pale barrel fungus. It grows in the shade of crags and canyons.

Silica Spire

Silica Spire

A tall pale crystal growth of the salt pans. Mineral, not plant.

Frostfern

Frostfern

An icy feathered fern of the cryo tundra.

Methane Reed

Methane Reed

A tall olive reed that crowds the wet lowlands.

Oxide Bloom

Oxide Bloom

A rare orange bloom. A patch of colour on the drab plains.

Stone Shard

Stone Shard

A sharp standing splinter of rock. Common in badlands and canyon country.

Vitriol Polyp

Vitriol Polyp

Acid green polyp clusters of the corrosive fen.

Glowveil

Glowveil

Soft luminous moss unique to the Chasm rim. Nothing else grows here.

Chasm Fringe

Chasm Fringe

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

Frost Cushion

Frost Cushion

Dense grey-green leaf cushions with a light dusting of frost. Low cold-ground vegetation; no resource yield.

Frost Scrub

Frost Scrub

Sparse wind-pruned scrub with woody stems and folded frost-tipped leaves. Decorative vegetation; no resource yield.

Salt Succulent

Salt Succulent

Compact salt-tolerant rosettes with fleshy pale leaves and muted mauve living tissue. Decorative vegetation; no resource yield.

Rocks 12

Boulder

Boulder

A rounded rock. Common scatter on rocky ground.

Wind Pillar

Wind Pillar

A wind carved stone stack. Sparse desert sentinels.

Basin Boulder

Basin Boulder

Basin Boulder scenery in Dust Basin. Decorative natural scatter; not an extractable resource deposit.

Rust Stone

Rust Stone

Rust Stone scenery in Rust Desert. Decorative natural scatter; not an extractable resource deposit.

Canyon Shard

Canyon Shard

Canyon Shard scenery in Ferric Canyon. Decorative natural scatter; not an extractable resource deposit.

Upland Massif

Upland Massif

Upland Massif scenery in Oxide Highlands. Decorative natural scatter; not an extractable resource deposit.

Tundra Boulder

Tundra Boulder

Tundra Boulder scenery in Cryo Tundra. Decorative natural scatter; not an extractable resource deposit.

Salt Pillar

Salt Pillar

Salt Pillar scenery in Salt Flats. Decorative natural scatter; not an extractable resource deposit.

Marsh Stone

Marsh Stone

Marsh Stone scenery in Methane Marsh. Decorative natural scatter; not an extractable resource deposit.

Steppe Boulder

Steppe Boulder

Steppe Boulder scenery in Ash Steppe. Decorative natural scatter; not an extractable resource deposit.

Fen Stone

Fen Stone

Fen Stone scenery in Vitriol Fen. Decorative natural scatter; not an extractable resource deposit.

Frost Shard

Frost Shard

Frost Shard scenery in Frost Barrens. Decorative natural scatter; not an extractable resource deposit.

Crystals 12

Ridge Crystal

Ridge Crystal

A faceted mineral wedge. It glints across the salt pans.

Rift Crystal

Rift Crystal

Surface luminite where the deep veins breach. The Chasm rim signature growth.

Desert Silica

Desert Silica

Desert Silica scenery in Dust Basin. Decorative natural scatter; not an extractable resource deposit.

Rust Ridge Crystal

Rust Ridge Crystal

Rust Ridge Crystal scenery in Rust Desert. Decorative natural scatter; not an extractable resource deposit.

Ferric Crystal

Ferric Crystal

Ferric Crystal scenery in Ferric Canyon. Decorative natural scatter; not an extractable resource deposit.

Upland Ridge Crystal

Upland Ridge Crystal

Upland Ridge Crystal scenery in Oxide Highlands. Decorative natural scatter; not an extractable resource deposit.

Tundra Crystal

Tundra Crystal

Tundra Crystal scenery in Cryo Tundra. Decorative natural scatter; not an extractable resource deposit.

Salt Silica

Salt Silica

Salt Silica scenery in Salt Flats. Decorative natural scatter; not an extractable resource deposit.

Marsh Crystal

Marsh Crystal

Marsh Crystal scenery in Methane Marsh. Decorative natural scatter; not an extractable resource deposit.

Ash Ridge Crystal

Ash Ridge Crystal

Ash Ridge Crystal scenery in Ash Steppe. Decorative natural scatter; not an extractable resource deposit.

Fen Crystal

Fen Crystal

Fen Crystal scenery in Vitriol Fen. Decorative natural scatter; not an extractable resource deposit.

Frost Silica

Frost Silica

Frost Silica scenery in Frost Barrens. Decorative natural scatter; not an extractable resource deposit.

Trees 3

Spearwood

Spearwood

A towering alien conifer. Its groves overtop the rocket.

Bulb Tree

Bulb Tree

A violet bulb canopy on a tall trunk. The marsh forests.

Glacier Pine

Glacier Pine

A frost sheathed spear tree of the tundra ice plains.

◈ Wildlife 11 entries

Ground animals 6

Skitterling

Skitterling

Dust coloured grazers of the open flats, about as tall as a colonist. The most common animal on the planet. They travel in a loose mob.

Reference

Group size8–30
RanchingCan be tamed; a pen holds 12, each giving 0.5 provisions a sol
Dune Hopper

Dune Hopper

Long legged bounders of the hot pans. They hop. Quick and skittish. They run when a machine comes near.

Reference

Group size6–26
RanchingCan be tamed; a pen holds 12, each giving 0.5 provisions a sol
Marsh Grazer

Marsh Grazer

Olive browsers that wade the reed lines under the bulb trees. Taller than a colonist, slow, and never far from the wet.

Reference

Group size4–14
RanchingCan be tamed; a pen holds 8, each giving 1 provisions a sol
Crag Ram

Crag Ram

Climbers of the rocky uplands. Small bands thread the spearwood groves and scree.

Reference

Group size4–12
RanchingCan be tamed; a pen holds 8, each giving 1 provisions a sol
Frostback

Frostback

Shaggy frost mantled beasts of the fog plains. Small family groups. The cold does not bother them.

Reference

Group size2–7
RanchingCan be tamed; a pen holds 4, each giving 2 provisions a sol
Dustback Behemoth

Dustback Behemoth

The planet's giant of the open desert. Herds of 2 to 5. Finding them is uncommon.

Reference

Group size2–5
RanchingCan be tamed; a pen holds 2, each giving 5 provisions a sol

Flyers 5

Glasswing

Glasswing

Pale translucent winged flockers. They live anywhere with trees. The default bird of the world.

Reference

Group size15–30
HabitatAnywhere
Dust Swift

Dust Swift

Fast tan darters. They settle in trees and on open ground between short, fast flights.

Reference

Group size12–26
HabitatAnywhere
Bulb Flitter

Bulb Flitter

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

Reference

Group size12–24
Frost Tern

Frost Tern

White gliders of the cold plains. They feed on the ground more than they perch, and vanish into the fog.

Reference

Group size8–16
Ridge Soarer

Ridge Soarer

A large canyon flyer. Pairs and trios ride the ridge winds. Rare.

Reference

Group size2–4

◈ Megafauna 6 entries

Rare wonders 6

Aetherwhale

Aetherwhale

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

Reference

HabitatAnywhere
Seen at once2
Sunmaw

Sunmaw

A building wide worm that rises from its den at dawn to sunbake with its mouth open. Machines nearby send it back under. It re-emerges slowly once they leave, and burrows at night.

Reference

Seen at once4
Deeplake Leviathan

Deeplake Leviathan

A shadow under the biggest lakes. It breaches every few sols with spray and a bellow. Machines on or over its water keep it down.

Reference

HabitatAnywhere
Seen at once1
Storm Ray

Storm Ray

Kite winged gliders that only fly in big weather, surfing ahead of dust storms, rain fronts and cyclones. Gone when the sky clears.

Reference

HabitatAnywhere
Seen at once3
Shell Mountain

Shell Mountain

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.

Reference

HabitatAnywhere
Seen at once1
Lantern Shoal

Lantern Shoal

Bioluminescent floaters that rise from the wetlands at dusk and drift glowing through the night. Sunk and invisible by day.

Reference

Seen at once2

◆ Threats 8 entries

Ground hostiles 5

Volvite

Volvite

A knee high crystal ball that rolls at its target and stabs with crystal spears. One is weak. A pack is dangerous. It breaks easily. No armour penetration.

Reference

Health42
Natural armour0
Attack damage4
Armour penetration0
Attack range1.1 tiles
Attack interval0.9 seconds
Target priorityNearest eligible building or defence vehicle
SpawningNest waves
Dolerite

Dolerite

A rock bodied titan on 2 back legs, with claw limbs for tearing structures. Small arms fire mostly ricochets. It cannot reach anything airborne, so drones are the way to kill it. Attacks penetrate 4 armour.

Reference

Health670
Natural armour6
Attack damage54
Armour penetration4
Attack range1.6 tiles
Attack interval2.4 seconds
Target priorityNearest eligible building or defence vehicle
SpawningNest waves
Fossorite

Fossorite

A lower cousin of the Dolerite on 4 legs, built for digging. Once it takes real damage it goes underground, where only explosives can reach it. It erupts somewhere inside the colony. Keep guns in the streets. Attacks penetrate 2 armour. Prefers nearby buildings; attacks ground vehicles only when no building is in local range.

Reference

Health255
Natural armour3
Attack damage34
Armour penetration2
Attack range1.4 tiles
Attack interval2 seconds
Target priorityBuildings first; vehicles when no building is in range
SpawningNest waves
Scoriate

Scoriate

Disturbance-only living siege mortar. Plants and charges before firing a lobbed slug. Cannot fire within eight tiles; flank it or use counter-battery fire. Attacks penetrate 4 armour.

Reference

Health225
Natural armour2
Attack damage38
Armour penetration4
Attack range28 tiles
Attack interval6 seconds
Target priorityNearest eligible building or defence vehicle
SpawningProvoked nest / extraction disturbance attacks
Laterite

Laterite

Disturbance-only surface logistics raider. Prioritises extraction and supply structures. Its committed ram has a wind-up and recovery; it never burrows. Attacks penetrate 2 armour.

Reference

Health145
Natural armour2
Attack damage24
Armour penetration2
Attack range1.3 tiles
Attack interval3 seconds
Target priorityNearest eligible building or defence vehicle
SpawningProvoked nest / extraction disturbance attacks

Flying hostiles 3

Fulgurite

Fulgurite

A floating crystal cluster that launches orbiting shards at buildings and drones. A strafing drone can dodge. Misses lose momentum and shatter. Some strikes call lightning, starting fires on buildings and doing three times the damage. Lightning: 10% chance per hit, rising to 20% against a charged shield. Lightning triples damage and spends twice the shield charge; its extra shield effect never multiplies hull damage.

Reference

Health78
Natural armour1
Attack damage7
Armour penetration0
Attack range6 tiles
Attack interval2.1 seconds
Lightning chance10%; 20% against an active shield
Lightning hitDamage ×3; shield charge spent ×2
Target priorityNearest eligible building or defence vehicle
SpawningNest waves
Micarite

Micarite

Disturbance-only close-range aerial swarm. Fragile mineral plates shed mineral flakes; rapid tracking guns and flak answer them. No armour penetration.

Reference

Health30
Natural armour0
Attack damage3
Armour penetration0
Attack range4.5 tiles
Attack interval1.5 seconds
Target priorityNearest eligible building or defence vehicle
SpawningProvoked nest / extraction disturbance attacks
Tektite

Tektite

Disturbance-only glass diver. Marks a position before a committed dive and must recover after impact. Move out of its warning circle or use air defence. Attacks penetrate 6 armour.

Reference

Health90
Natural armour1
Attack damage32
Armour penetration6
Attack range11 tiles
Attack interval7 seconds
Target priorityNearest eligible building or defence vehicle
SpawningProvoked nest / extraction disturbance attacks

☁ Weather 9 entries

Weather 9

Cyclonic Storm

Cyclonic Storm

A violent storm with lightning and gale winds. Courier drones and work drones stay on the ground until it lifts. Defence craft and towers keep fighting. Lightning damages other buildings. It only occurs by escalation from a Rain Storm.

Reference

Duration7.2–18 game hours
Solar factor0.3×
Wind factor2.2×
RegionsEligible explored regions
Dust Storm

Dust Storm

Blowing dust. It cuts solar power hard but feeds the wind turbines. Dust builds up faster on the colony, and drones fly at half speed.

Reference

Duration3.6–11.8 game hours
Solar factor0.15×
Wind factor2×
Radiation Storm

Radiation Storm

A slow green irradiated haze. It halves the wind and arcs EMP lightning into power and resource buildings, though batteries, stores, districts and defences ride it out. Lightning that hits near a courier or work drone grounds it on open dirt until the storm lifts. Builder bots stop work in the haze. Colonists caught outdoors are injured.

Reference

Duration3.6–11.8 game hours
Solar factor0.35×
Wind factor0.5×
Snowfall

Snowfall

Cold snowfall that dusts the ground white and melts back slowly after. Rime ices the turbines. Colonists, vehicles and drones move 30% slower. It can escalate into a Blizzard.

Reference

Duration9.6–21.6 game hours
Solar factor0.55×
Wind factor0.7×
Can escalateBlizzard (25%)
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 the turbines roar. Courier drones and work drones stay on the ground, and everyone else moves 30% slower. Defence craft keep flying and shooting.

Reference

Duration6–14.4 game hours
Solar factor0.3×
Wind factor1.6×
RegionsEligible explored regions
Spore Bloom

Spore Bloom

A bloom of native spores. The air fills with glowing motes and solar runs a little short. Colonists, vehicles and drones move 30% slower. Drones stay up.

Reference

Duration7.2–16.3 game hours
Solar factor0.75×
Wind factor0.85×

⚠ Disasters 8 entries

Disasters 8

Tremor

Tremor

A tremor damages structures and exposed colonists across an area. The ground rumbles and dust is thrown up at the epicentre. A small pad that was already damaged can fail.

Reference

Duration1.2–2.4 game hours
Warning0.33 sols
RegionsEligible explored regions
Meteor Shower

Meteor Shower

Between 1 and 30 meteors fall across explored territory while the shower lasts. Each strike hits hard at the centre. The colony is a small target.

Reference

Duration1–12 game hours
Warning0.33 sols
RegionsEligible explored regions
Disease Outbreak

Disease Outbreak

An illness sweeps the colony and sickness rates spike. Your treatment capacity is tested.

Reference

Duration0.6–1.6 sols
Warning0.33 sols
RegionsEligible explored regions
Structure Fire

Structure Fire

A fire ignites a building. The blaze spreads to neighbours and burns their HP until a Repair Station drone douses it or it burns out.

Reference

Duration2.4–4.8 game hours
Warning0.33 sols
RegionsEligible explored regions
Cryo Snap

Cryo Snap

A brutal cold front. Colonists caught outdoors are injured by the exposure. The sky goes icy blue-white with driving frost. It only strikes colonies in the Cryo Tundra.

Reference

Duration0.6–1.5 sols
Warning0.33 sols
Acid Squall

Acid Squall

Corrosive green rain that falls for the whole episode. Every standing structure is etched heavily each sol, and repair drones respond. Colonists caught outdoors take 10% of that damage as injury each sol. It only strikes colonies in the Vitriol Fen.

Reference

Duration4.8–10.8 game hours
Warning0.33 sols
Large Meteor Impact

Large Meteor Impact

A massive meteor that runs 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 that damages nearby pads, and an irradiated zone where nothing can be built.

Reference

Duration10–15 sols
RegionsEligible explored regions
Sky Veil

Sky Veil

A magnetic veil fills the sky with curtains of light. Courier drones and work drones stay on the ground until it lifts. Defence craft keep flying. Solar runs very short. Colonists and vehicles keep moving.

Reference

Duration8.4–16.8 game hours
Solar factor0.2×
Warning0.33 sols
RegionsEligible explored regions
No entries match.