Buildings
Construction slots, the eight building types, per-level stats, resource costs, and the energy system.
Overview
Buildings are constructed on planets to produce resources, generate energy, and increase housing capacity. All resource production in the game comes exclusively from buildings — planets have no inherent base output.
Each planet has a fixed number of construction slots based on its size:
| Planet Size | Slots |
|---|---|
| Small | 3 |
| Medium | 5 |
| Large | 7 |
One slot holds one building at a time (levels 1–5). Only one construction order can be active per planet at a time.
Building Output Formula
Each completed building contributes to its planet's per-tick output:
efficiency_modifier— housing ratio effect (see Planet System)stability_modifier—stability / 100, floored at 0.5 for Hydroponic Farmsspecialization_modifier— planet type bonus (see Planet System)energy_ratio—clamp(energy_produced / energy_demand, 0.5, 1.0)
Energy System
How it works
Some buildings produce energy; others consume it. The ratio of production to demand scales all extraction and farming outputs.
- Minimum ratio: 0.5 — even completely unpowered planets produce at half efficiency
- Maximum ratio: 1.0 — full output when supply ≥ demand
Power plants (Solar Array, Nuclear Reactor) produce energy and consume none. Extraction and farming buildings consume energy and produce none.
Example
A planet has one level-1 Solar Array (+20 energy) and one level-1 Metal Mine (−5 energy):
A planet has one level-2 Metal Mine (−10 energy) and no power plants:
Construction
Queuing a building
- Select an empty slot and choose a building type
- Resources are deducted from the planet's stockpile upfront
- A construction order is created with
ticks_remaining = build_ticks[level] - The building does not produce until construction completes
Tick advancement
Each economic tick reduces ticks_remaining by 1. When it reaches 0 the building is added to the planet's slot and begins producing immediately from the next tick.
Upgrading
An existing building can be upgraded one level at a time. The upgrade follows the same construction order flow — the building continues operating at its current level during the upgrade.
Cancelling
An active construction order can be cancelled for a full resource refund. Already-completed buildings cannot be cancelled, only demolished (no refund).
Metal Mine
Extracts raw metal ore from the planet's crust.
Output: Metal
| Level | Metal/tick | Energy consumed | Metal cost | Crystal cost | Build ticks |
|---|---|---|---|---|---|
| 1 | 12 | 5 | 60 | 20 | 2 |
| 2 | 28 | 10 | 150 | 50 | 3 |
| 3 | 50 | 20 | 350 | 120 | 5 |
| 4 | 80 | 35 | 800 | 280 | 8 |
| 5 | 120 | 50 | 1 800 | 620 | 12 |
Crystal Extractor
Mines crystalline formations for electronic components.
Output: Crystal
| Level | Crystal/tick | Energy consumed | Metal cost | Crystal cost | Rare cost | Build ticks |
|---|---|---|---|---|---|---|
| 1 | 10 | 5 | 40 | 30 | — | 2 |
| 2 | 24 | 12 | 100 | 80 | — | 3 |
| 3 | 44 | 22 | 250 | 200 | — | 5 |
| 4 | 70 | 38 | 580 | 460 | 20 | 8 |
| 5 | 105 | 55 | 1 300 | 1 050 | 60 | 12 |
Gas Siphon
Harvests atmospheric gases for fuel and industry.
Output: Gas
| Level | Gas/tick | Energy consumed | Metal cost | Crystal cost | Gas cost | Build ticks |
|---|---|---|---|---|---|---|
| 1 | 8 | 6 | 50 | 30 | 10 | 2 |
| 2 | 20 | 14 | 120 | 75 | 25 | 4 |
| 3 | 38 | 25 | 300 | 190 | 60 | 6 |
| 4 | 62 | 42 | 700 | 440 | 140 | 9 |
| 5 | 95 | 60 | 1 600 | 1 000 | 320 | 13 |
Rare Refinery
Processes exotic minerals required for advanced modules and high-tier buildings.
Output: Rare
| Level | Rare/tick | Energy consumed | Metal cost | Crystal cost | Gas cost | Rare cost | Build ticks |
|---|---|---|---|---|---|---|---|
| 1 | 4 | 8 | 70 | 50 | 20 | 5 | 3 |
| 2 | 10 | 18 | 180 | 130 | 50 | 15 | 5 |
| 3 | 20 | 32 | 420 | 320 | 120 | 40 | 7 |
| 4 | 35 | 52 | 950 | 740 | 280 | 100 | 10 |
| 5 | 55 | 75 | 2 100 | 1 650 | 640 | 250 | 15 |
Hydroponic Farm
Grows food in controlled environments to feed the population.
Output: Food
The stability_modifier is floored at 0.5 for Hydroponic Farms. Even at zero stability, farms still produce at 50% of their normal output, preventing an unrecoverable starvation spiral.
| Level | Food/tick | Energy consumed | Metal cost | Crystal cost | Build ticks |
|---|---|---|---|---|---|
| 1 | 15 | 4 | 40 | 20 | 2 |
| 2 | 35 | 9 | 100 | 50 | 3 |
| 3 | 65 | 18 | 240 | 120 | 5 |
| 4 | 105 | 30 | 560 | 280 | 7 |
| 5 | 160 | 44 | 1 250 | 620 | 11 |
Solar Array
Captures stellar radiation and converts it to usable energy.
Output: Energy only (no resource production)
| Level | Energy produced | Metal cost | Crystal cost | Rare cost | Build ticks |
|---|---|---|---|---|---|
| 1 | 20 | 30 | 50 | — | 2 |
| 2 | 45 | 80 | 130 | — | 3 |
| 3 | 80 | 200 | 320 | — | 5 |
| 4 | 130 | 460 | 740 | 10 | 7 |
| 5 | 200 | 1 050 | 1 650 | 40 | 10 |
Nuclear Reactor
High-output fission plant. Powers a large industrial base.
Output: Energy only (no resource production)
| Level | Energy produced | Metal cost | Crystal cost | Gas cost | Rare cost | Build ticks |
|---|---|---|---|---|---|---|
| 1 | 40 | 100 | 60 | 40 | 10 | 3 |
| 2 | 90 | 250 | 150 | 100 | 30 | 5 |
| 3 | 160 | 600 | 360 | 240 | 80 | 8 |
| 4 | 260 | 1 400 | 840 | 560 | 200 | 12 |
| 5 | 400 | 3 200 | 1 900 | 1 300 | 500 | 18 |
Housing Block
Residential quarters that increase a planet's population capacity.
Output: Housing capacity (does not produce resources or consume energy)
Total housing = base housing from planet size + sum of all Housing Block levels.
| Level | Housing added | Metal cost | Crystal cost | Build ticks |
|---|---|---|---|---|
| 1 | +500 | 80 | 20 | 2 |
| 2 | +1 200 | 200 | 50 | 4 |
| 3 | +2 200 | 480 | 120 | 6 |
| 4 | +3 600 | 1 100 | 280 | 9 |
| 5 | +5 500 | 2 500 | 640 | 13 |
Energy Planning Guide
Balancing supply and demand
The energy ratio affects every extraction building on the planet simultaneously. Underpowering a planet is always a net loss — the cost of adding a Solar Array is quickly recovered through the production boost.
| Scenario | Effect |
|---|---|
| No power plants, 1 extraction building | 50% output (floor) |
| Solar Array L1 (20 ⚡) + Metal Mine L1 (5 ⚡) | 100% output |
| Nuclear Reactor L1 (40 ⚡) + 4× Metal Mine L1 (20 ⚡) | 100% output |
| Nuclear Reactor L1 (40 ⚡) + 9× Metal Mine L1 (45 ⚡) | 89% output |
Recommended starting layout (Medium planet, 5 slots)
A balanced starting build:
| Slot | Building | Purpose |
|---|---|---|
| 1 | Solar Array L1 | 20 energy (powers the farm and one mine) |
| 2 | Hydroponic Farm L1 | +15 food/tick (net, before modifiers) |
| 3 | Metal Mine L1 | +12 metal/tick |
| 4 | Crystal Extractor L1 | +10 crystal/tick |
| 5 | (open) | Expand as needed |
With 20 energy produced and 15 demanded (farm 4 + mine 5 + extractor 6), energy_ratio = 1.0. All buildings at full efficiency.