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 SizeSlots
Small3
Medium5
Large7

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:

output = base_output[level] × efficiency_modifier × stability_modifier × specialization_modifier × energy_ratio
  • efficiency_modifier — housing ratio effect (see Planet System)
  • stability_modifierstability / 100, floored at 0.5 for Hydroponic Farms
  • specialization_modifier — planet type bonus (see Planet System)
  • energy_ratioclamp(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.

energy_ratio = clamp(total_energy_produced / total_energy_demand, 0.5, 1.0)
  • 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):

energy_ratio = clamp(20 / 5, 0.5, 1.0) = 1.0   // fully powered

A planet has one level-2 Metal Mine (−10 energy) and no power plants:

energy_ratio = clamp(0 / 10, 0.5, 1.0) = 0.5   // half output

Construction

Queuing a building

  1. Select an empty slot and choose a building type
  2. Resources are deducted from the planet's stockpile upfront
  3. A construction order is created with ticks_remaining = build_ticks[level]
  4. 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

LevelMetal/tickEnergy consumedMetal costCrystal costBuild ticks
112560202
22810150503
350203501205
480358002808
5120501 80062012

Crystal Extractor

Mines crystalline formations for electronic components.

Output: Crystal

LevelCrystal/tickEnergy consumedMetal costCrystal costRare costBuild ticks
110540302
22412100803
344222502005
47038580460208
5105551 3001 0506012

Gas Siphon

Harvests atmospheric gases for fuel and industry.

Output: Gas

LevelGas/tickEnergy consumedMetal costCrystal costGas costBuild ticks
1865030102
2201412075254
33825300190606
462427004401409
595601 6001 00032013

Rare Refinery

Processes exotic minerals required for advanced modules and high-tier buildings.

Output: Rare

LevelRare/tickEnergy consumedMetal costCrystal costGas costRare costBuild ticks
14870502053
2101818013050155
32032420320120407
4355295074028010010
555752 1001 65064025015

Hydroponic Farm

Grows food in controlled environments to feed the population.

Output: Food

LevelFood/tickEnergy consumedMetal costCrystal costBuild ticks
115440202
2359100503
365182401205
4105305602807
5160441 25062011

Solar Array

Captures stellar radiation and converts it to usable energy.

Output: Energy only (no resource production)

LevelEnergy producedMetal costCrystal costRare costBuild ticks
12030502
245801303
3802003205
4130460740107
52001 0501 6504010

Nuclear Reactor

High-output fission plant. Powers a large industrial base.

Output: Energy only (no resource production)

LevelEnergy producedMetal costCrystal costGas costRare costBuild ticks
1401006040103
290250150100305
3160600360240808
42601 40084056020012
54003 2001 9001 30050018

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.

LevelHousing addedMetal costCrystal costBuild ticks
1+50080202
2+1 200200504
3+2 2004801206
4+3 6001 1002809
5+5 5002 50064013

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.

ScenarioEffect
No power plants, 1 extraction building50% 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

A balanced starting build:

SlotBuildingPurpose
1Solar Array L120 energy (powers the farm and one mine)
2Hydroponic Farm L1+15 food/tick (net, before modifiers)
3Metal Mine L1+12 metal/tick
4Crystal 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.