Pre-alpha codex — written from the build in internal testing. Systems, numbers and features can change before launch. · Found Your Empire
Buildings — Overview
How costs, build times and speedups work.
Twenty buildings, six families
- Resources & Energy: Metal Mine, Crystal Mine, Aetherium Synthesizer, Solar Plant, Fusion Reactor, Quantum Power Grid.
- Storage: Metal Storage, Crystal Storage, Aetherium Tank.
- Population & Food: Residential Complex, Hydroponic Farm.
- Industry & Research: Robotics Bay, Research Lab, Shipyard, Spaceport, Nanite Forge.
- Defense: System Defense Command.
- Governance: System Administration, Empire Administration, Embassy.
Costs and build times
Every level costs more and takes longer than the one before — early levels are cheap experiments, high levels are real commitments. You never have to guess: each building card shows the exact cost and construction time of the next level before you queue it.
- Robotics Bay cuts the build time of every building by 10% per level, with no cap.
- Nanite Forge halves the build time of buildings, ships and defenses with every level, late in the game.
Population matters
Buildings employ workers, like they draw energy. You can build past your population, but a system with fewer people than its buildings employ runs its mines at the share it can staff — 70% of the workers, 70% of the output. Grow more colonists with Residential Complexes and keep them fed with Hydroponic Farms.
Construction
Each system builds for itself: you queue orders, they work through one after another, and the Constructions page shows exactly what is building, what is waiting and when it lands.