Units & Structures


Command Center Without a real, fully functioning Command Center, the colony suffers a -30 morale penalty. Command Center is required to produce Engineers and will give you the ability to manipulate tax rate and you can build as many of this type of Command Centers as you like. A Command Center of basic design will supply 5,000 jobs and 10,000 residences.

Mining facilities open the possibility of mining from mineral caches. With a mining facility built on a mineral cache, anyone with a colony on the same planet as the mining facility can use it. Extraction rates are determined by concentration of mineral cache, morale, efficiency, and production ability of the hull. The beginning mining facility has a 47 production rating.

Any hull listed under this category is a facility that doesn’t fall under a different category. Here you will find defense turrets for planets and space, a small warehouse hull, the guild headquarters, and the agent headquarters. The Guild and Agent HQ hulls do not do anything as of yet.

Personnel buildings produce Enlisted and Officers which can be used to build components and prototypes. Every batch of Enlisted costs 20 Colonists while every batch of Officers costs 20 Enlisted. When training Officers, there is a chance that one of them will qualify to be an Agent in your empire, which you can then hire through the Agent window. The beginning Barracks has 228 production ability, creates 1142 jobs, and uses 150 power. The beginning Officer Training facility has 189 production ability, creates 2025 jobs, and uses 400 power.
Power Generators A power generator hull is used for power generating engines primarily because the hulls get 300% and 200% bonuses to power generation For every base unit of power generated by an engine on the hull, 1 job is produced. So a 10,000 power engine will produce 10,000 jobs and depending on the hull you will get 20,000 or 30,000 power. The beginning power generator produces 2000 power and creates 500 jobs.
Production Facilities Production facilities are used to create all the planetary units made for ground and naval combat as well as most of the aerial units. These facilities are also used to build components you have created for your empire. The three types of production facilities involve building ground, naval, and aerial units. These hulls are some of the largest buildings you can produce. The starting factory has a 528 production ability, creates 20540 jobs, and uses 6000 power which is almost the same as the starting spaceport.
Refineries are used primarily to build the alloys you have created. Refineries produce alloys at a faster rate than any other building. The beginning refinery is good for early mineral storage but not much else. The beginning refinery has 200 production ability, creates 1200 jobs, and uses 220 power.
Research facilities are used for all the researching done in your empire. Here you can discover minerals, create alloys, design components, make hull layouts, and create prototypes. Research facilities also have the ability to do special research which unlocks new things for your empire. The starting research facility has 92 research ability, creates 9250 jobs, and uses 1500 power.
Residential facilities are used to create space for new colonists. The beginning residential facility has 10046 housing, creates 251 jobs and uses 3500 power.
Space Station hulls can only be built in space and their primary function is to build all the space-only units, starting from high end Frigates all the way to Battleships. You do not start with any Space Station designs so they must be designed entirely by you.
The Tradepost hull is the largest ground based hull and only one can be built per colony at a time. The Tradepost is used to trade minerals, alloys, components, units, facilities, stolen information, Colonists, Enlisted, Officers, Agents, and credits. The beginning Tradepost has 10,000 jobs and takes 4,555 power.

Battle Cruiser hulls are a subtype of the Capital class. These ships are very slow but capable of huge amounts of damage. The hull sizes range from 110,000-253,173.
Battleship hulls are a subtype of the Capital class. These ships are the largest available and the slowest. These ships can carry the largest guns possible which can decimate entire fleets of lesser ships if built properly. The hull sizes range from 400,000-1,100,000.
Corvette hulls are a subtype of the Escort class. These ships are versatile due to their fairly high maneuverability and decent damage output. The hull sizes from 4,500-12,500.
Cruiser hulls are a subtype of the Escort class. These ships are the ultimate escorts capable of great damage but with less than average speed. The hull sizes range from 57,000-110,000.
Destroyer hulls are a subtype of the Escort class. These ships excel as jamming or PD type ships. The hull sizes range from 32,000-44,000.
Escort hulls are a subtype of the Escort class. These ships are the smallest of their class and have the highest maneuverability of their class. The hull sizes range from 1,200-2,700.
Fighter hulls are the only units that get the ability to target components. The sub types are Small, Medium, and Heavy fighters. The hull sizes range from 40-300.
Frigate hulls are a subtype of the Escort class. These ships are the only ones that can use bombardment on planets. The hull sizes range from 5,000-28,000.

Small vehicles come equipped with all-arcs and are very inexpensive. The only subtype available is Quad. The hull sizes range from 75-130.
Tanks cannot take critical hits during battle. The subtypes are hover, track, and half-track but the last two are not implemented yet. The hull sizes range from 250-620.
Transport hulls are primarily used to transport other units and resources since they use utility components, which make them fairly cheap to build. The sub types are Cargo, Supply, and Unit transports. The hull sizes range from 30,000-36,500.
Utility hulls are used to build Facilities and Space Stations. The subtypes are land-based engineers and space-based engineers. The hull sizes range from 300-700.


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