Structures
Structures are objects that are built on Planets. They range in size from 0 space to 18 space. Structures can improve the planetary defensive stats like Attack, Defense, Cloak, and Population. Some structures will even prevent enemies from attacking the planet.
Structures can also produce resources. The production of Mining Points, Artifact Points, or Research Points RP from structures are affected by the level of the Planet Resources. Finally, there are Resource Storage structures that allow you to store higher amounts of Mining Points, Artifact Points, or Research Points.
Contents |
Planetary Buildings Info
This Page may contain Information that is on other links to this site. But for the benefit of not having to search around forever I am posting Information that is wanted for Planetary Buildings.
In order to get more advanced Defenses, Research Points RP must be spent in the shields branch. In order to get more advanced Minefields, Research Points RP must be spent in the weapons branch. In order to get more advanced satellites, Research Points RP must be spent in the cloaking branch.
Starting Planetary Buildings
Buildings Given Upon Start
The following buildings are available to all players right from the start of the game. They have no research requirements and are very cheap to build. More advanced buildings are much more productive than these starter buildings, but they need to be unlocked by conducting research. They also have significantly higher build costs.
Name | Size | Cost | Planetary Effect | Space Efficiency |
---|---|---|---|---|
Orbital Minefield | 2 | 500 CR | Attack +25 | 12.5 Attack Per Space |
Surface Bunkers | 2 | 500 CR | Defense +25 | 12.5 Defense Per Space |
Surface Scanner | 4 | 500 CR | Artifact +1 | 0.25 Artifact Per Space |
Surface Mine | 4 | 500 CR | Mineral +1 | 0.25 Mineral Per Space |
Research Station | 4 | 500 CR | Research +1 | 0.25 Research Per Space |
Research Tree
This is the list of all the additional structures that can be built on a planet once their research requirements have been met. Press Ctrl + F to search this page for a specific building if you already know its' name.
Population and Resource Structures
Research Tree branch: Planetary Construction
Construction buildings increase the resource production or max population that a planet can hold. Larger production means the planet will produce more per hour, whilst population acts as the "hit points" of a planet; the more population it has, the longer it will survive an attack.
Name | Size | Cost | Planetary Effect | Space Efficiency | Research Topic |
---|---|---|---|---|---|
Habitation Modules | 1 | 500 CR | Population +20 | 20 Population Per Space | Planetary Construction |
Extraction Drones | 7 | 5,000 CR, 100 Dynite | Mineral +2 | 0.286 Minerals Per Space | Advanced Robotics |
Robotics Lab | 7 | 5,000 CR, 100 Dynite | Research +2 | 0.286 Research Per Space | Advanced Robotics |
Analyzer Drones | 7 | 5,000 CR, 100 Dynite | Artifact +2 | 0.286 Artifacts Per Space | Advanced Robotics |
Arcology | 2 | 20,000 CR, 40 Chrisium | Population +75 | 37.5 Population Per Space | Megastructures |
Nanite Disassemblers | 9 | 50,000 CR, 10 Darrinyte | Mineral +3 | 0.333 Minerals Per Space | Nano Assembly |
Nanite Lab | 9 | 50,000 CR, 10 Darrinyte | Research +3 | 0.333 Research Per Space | Nano Assembly |
Subterranean Probes | 9 | 50,000 CR, 10 Darrinyte | Artifact +3 | 0.333 Artifacts Per Space | Nano Assembly |
Deep Core Mine | 11 | 500,000 CR, 10 Erixion | Mineral +4 | 0.364 Minerals Per Space | Deep Extraction |
Theory Engine | 11 | 500,000 CR, 10 Erixion | Research +4 | 0.364 Research Per Space | Deep Extraction |
Deep Scan Harmonizer | 11 | 500,000 CR, 10 Erixion | Artifact +4 | 0.364 Artifact Per Space | Deep Extraction |
Hypersphere Habitat | 3 | 2,000,000 CR, 8 Pawlacite | Population +200 | 66.6 Population Per Space | Hyperspheres |
Mesh Extractor | 13 | 2,000,000 CR, 10 Dieterion | Mineral +5 | 0.385 Minerals Per Space | Global Meshing |
AI Network | 13 | 2,000,000 CR, 10 Dieterion | Research +5 | 0.385 Research Per Space | Global Meshing |
Mesh Probes | 13 | 2,000,000 CR, 10 Dieterion | Artifact +5 | 0.385 Artifacts Per Space | Global Meshing |
Quantum Reassembler | 15 | 10,000,000 CR, 5 Kurenite | Mineral +6 | 0.400 Minerals Per Space | Quantum Assembly |
Quantum Computer Grid | 15 | 10,000,000 CR, 5 Kurenite | Research +6 | 0.400 Research Per Space | Quantum Assembly |
Quantum Analyzer Engine | 15 | 10,000,000 CR, 5 Kurenite | Artifact +6 | 0.400 Artifacts Per Space | Quantum Assembly |
Astrocore Habitat | 4 | 7,500,000 CR, 10 Dieterion | Population +400 | 100.0 Population Per Space | Astro Binding |
Gravitonic Teleporter | 16 | 50,000,000 CR, 20 Kurenite | Mineral +8 | 0.500 Minerals Per Space | Gravshell Construction |
Gravitonic Brain | 16 | 50,000,000 CR, 20 Kurenite | Research +8 | 0.500 Research Per Space | Gravshell Construction |
Gravitonic Revealer | 16 | 50,000,000 CR, 20 Kurenite | Artifact +8 | 0.500 Artifacts Per Space | Gravshell Construction |
Stellar Converter | 17 | 200,000,000 CR, 50 Kurenite | Mineral +10 | 0.588 Minerals Per Space | Stellar Engineering |
Matrioshka Brain | 17 | 200,000,000 CR, 50 Kurenite | Research +10 | 0.588 Research Per Space | Stellar Engineering |
Stellar Replicator | 17 | 200,000,000 CR, 50 Kurenite | Artifact +10 | 0.588 Artifacts Per Space | Stellar Engineering |
Trans-Hub Habitat | 5 | 50,000,000 CR, 50 Dysillon | Population +650 | 130.0 Population Per Space | Trans-Core Hubs |
Star Lifter | 18 | 600,000,000 CR, 10 Aidonium | Mineral +12 | 0.666 Mineral Per Space | Star Lifting |
Hypernode Brain | 18 | 600,000,000 CR, 10 Aidonium | Research +12 | 0.666 Research Per Space | Star Lifting |
Hyperforge Fabricator | 18 | 600,000,000 CR, 10 Aidonium | Artifact +12 | 0.666 Artifact Per Space | Star Lifting |
Topopolis Rings | 6 | 250,000,000 CR, 5 Aidonium | Population +1000 | 166.6 Population Per Space | Topopolis Rings |
Planet Offense Structures
Research Tree branch: Advanced Weapons
Weapons help to defend your planets, causing damage to enemy ships each time they attack your planet. They also help to reduce the chances of successful enemy invasions (Which can only be attempted if a planet has 10 population or less).
Name | Size | Cost | Planetary Effect | Space Efficiency | Research Topic |
---|---|---|---|---|---|
Ion Minefield | 2 | 5,000 CR, 100 Dynite | Attack +50 | 25.0 Attack Per Space | Ion Channeling |
Plasma Minefield | 2 | 10,000 CR, 20 Chrisium | Attack +75 | 37.5 Attack Per Space | Plasma Filtering |
Phase Minefield | 2 | 50,000 CR, 10 Darrinyte | Attack +100 | 50.0 Attack Per Space | Phased Energy |
Graviton Minefield | 2 | 100,000 CR, 4 Hydium | Attack +150 | 75.0 Attack Per Space | Graviton Shearing |
Disruption Minefield | 2 | 500,000 CR, 10 Erixion | Attack +200 | 100.0 Attack Per Space | Matter Disruption |
Quantum Minefield | 2 | 1,000,000 CR, 4 Pawlacite | Attack +300 | 150.0 Attack Per Space | Quantum Disassembly |
Singularity Minefield | 2 | 10,000,000 CR, 10 Dysillon | Attack +450 | 225.0 Attack Per Space | Micro Singularities |
Antimatter Minefield | 2 | 10,000,000 CR, 10 Kurenite | Attack +600 | 300.0 Attack Per Space | Antimatter Streams |
Null Minefield | 2 | 25,000,000 CR, 20 Kurenite | Attack +750 | 375.0 Attack Per Space | Null Rays |
Thetacron Rift Field | 2 | 100,000,000 CR, 50 Kurenite | Attack +1000 | 500.0 Attack Per Space | Thetacron Radiation |
Quasi-Chaos Minefield | 2 | 250,000,000 CR, 5 Aidonium | Attack +1200 | 600.0 Attack Per Space | Quasi-Chaotic Force |
Planet Defense Structures
Research Tree branch: Shield Systems
Shield systems defend your planets, reducing the amount of population killed during attacks. They also help to reduce the chances of successful enemy invasions. Note that the maximum amount of population that will be killed per enemy attack is 20, regardless of how much (or little) shielding a planet has.
Name | Size | Cost | Planetary Effect | Space Efficiency | Research Topic |
---|---|---|---|---|---|
Structural Shield | 2 | 5,000 CR, 100 Dynite | Defense +50 | 25.0 Defense Per Space | Magnetic Deflection |
City Shield | 2 | 50,000 CR, 10 Darrinyte | Defense +100 | 50.0 Defense Per Space | Inverse Graviton Fields |
Regional Shield | 2 | 500,000 CR, 10 Erixion | Defense +200 | 100.0 Defense Per Space | Lattice Fields |
Mass Shield | 2 | 5,000,000 CR, 10 Dieterion | Defense +450 | 225.0 Defense Per Space | Disruption Fields |
Planetary Shield | 2 | 10,000,000 CR, 10 Kurenite | Defense +750 | 375.0 Defense Per Space | Rift Fields |
Obviation Barrier | 2 | 250,000,000 CR, 5 Aidonium | Defense +1200 | 600.0 Defense Per Space | Force Obviation Fields |
Planet Cloaking Structures
Research Tree branch: Stealth Systems
Stealth systems hide your planets from enemy scanners, reducing the chances that they will be found; if an enemy doesn't know about your planet, they can't attack it! Note that planet cloaks are extremely space-inefficient however, and it may actually be better to defend your planet well than to try and prevent enemies from scanning them.
Name | Size | Cost | Planetary Effect | Space Efficiency | Research Topic |
---|---|---|---|---|---|
Jammer Satellites | 2 | 500 CR | Cloak +25 | 12.5 Cloak Per Space | Sensor Jamming |
Shroud Satellites | 3 | 50,000 CR, 10 Darrinyte | Cloak +75 | 25.0 Cloak Per Space | Wideband Jamming |
Stealth Satellites | 4 | 500,000 CR, 10 Erixion | Cloak +150 | 37.5 Cloak Per Space | Quantum Jamming |
Cloaking Satellites | 5 | 5,000,000 CR, 10 Dieterion | Cloak +250 | 50.0 Cloak Per Space | Subspace Jamming |
Anti-Tachyon Satellites | 6 | 50,000,000 CR, 50 Dysillon | Cloak +500 | 83.333 Cloak Per Space | Anti-Tachyon Jamming |
Inverse-Flux Satellites | 7 | 500,000,000 CR, 50 Aidonium | Cloak +800 | 114.286 Cloak Per Space | Inverse Flux Jamming |
Also see Planetary Cloaking
More buildings are available through Artifacts, Mission Rewards, Loot Drops and Seasonal Events. Check out the Special Buildings page for a list of these special buildings.