Structures


Structures are objects that are built on Planets that either boost the Attack/Defense of the planets guards, add population to the planet (AKA HP), or produce Minerals, Artifacts, or Research. Like equipment they cost Credits and Minerals to make and upgrades, are found through Research, and have a size. Structures production of Minerals, Artifacts, and Research are affected by the level of the planet's Natural Resources.



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 must be done in the shields field. In order to get more advanced Minefields, research must be done in the weapons field. In order to get more advanced satellites, research must be done in the cloaking field.


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 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 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 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 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 Time-Limited Events. Check out the Special Buildings page for a full list of these special buildings.

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