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⚠️ WORK IN PROGRESS

This wiki is under active development. Information may be incomplete or inaccurate.

Buildings

Building Plots

Each base has a limited number of building plots. Plots exist in different states:

  • Empty - Ready for construction
  • Occupied - Contains a building
  • Debris - Requires terraforming before use
  • Prime - Requires unlocking with Stars

Terraforming Plots

Terraforming clears debris plots to make them available for construction.

Cost: Construction Vehicles

Formula: 1 + Starting Debris Count - Current Debris Remaining

The cost increases with each terraformed plot (first plot costs 1, second costs 2, third costs 3, etc.)

Building Levels

Buildings can be upgraded to higher levels, up to a maximum of 200 (though this is not practically feasible).

Higher level buildings:

  • Produce in larger batches (see production)
  • Provide more worker housing
  • Require more materials to build/upgrade

Building Condition

Every building has a condition from 0% to 100%.

Production Buildings

  • Degrade based on production usage (lose condition each time they complete production task).
  • Will degrade from 100% to 0% after approximately 30 days of continuous production at 100% speed (factories degrate slower if productivity is lower). Above 100% speed, the degradation is not increased(factory should still last around 30 days).

Production Buildings

  • Degrade based on production usage, losing condition each time they complete a production task.
  • Will degrade from 100% to 0% after approximately 30 days of continuous production at 100% speed.
  • Lower production speeds result in proportionally slower degradation (e.g., 50% speed = 60 days to full degradation).
  • Higher production speeds (above 100%) do not accelerate degradation—buildings still last approximately 30 days.

Support Buildings (Housing, Warehouse)

  • Degrade over time based on age.
  • Will degrade from 100% to 50% over 15 days (minimum 50%).
  • This does not affect their functionalitly, only the refund cost on scrapping.

Repairing

Repairing instantly restores condition to 100%.

Repair Cost Formula:

Repair Cost = ceil(Total Construction Cost × (1 - Current Condition))

Where Total Construction Cost is the sum of all upgrade costs from level 1 to current level.

Examples:

  • 80% condition = 20% of total construction cost (rounded up).
  • 50% condition = 50% of total construction cost (rounded up).

Building Productivity

Building condition directly affects productivity:

Productivity Formula: Min(Condition + 20%, 100%)

  • 80-100% condition = 100% productivity
  • 50% condition = 70% productivity
  • 20% condition = 40% productivity
  • 0% condition = 20% productivity (minimum)

Construction & Upgrading

Construction and upgrading use the same cost formula. Construction is simply "upgrading to level 1."

Cost Formula:

  1. Base Materials: Building type's construction materials
  2. Planet Tier Materials: Additional materials are required for planets at Tier 2 and above (this does not apply to the Headquarters).
    • Tier 2: +8 Pressure Sealant Kit × building tier
    • Tier 3: +8 Composite Shielding × building tier
    • Tier 4: +8 Nanoweave Shielding × building tier
  3. Growth Multiplier:
    • Regular Buildings: (0.1 × Current Level) + (1.07 ^ Current Level)
    • Headquarters: (0.5 × Current Level) + (1.5 ^ Current Level)
    • The Growth Multiplier for constructing a new building is 1.

Final Cost = (Base Materials + Planet Tier Materials) × Growth Multiplier

Material costs are rounded up (ceiling function).

Condition on Upgrade: Upgrading partially repairs the building:

New Condition = (Current Condition × Current Level + 100%) / (Current Level + 1)

Demolishing

Demolishing removes a building permanently, frees the building slot, and cancels any active production tasks.

Refund Formula:

Refund = Total Construction Cost - Repair Cost

Since repair cost rounds up, the refund effectively rounds down.

Refund Examples:

  • 100% condition → 100% refund (full materials back)
  • 50% condition → 50% refund
  • 0% condition → 0% refund

Notes:

  • Buildings above 99.6% condition receive full refund
  • Demolishing reduces mission and achievement building progress by the level of the demolished building

Company Value

Your company value represents the total worth of your space empire. It's calculated daily and includes all your assets.

Cash

Your current money balance.

Buildings

The material value of all your buildings based on what you'd get back if you demolished them:

  • Demolish refund value for all buildings across all bases
  • Building condition directly affects value (damaged buildings are worth less)
  • Base construction costs for all bases except your first one (since it's free)
  • Headquarters value is also reduced by condition, even though it can't be demolished

Research

The value of all researched technologies, calculated as the material refund you would receive if you reset your tech tree.

Ships

The construction value of your fleet:

  • Build cost for all ships based on their components
  • Current ship condition reduces value (repair costs are subtracted)
  • The construction cost of your two starting ships is excluded, but they are treated as fully damaged (0% condition), so even if you don't expand your fleet, part of their value will be accounted for in your company value (the value of total repair packs needed to bring them to their current condition).

Warehouses

The total value of all materials stored across your company:

  • All base warehouses
  • All ship cargo holds
  • Exchange warehouse
  • Materials currently being consumed in active production tasks

Exchange Orders

The value of materials you currently have listed in active sell orders on the exchange.

How Materials Are Valued

Each material is valued using:

  1. Average price
  2. Calculated base price (if no trade data is available)

Total Value Formula

Company Value = Cash + Buildings + Research + (Ships - Starting Ships Value) + Warehouses + Exchange Orders

Your company value updates once per day.