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/repair
Economic Efficiency
Upgrade Costs: Building upgrade costs increase exponentially with each level (1.07^level growth factor), making higher levels progressively more expensive.
Repair Costs: Similarly, repair costs grow with the total construction investment, as they're based on the cumulative cost of all previous upgrades.
Optimal Strategy: This exponential scaling means that each additional level becomes less cost-efficient relative to the production gains, making it more economical to build multiple lower-level buildings rather than pushing a few buildings to higher levels.
Building Condition
Every building has a condition from 0% to 100%.
Production Buildings
- Degrade based on production usage, losing condition each time they complete a production task.
- Will degrade from 100% to 0% after approximately 40 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 40 days.
Support Buildings (Housing, Warehouse)
- Degrade over time based on age.
- Will degrade from 100% to 50% over 20 days (minimum 50%).
- This does not affect their functionality, only the refunded materials on scrapping.
Repairing
Repairing restores building condition, typically to 100% or slightly above.
Repair Cost Formula:
Per Material: ceil(Material Total Amount × (1 - Current Condition))
Where
Material Total Amountis that material's total construction cost (sum of all upgrades from level 1 to current level).
Note:
Each material is rounded up independently; repairs may restore above 100% condition to avoid wasting materials. This is not visible in the UI, but materials are never wasted.
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%)
| Condition | Productivity |
|---|---|
| 80-100% | 100% |
| 70% | 90% |
| 60% | 80% |
| 50% | 70% |
| 20% | 40% |
| 0% | 20% (minimum) |
Construction & Upgrading
Construction and upgrading use the same cost formula. Construction is simply "upgrading to level 1."
Regular Buildings
Cost Formula:
- Base Materials: Building type's construction materials
- Planet Tier Materials: Additional materials are required for planets at Tier 2 and above.
- Tier 2: +8 Pressure Sealant Kit × building tier
- Tier 3: +8 Composite Shielding × building tier
- Tier 4: +8 Nanoweave Shielding × building tier
- Growth Multiplier:
- For levels 1-8:
(0.1 × Current Level) + (1.07 ^ Current Level) - For levels 9+:
0.7 + (1.07 ^ 7) + ((Current Level - 6) ^ 1.03) - (0.95 × (Current Level - 6)) - The Growth Multiplier for constructing a new building is 1.
- For levels 1-8:
Final Cost = (Base Materials + Planet Tier Materials) × Growth Multiplier
Final 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)
Headquarters
The Headquarters uses a different cost formula with tiered base materials that change at certain level thresholds.
Base Materials by Level:
| Next Level | Base Materials |
|---|---|
| 1-10 | 5 Amenities 4 Construction Kit 6 Prefab Kit |
| 11-15 | 4.6 Amenities 3.2 Construction Kit 2.7 Modern Prefab Kit 0.9 Structural Elements |
| 16-20 | 0.9 Structural Elements 0.8 Advanced Amenities 0.5 Advanced Construction Kit 0.95 Advanced Prefab Kit |
| 21+ | 0.24 Apex Structural Elements 0.8 Advanced Amenities 0.5 Advanced Construction Kit 0.46 Apex Prefab Kit |
Growth Multiplier:
- For levels 1-5:
(Current Level ^ 1.6) + 1 - For levels 6+:
(Current Level ^ 1.6) + ((Current Level - 5) ^ 2.48) + 1
Final Cost = Base Materials × Growth Multiplier
Final Material costs are rounded up (ceiling function).
Scrapping Buildings
Scrapping 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
Note
- Buildings above 99.6% condition receive full refund
- Scrapping reduces mission and achievement building progress by the level of the scrapped building
- Infrastructure Buildings (Housing, Warehouse) can be scrapped and follow the standard refund formula based on their condition, but their condition does not fall below 50% and they cannot be repaired.
Company Value
Your company value represents the total worth of your space empire. It's calculated daily and includes all your assets.
Total Value Formula
Company Value = Credits + Buildings + Research + (Ships - Starting Ships Value) + Warehouses + Exchange Orders
Your company value updates once per day.
Credits
Your current money balance.
Buildings
The material value of all your buildings based on what you'd get back if you scrapped them:
- Scrap 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 scrapped
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:
- Average price
- Calculated base price (if no trade data is available)