Production
Production buildings manufacture materials using recipes. Each recipe consumes input materials and produces output materials over time.
Building Production Capacity
Each building level adds production capacity:
| Building Level | Input Required | Output Produced |
|---|---|---|
| Level 1 | 1× | 1× |
| Level 2 | 2× | 2× |
| Level 3 | 3× | 3× |
| Level N | N× | N× |
Note: Higher level buildings do not give you multiple production slots. Each building processes one recipe at a time, but in larger batches.
Production Orders
Production orders tell your buildings what to produce. Orders are queued per base and filtered by building type in the UI.
Example: On a base with Farms and Smelters, you'll see separate order lists:
- Farm orders (visible to all Farms on this base)
- Smelter orders (visible to all Smelters on this base)
Order Slots: 4 slots per base by default. Unlocking additional slots with Stars increases the limit for ALL bases company-wide.
Order Processing
When a building finishes production (or becomes idle), it processes orders as follows:
- Check first order in queue for matching building type
- Check materials in warehouse:
- Full materials available (N× for Level N building) → Start production with full batch, order moves to end of queue
- Partial materials available (e.g., 1× for Level 3 building) → Start production with available materials at 3× faster speed (proportionally), order moves to end of queue
- No materials available → Skip this order, try next order in queue
- Complete production cycle and add output to warehouse
- Return to step 1
Partial materials formula: Production Time ÷ (Building Level ÷ Materials Used)
Example Queue:
Orders: [1000 Amenities, 1000 Prefab Kits]
Level 2 Prefab Plant:
Cycle 1: Makes 2 Amenities → Queue: [1000 Prefab Kits, 998 Amenities]
Cycle 2: Makes 2 Prefab Kits → Queue: [998 Amenities, 998 Prefab Kits]
Cycle 3: Makes 2 Amenities → Queue: [998 Prefab Kits, 996 Amenities]
...continues rotatingProduction Time Calculation
Formula
Production Time = Recipe Base Time ÷ Production Speed
Production Speed = Workforce Productivity × Building Productivity × Technology Bonus × Planet Abundance × Starting Bonus
Factors
Base production time is modified by multiple factors.
Workforce Productivity
Workforce Productivity = Workforce Satisfaction × (Workforce Present ÷ Workforce Needed)
- Workforce Present: Current number of workers of this type on the base
- Workforce Needed: Total workers of this type needed by all buildings on the base
- Workforce Satisfaction: How well workers' needs are met (0-100%)
- See Workforce for satisfaction calculation
Multiple Workforce Types
When a building needs multiple workforce types, the productivity of each type is averaged together. Each type's (Present ÷ Needed) ratio is capped at 1.0.
Examples for a building needing Workers (60) and Technicians (40):
Scenario 1 - Fully staffed with 50% Technician satisfaction:
- Workers: 100% satisfaction × (60÷60) = 1.00
- Technicians: 50% satisfaction × (40÷40) = 0.50
- Workforce Productivity: (1.00 + 0.50) ÷ 2 = 0.75 (75%)
Scenario 2 - No Technicians available:
- Workers: 100% satisfaction × (60÷60) = 1.00
- Technicians: 50% satisfaction × (0÷40) = 0.00
- Workforce Productivity: (1.00 + 0.00) ÷ 2 = 0.50 (50%)
Building Productivity
Building Productivity = Min(Condition + 20%, 100%)
Buildings can operate at reduced efficiency when damaged, with a minimum of 20% productivity at 0% condition.
Technology Bonus
Technology Bonus = 1 + (Technology Level × 5%)
Each technology level increases production speed by 5%.
Planet Abundance and Fertility
Applies only to extraction and farming recipes:
- Extraction recipes: Use the planet's abundance for the specific resource being extracted (e.g., Iron Ore abundance)
- Farming recipes: Use the planet's overall Fertility rating
| Abundance/Fertility | Production Speed | Effect |
|---|---|---|
| 200% | 2.0× | 2× faster |
| 100% | 1.0× | Normal speed |
| 50% | 0.5× | 2× slower |
| 0% | 0.0× | Cannot produce |
Starting Bonus
New companies receive a temporary production speed bonus to help establish their first operations:
- Initial Bonus: 5.0× production speed
- Decay: Gradually reduces over time to 1.0× (normal speed)