Metal mine
Mines Metals from the planet. It is the basis of everything that gets built.
Buildings are raised on your planets, some on the surface and some in orbit. Each entry says what the building does in the game, and the ones that have no effect say so in their entry. They are the same texts the game shows.
Mines Metals from the planet. It is the basis of everything that gets built.
Mines Silicates: circuits, science and hulls.
Mines Helium-3, the fuel of reactors and fleets.
Produces power by burning Helium-3. Without power, everything yields less.
Speeds up every construction on the planet, and at a high enough level opens a second queue.
Raises the maximum population: the workforce that keeps the colony going.
Fleets leaving this planet burn less fuel.
Raises the cap on Metals, Silicates and Helium-3, and protects part of them from plunder.
Generates Research data, which research runs on, and raises the data cap of the account.
Adds Research data and speeds up Astronomy.
Studies what lost civilisations left behind and speeds up xenotechnology.
Speeds up armament, propulsion and hyperspace research.
Speeds up construction on the planet, and industry and defence research.
Speeds up computing research: sensors, automation and AI.
Builds ships. Each level finishes them faster.
Speeds up ship production.
Surface guns: the first real defence of the colony.
Absorbs damage before it reaches the planet. Uses a lot of power.
Allows more fleets out at once: the highest level among your planets counts.
Warns of hostile fleets before they arrive.
Long-range missiles against the attacking fleet.
Strengthens every defence on the planet and repairs the ones an attack breaks.
The colony platform in orbit, and it shortens the journeys that leave from here.
From this planet you can send resources to other players with the Transport mission, as many jumps away as its level. The market does not exist yet.
Probes leaving this planet travel faster.
After a battle at this planet, instantly recovers part of the ships you lost defending it.
Raises this planet's Helium-3 cap: fuel stored for your fleets. It does not protect it from looting.
A Deploy between two of your colonies with a ready Jump gate arrives in one hour and burns no Helium-3, if flying would take longer. Afterwards, both gates cool down for a few hours.