// STRUCTURES

Buildings

Every placeable structure. Expand a card for the full per-level upgrade table.

Barracks Barracks
SIZE 2×2 MAX LVL 20 BUILD 10m COST 200 Metal · 80 Food
Lvl HP Energy/min Upgrade Cost Upgrade Time
1 500 1 Instant
2 600 2 400 Metal · 150 Energy · 100 Food 10m
3 720 3 680 Metal · 260 Energy · 170 Food 25m
4 870 4 1,100 Metal · 430 Energy · 280 Food 50m
5 1,050 6 1,750 Metal · 700 Energy · 450 Food 1h 30m
6 1,260 8 2,800 Metal · 1,100 Energy · 720 Food 2h 30m
7 1,500 10 4,400 Metal · 1,700 Energy · 1,150 Food · 30 DataCores 4h
8 1,800 13 7,000 Metal · 2,700 Energy · 1,800 Food · 70 DataCores 6h
9 2,150 16 11,000 Metal · 4,300 Energy · 2,900 Food · 150 DataCores 9h
10 2,550 20 17,000 Metal · 6,700 Energy · 4,600 Food · 300 DataCores 12h
11 3,000 25 26,000 Metal · 10,500 Energy · 7,300 Food · 600 DataCores 16h
12 3,500 30 40,000 Metal · 16,000 Energy · 11,500 Food · 1,200 DataCores 21h
13 4,100 36 60,000 Metal · 25,000 Energy · 18,000 Food · 2,200 DataCores 1d 3h
14 4,800 44 90,000 Metal · 38,000 Energy · 27,000 Food · 4,000 DataCores 1d 10h
15 5,600 52 130,000 Metal · 57,000 Energy · 41,000 Food · 7,000 DataCores 1d 18h
16 6,500 62 190,000 Metal · 85,000 Energy · 62,000 Food · 12,000 DataCores 2d 3h
17 7,500 74 280,000 Metal · 125,000 Energy · 92,000 Food · 20,000 DataCores 2d 13h
18 8,600 88 400,000 Metal · 185,000 Energy · 135,000 Food · 32,000 DataCores 3d
19 9,800 104 570,000 Metal · 270,000 Energy · 200,000 Food · 50,000 DataCores 3d 12h
20 11,200 124 800,000 Metal · 400,000 Energy · 300,000 Food · 80,000 DataCores 4d
Central Hub CentralHub
SIZE 3×3 MAX LVL 20 BUILD 1m COST

The Central Hub is the heart of an Underdark colony. It supports population growth, enables constructions of advanced structures and expands your storage capabilities.

Lvl HP Energy/min Pop Cap Radius Upgrade Cost Upgrade Time
1 1,000 1 10 ctl 10 Instant
2 1,200 7 18 ctl 12 800 Metal · 400 Energy 10m
3 1,450 9 28 ctl 14 1,400 Metal · 680 Energy 25m
4 1,750 12 40 ctl 16 2,300 Metal · 1,150 Energy · 100 DataCores 50m
5 2,100 15 55 ctl 18 3,700 Metal · 1,850 Energy · 200 DataCores 1h 30m
6 2,520 19 75 ctl 20 6,000 Metal · 3,000 Energy · 400 DataCores 2h 30m
7 3,020 24 100 ctl 22 9,500 Metal · 4,800 Energy · 750 DataCores 4h
8 3,620 30 130 ctl 24 15,000 Metal · 7,600 Energy · 1,300 DataCores 6h
9 4,340 38 165 ctl 26 24,000 Metal · 12,000 Energy · 2,200 DataCores 9h
10 5,200 48 210 ctl 28 38,000 Metal · 19,000 Energy · 3,800 DataCores 12h
11 6,240 60 265 ctl 30 58,000 Metal · 29,000 Energy · 6,300 DataCores 16h
12 7,480 75 330 ctl 32 88,000 Metal · 44,000 Energy · 10,500 DataCores 21h
13 8,970 92 410 ctl 34 130,000 Metal · 66,000 Energy · 17,500 DataCores 1d 3h
14 10,750 112 510 ctl 36 195,000 Metal · 100,000 Energy · 29,000 DataCores 1d 10h
15 12,900 135 630 ctl 38 290,000 Metal · 150,000 Energy · 48,000 DataCores 1d 18h
16 15,470 162 770 ctl 40 430,000 Metal · 220,000 Energy · 80,000 DataCores 2d 3h
17 18,560 195 940 ctl 42 620,000 Metal · 330,000 Energy · 130,000 DataCores 2d 13h
18 22,270 235 1,140 ctl 44 900,000 Metal · 490,000 Energy · 215,000 DataCores 3d
19 26,720 280 1,380 ctl 46 1,300,000 Metal · 720,000 Energy · 350,000 DataCores 3d 12h
20 32,060 335 1,670 ctl 48 1,850,000 Metal · 1,050,000 Energy · 570,000 DataCores 4d
Engineering Bay EngineeringBay
SIZE 2×2 MAX LVL 20 BUILD 10m COST 250 Metal · 120 Energy

Coordinates construction crews and supply lines, reducing the build and upgrade time of every other building in your city. Limited to one per city.

Lvl HP Energy/min Upgrade Cost Upgrade Time
1 1,500 5 Instant
2 1,700 7 400 Metal · 150 Energy 10m
3 2,000 9 680 Metal · 260 Energy 25m
4 2,300 12 1,100 Metal · 430 Energy 50m
5 2,700 15 1,750 Metal · 700 Energy 1h 30m
6 3,200 19 2,800 Metal · 1,100 Energy 2h 30m
7 3,700 24 4,400 Metal · 1,700 Energy · 30 DataCores 4h
8 4,300 30 7,000 Metal · 2,700 Energy · 70 DataCores 6h
9 5,000 38 11,000 Metal · 4,300 Energy · 150 DataCores 9h
10 5,800 48 17,000 Metal · 6,700 Energy · 300 DataCores 12h
11 6,700 60 26,000 Metal · 10,500 Energy · 600 DataCores 16h
12 7,800 75 40,000 Metal · 16,000 Energy · 1,200 DataCores 21h
13 9,000 92 60,000 Metal · 25,000 Energy · 2,200 DataCores 1d 3h
14 10,400 112 90,000 Metal · 38,000 Energy · 4,000 DataCores 1d 10h
15 12,000 135 130,000 Metal · 57,000 Energy · 7,000 DataCores 1d 18h
16 13,800 162 190,000 Metal · 85,000 Energy · 12,000 DataCores 2d 3h
17 15,800 195 280,000 Metal · 125,000 Energy · 20,000 DataCores 2d 13h
18 18,000 235 400,000 Metal · 185,000 Energy · 32,000 DataCores 3d
19 20,500 280 570,000 Metal · 270,000 Energy · 50,000 DataCores 3d 12h
20 23,500 335 800,000 Metal · 400,000 Energy · 80,000 DataCores 4d
Foundry Foundry
SIZE 1×1 MAX LVL 20 BUILD 6m COST 200 Metal · 80 Energy

Industrial smelter that boosts production of every adjacent producer.

Lvl HP Energy/min Adj Bonus Upgrade Cost Upgrade Time
1 1,500 5 +5% Instant
2 1,700 7 +7% 400 Metal · 150 Energy 10m
3 2,000 9 +10% 680 Metal · 260 Energy 25m
4 2,300 12 +13% 1,100 Metal · 430 Energy 50m
5 2,700 15 +17% 1,750 Metal · 700 Energy 1h 30m
6 3,200 19 +21% 2,800 Metal · 1,100 Energy 2h 30m
7 3,700 24 +26% 4,400 Metal · 1,700 Energy · 30 DataCores 4h
8 4,300 30 +32% 7,000 Metal · 2,700 Energy · 70 DataCores 6h
9 5,000 38 +38% 11,000 Metal · 4,300 Energy · 150 DataCores 9h
10 5,800 48 +45% 17,000 Metal · 6,700 Energy · 300 DataCores 12h
11 6,700 60 +53% 26,000 Metal · 10,500 Energy · 600 DataCores 16h
12 7,800 75 +62% 40,000 Metal · 16,000 Energy · 1,200 DataCores 21h
13 9,000 92 +72% 60,000 Metal · 25,000 Energy · 2,200 DataCores 1d 3h
14 10,400 112 +83% 90,000 Metal · 38,000 Energy · 4,000 DataCores 1d 10h
15 12,000 135 +95% 130,000 Metal · 57,000 Energy · 7,000 DataCores 1d 18h
16 13,800 162 +108% 190,000 Metal · 85,000 Energy · 12,000 DataCores 2d 3h
17 15,800 195 +122% 280,000 Metal · 125,000 Energy · 20,000 DataCores 2d 13h
18 18,000 235 +137% 400,000 Metal · 185,000 Energy · 32,000 DataCores 3d
19 20,500 280 +153% 570,000 Metal · 270,000 Energy · 50,000 DataCores 3d 12h
20 23,500 335 +170% 800,000 Metal · 400,000 Energy · 80,000 DataCores 4d
Generator Generator
SIZE 1×1 MAX LVL 20 BUILD 4m COST 100 Metal
Lvl HP Energy/min Energy/min Workers Storage Upgrade Cost Upgrade Time
1 1,000 4/wkr 2 80 Instant
2 1,100 5/wkr 2 130 200 Metal 10m
3 1,250 6/wkr 3 200 340 Metal 25m
4 1,400 8/wkr 3 320 560 Metal 50m
5 1,600 10/wkr 4 500 900 Metal 1h 30m
6 1,800 13/wkr 4 800 1,400 Metal 2h 30m
7 2,050 16/wkr 5 1,300 2,200 Metal 4h
8 2,350 20/wkr 5 2,000 3,400 Metal · 30 DataCores 6h
9 2,700 24/wkr 6 3,200 5,200 Metal · 70 DataCores 9h
10 3,100 30/wkr 6 5,000 8,000 Metal · 150 DataCores 12h
11 3,550 36/wkr 7 7,800 12,000 Metal · 300 DataCores 16h
12 4,100 44/wkr 7 12,000 18,000 Metal · 600 DataCores 21h
13 4,700 52/wkr 8 18,000 27,000 Metal · 1,100 DataCores 1d 3h
14 5,400 62/wkr 8 27,000 40,000 Metal · 2,000 DataCores 1d 10h
15 6,200 74/wkr 9 40,000 58,000 Metal · 3,500 DataCores 1d 18h
16 7,100 88/wkr 9 60,000 84,000 Metal · 6,000 DataCores 2d 3h
17 8,200 104/wkr 10 90,000 120,000 Metal · 10,000 DataCores 2d 13h
18 9,400 124/wkr 10 130,000 170,000 Metal · 16,000 DataCores 3d
19 10,800 146/wkr 11 190,000 240,000 Metal · 25,000 DataCores 3d 12h
20 12,500 170/wkr 12 280,000 340,000 Metal · 40,000 DataCores 4d
Geothermal Tap GeothermalTap
SIZE 1×1 MAX LVL 20 BUILD 6m COST 200 Metal

Drills deep into the crust to extract heat. Higher per-worker output than a Generator at greater build cost.

Lvl HP Energy/min Energy/min Workers Storage Upgrade Cost Upgrade Time
1 1,100 6/wkr 2 80 Instant
2 1,200 8/wkr 2 130 300 Metal 10m
3 1,400 9/wkr 3 200 500 Metal 25m
4 1,600 12/wkr 3 320 850 Metal 50m
5 1,800 15/wkr 4 500 1,350 Metal 1h 30m
6 2,000 20/wkr 4 800 2,100 Metal 2h 30m
7 2,300 24/wkr 5 1,300 3,300 Metal 4h
8 2,600 30/wkr 5 2,000 5,100 Metal · 45 DataCores 6h
9 3,000 36/wkr 6 3,200 7,800 Metal · 100 DataCores 9h
10 3,400 45/wkr 6 5,000 12,000 Metal · 225 DataCores 12h
11 3,900 54/wkr 7 7,800 18,000 Metal · 450 DataCores 16h
12 4,500 66/wkr 7 12,000 27,000 Metal · 900 DataCores 21h
13 5,200 78/wkr 8 18,000 40,000 Metal · 1,700 DataCores 1d 3h
14 6,000 93/wkr 8 27,000 60,000 Metal · 3,000 DataCores 1d 10h
15 6,900 111/wkr 9 40,000 87,000 Metal · 5,500 DataCores 1d 18h
16 7,900 132/wkr 9 60,000 125,000 Metal · 9,000 DataCores 2d 3h
17 9,100 156/wkr 10 90,000 180,000 Metal · 15,000 DataCores 2d 13h
18 10,400 186/wkr 10 130,000 255,000 Metal · 24,000 DataCores 3d
19 11,900 219/wkr 11 190,000 360,000 Metal · 38,000 DataCores 3d 12h
20 13,800 255/wkr 12 280,000 510,000 Metal · 60,000 DataCores 4d
Habitation Block Housing
SIZE 2×2 MAX LVL 20 BUILD 6m COST 80 Metal · 100 Energy · 80 Food
Lvl HP Energy/min Housing Upgrade Cost Upgrade Time
1 1,000 4 Instant
2 1,100 6 250 Metal · 100 Energy · 80 Food 10m
3 1,250 9 420 Metal · 170 Energy · 130 Food 25m
4 1,400 12 700 Metal · 280 Energy · 220 Food 50m
5 1,600 16 1,100 Metal · 450 Energy · 350 Food 1h 30m
6 1,800 21 1,750 Metal · 700 Energy · 550 Food 2h 30m
7 2,050 27 2,800 Metal · 1,100 Energy · 880 Food 4h
8 2,350 34 4,400 Metal · 1,700 Energy · 1,400 Food · 50 DataCores 6h
9 2,700 42 7,000 Metal · 2,700 Energy · 2,200 Food · 100 DataCores 9h
10 3,100 52 11,000 Metal · 4,300 Energy · 3,500 Food · 200 DataCores 12h
11 3,550 64 17,000 Metal · 6,500 Energy · 5,400 Food · 400 DataCores 16h
12 4,100 78 25,000 Metal · 10,000 Energy · 8,200 Food · 800 DataCores 21h
13 4,700 95 38,000 Metal · 15,000 Energy · 12,500 Food · 1,500 DataCores 1d 3h
14 5,400 115 57,000 Metal · 23,000 Energy · 19,000 Food · 2,800 DataCores 1d 10h
15 6,200 138 85,000 Metal · 35,000 Energy · 28,000 Food · 5,000 DataCores 1d 18h
16 7,100 166 125,000 Metal · 52,000 Energy · 42,000 Food · 9,000 DataCores 2d 3h
17 8,200 200 180,000 Metal · 78,000 Energy · 62,000 Food · 15,000 DataCores 2d 13h
18 9,400 240 260,000 Metal · 115,000 Energy · 90,000 Food · 24,000 DataCores 3d
19 10,800 290 370,000 Metal · 170,000 Energy · 130,000 Food · 38,000 DataCores 3d 12h
20 12,500 350 530,000 Metal · 250,000 Energy · 190,000 Food · 60,000 DataCores 4d
Hydroponics Bay HydroponicsBay
SIZE 1×1 MAX LVL 20 BUILD 4m COST 100 Metal · 40 Energy
Lvl HP Energy/min Food/min Workers Storage Upgrade Cost Upgrade Time
1 1,000 1 3/wkr 2 80 Instant
2 1,100 1 4/wkr 2 130 200 Metal · 50 Food 10m
3 1,250 2 5/wkr 3 200 350 Metal · 80 Food 25m
4 1,400 2 7/wkr 3 320 580 Metal · 60 Energy · 130 Food 50m
5 1,600 3 9/wkr 4 500 950 Metal · 100 Energy · 220 Food 1h 30m
6 1,800 4 11/wkr 4 800 1,500 Metal · 200 Energy · 350 Food 2h 30m
7 2,050 5 14/wkr 5 1,300 2,400 Metal · 350 Energy · 560 Food 4h
8 2,350 6 17/wkr 5 2,000 3,800 Metal · 600 Energy · 880 Food · 30 DataCores 6h
9 2,700 8 21/wkr 6 3,200 6,000 Metal · 1,000 Energy · 1,400 Food · 70 DataCores 9h
10 3,100 10 26/wkr 6 5,000 9,000 Metal · 1,600 Energy · 2,200 Food · 150 DataCores 12h
11 3,550 12 32/wkr 7 7,800 13,500 Metal · 2,600 Energy · 3,400 Food · 300 DataCores 16h
12 4,100 15 39/wkr 7 12,000 20,000 Metal · 4,200 Energy · 5,300 Food · 600 DataCores 21h
13 4,700 18 47/wkr 8 18,000 30,000 Metal · 6,800 Energy · 8,200 Food · 1,100 DataCores 1d 3h
14 5,400 22 56/wkr 8 27,000 45,000 Metal · 11,000 Energy · 12,500 Food · 2,000 DataCores 1d 10h
15 6,200 26 67/wkr 9 40,000 65,000 Metal · 17,000 Energy · 19,000 Food · 3,500 DataCores 1d 18h
16 7,100 32 80/wkr 9 60,000 95,000 Metal · 27,000 Energy · 28,000 Food · 6,000 DataCores 2d 3h
17 8,200 38 95/wkr 10 90,000 135,000 Metal · 42,000 Energy · 42,000 Food · 10,000 DataCores 2d 13h
18 9,400 46 112/wkr 10 130,000 190,000 Metal · 65,000 Energy · 60,000 Food · 16,000 DataCores 3d
19 10,800 54 132/wkr 11 190,000 270,000 Metal · 100,000 Energy · 85,000 Food · 25,000 DataCores 3d 12h
20 12,500 64 154/wkr 12 280,000 380,000 Metal · 150,000 Energy · 120,000 Food · 40,000 DataCores 4d
Marketplace Marketplace
SIZE 2×2 MAX LVL 20 BUILD 10m COST 200 Metal · 80 Food
Lvl HP Energy/min Upgrade Cost Upgrade Time
1 500 1 Instant
2 600 2 400 Metal · 150 Energy · 100 Food 10m
3 720 3 680 Metal · 260 Energy · 170 Food 25m
4 870 4 1,100 Metal · 430 Energy · 280 Food 50m
5 1,050 6 1,750 Metal · 700 Energy · 450 Food 1h 30m
6 1,260 8 2,800 Metal · 1,100 Energy · 720 Food 2h 30m
7 1,500 10 4,400 Metal · 1,700 Energy · 1,150 Food · 30 DataCores 4h
8 1,800 13 7,000 Metal · 2,700 Energy · 1,800 Food · 70 DataCores 6h
9 2,150 16 11,000 Metal · 4,300 Energy · 2,900 Food · 150 DataCores 9h
10 2,550 20 17,000 Metal · 6,700 Energy · 4,600 Food · 300 DataCores 12h
11 3,000 25 26,000 Metal · 10,500 Energy · 7,300 Food · 600 DataCores 16h
12 3,500 30 40,000 Metal · 16,000 Energy · 11,500 Food · 1,200 DataCores 21h
13 4,100 36 60,000 Metal · 25,000 Energy · 18,000 Food · 2,200 DataCores 1d 3h
14 4,800 44 90,000 Metal · 38,000 Energy · 27,000 Food · 4,000 DataCores 1d 10h
15 5,600 52 130,000 Metal · 57,000 Energy · 41,000 Food · 7,000 DataCores 1d 18h
16 6,500 62 190,000 Metal · 85,000 Energy · 62,000 Food · 12,000 DataCores 2d 3h
17 7,500 74 280,000 Metal · 125,000 Energy · 92,000 Food · 20,000 DataCores 2d 13h
18 8,600 88 400,000 Metal · 185,000 Energy · 135,000 Food · 32,000 DataCores 3d
19 9,800 104 570,000 Metal · 270,000 Energy · 200,000 Food · 50,000 DataCores 3d 12h
20 11,200 124 800,000 Metal · 400,000 Energy · 300,000 Food · 80,000 DataCores 4d
Metal Extractor MetalExtractor
SIZE 1×1 MAX LVL 20 BUILD 4m COST 100 Metal
Lvl HP Energy/min Metal/min Workers Storage Upgrade Cost Upgrade Time
1 1,000 1 4/wkr 2 80 Instant
2 1,100 1 5/wkr 2 130 200 Metal 10m
3 1,250 2 6/wkr 3 200 340 Metal 25m
4 1,400 2 8/wkr 3 320 560 Metal · 60 Energy 50m
5 1,600 3 10/wkr 4 500 900 Metal · 100 Energy 1h 30m
6 1,800 4 13/wkr 4 800 1,400 Metal · 200 Energy 2h 30m
7 2,050 5 16/wkr 5 1,300 2,200 Metal · 350 Energy 4h
8 2,350 6 20/wkr 5 2,000 3,400 Metal · 600 Energy · 30 DataCores 6h
9 2,700 8 24/wkr 6 3,200 5,200 Metal · 1,000 Energy · 70 DataCores 9h
10 3,100 10 30/wkr 6 5,000 8,000 Metal · 1,600 Energy · 150 DataCores 12h
11 3,550 12 36/wkr 7 7,800 12,000 Metal · 2,600 Energy · 300 DataCores 16h
12 4,100 15 44/wkr 7 12,000 18,000 Metal · 4,200 Energy · 600 DataCores 21h
13 4,700 18 52/wkr 8 18,000 27,000 Metal · 6,800 Energy · 1,100 DataCores 1d 3h
14 5,400 22 62/wkr 8 27,000 40,000 Metal · 11,000 Energy · 2,000 DataCores 1d 10h
15 6,200 26 74/wkr 9 40,000 58,000 Metal · 17,000 Energy · 3,500 DataCores 1d 18h
16 7,100 32 88/wkr 9 60,000 84,000 Metal · 27,000 Energy · 6,000 DataCores 2d 3h
17 8,200 38 104/wkr 10 90,000 120,000 Metal · 42,000 Energy · 10,000 DataCores 2d 13h
18 9,400 46 124/wkr 10 130,000 170,000 Metal · 65,000 Energy · 16,000 DataCores 3d
19 10,800 54 146/wkr 11 190,000 240,000 Metal · 100,000 Energy · 25,000 DataCores 3d 12h
20 12,500 64 170/wkr 12 280,000 340,000 Metal · 150,000 Energy · 40,000 DataCores 4d
Mycelium Vat MyceliumVat
SIZE 1×1 MAX LVL 20 BUILD 3m COST 80 Metal · 30 Energy

Bioluminescent fungal cultivation. Slow at first but scales harder than Hydroponics at high levels.

Lvl HP Energy/min Food/min Workers Storage Upgrade Cost Upgrade Time
1 900 1 2/wkr 1 80 Instant
2 1,000 1 3/wkr 2 130 200 Metal · 50 Food 10m
3 1,150 2 4/wkr 2 220 350 Metal · 80 Food 25m
4 1,300 2 6/wkr 3 380 580 Metal · 60 Energy · 130 Food 50m
5 1,500 3 9/wkr 3 620 950 Metal · 100 Energy · 220 Food 1h 30m
6 1,700 4 13/wkr 4 1,000 1,500 Metal · 200 Energy · 350 Food 2h 30m
7 2,000 5 18/wkr 4 1,600 2,400 Metal · 350 Energy · 560 Food 4h
8 2,300 6 24/wkr 5 2,500 3,800 Metal · 600 Energy · 880 Food · 30 DataCores 6h
9 2,700 8 32/wkr 5 3,800 6,000 Metal · 1,000 Energy · 1,400 Food · 70 DataCores 9h
10 3,100 10 42/wkr 6 5,800 9,000 Metal · 1,600 Energy · 2,200 Food · 150 DataCores 12h
11 3,600 12 55/wkr 6 8,500 13,500 Metal · 2,600 Energy · 3,400 Food · 300 DataCores 16h
12 4,200 15 72/wkr 7 12,500 20,000 Metal · 4,200 Energy · 5,300 Food · 600 DataCores 21h
13 4,800 18 92/wkr 7 18,000 30,000 Metal · 6,800 Energy · 8,200 Food · 1,100 DataCores 1d 3h
14 5,500 22 117/wkr 8 26,000 45,000 Metal · 11,000 Energy · 12,500 Food · 2,000 DataCores 1d 10h
15 6,300 26 145/wkr 8 37,000 65,000 Metal · 17,000 Energy · 19,000 Food · 3,500 DataCores 1d 18h
16 7,200 32 178/wkr 9 52,000 95,000 Metal · 27,000 Energy · 28,000 Food · 6,000 DataCores 2d 3h
17 8,200 38 215/wkr 9 73,000 135,000 Metal · 42,000 Energy · 42,000 Food · 10,000 DataCores 2d 13h
18 9,300 46 257/wkr 10 100,000 190,000 Metal · 65,000 Energy · 60,000 Food · 16,000 DataCores 3d
19 10,500 54 305/wkr 10 137,000 270,000 Metal · 100,000 Energy · 85,000 Food · 25,000 DataCores 3d 12h
20 11,800 64 360/wkr 11 185,000 380,000 Metal · 150,000 Energy · 120,000 Food · 40,000 DataCores 4d
Research Lab ResearchLab
SIZE 2×2 MAX LVL 20 BUILD 15m COST 250 Metal · 130 Energy
Lvl HP Energy/min Workers Upgrade Cost Upgrade Time
1 400 5 2 Instant
2 460 7 2 500 Metal · 200 Energy · 50 DataCores 10m
3 530 9 3 850 Metal · 340 Energy · 90 DataCores 25m
4 610 12 3 1,400 Metal · 580 Energy · 160 DataCores 50m
5 700 15 4 2,300 Metal · 950 Energy · 270 DataCores 1h 30m
6 800 19 4 3,700 Metal · 1,500 Energy · 460 DataCores 2h 30m
7 920 24 5 5,800 Metal · 2,400 Energy · 770 DataCores 4h
8 1,050 30 5 9,200 Metal · 3,700 Energy · 1,300 DataCores 6h
9 1,200 38 6 14,500 Metal · 5,800 Energy · 2,200 DataCores 9h
10 1,370 48 6 22,000 Metal · 9,000 Energy · 3,700 DataCores 12h
11 1,560 60 7 34,000 Metal · 14,000 Energy · 6,200 DataCores 16h
12 1,780 75 7 51,000 Metal · 22,000 Energy · 10,500 DataCores 21h
13 2,030 92 8 77,000 Metal · 33,000 Energy · 17,500 DataCores 1d 3h
14 2,310 112 8 115,000 Metal · 50,000 Energy · 29,000 DataCores 1d 10h
15 2,630 135 9 170,000 Metal · 75,000 Energy · 48,000 DataCores 1d 18h
16 2,990 162 9 250,000 Metal · 110,000 Energy · 80,000 DataCores 2d 3h
17 3,400 195 10 360,000 Metal · 165,000 Energy · 130,000 DataCores 2d 13h
18 3,870 235 10 520,000 Metal · 245,000 Energy · 215,000 DataCores 3d
19 4,400 280 11 740,000 Metal · 360,000 Energy · 350,000 DataCores 3d 12h
20 5,000 335 12 1,050,000 Metal · 530,000 Energy · 570,000 DataCores 4d
Scrap Reclamator ScrapReclamator
SIZE 1×1 MAX LVL 20 BUILD 4m COST 200 Metal · 50 Energy

Drone bay that picks Metal from old tunnel ruins. Needs no workers but draws constant Energy.

Lvl HP Energy/min Metal/min Storage Upgrade Cost Upgrade Time
1 1,100 3 2 80 Instant
2 1,200 4 2 130 200 Metal 10m
3 1,400 5 3 200 340 Metal 25m
4 1,600 6 4 320 560 Metal · 60 Energy 50m
5 1,800 8 5 500 900 Metal · 100 Energy 1h 30m
6 2,000 10 7 800 1,400 Metal · 200 Energy 2h 30m
7 2,300 13 9 1,300 2,200 Metal · 350 Energy 4h
8 2,600 16 12 2,000 3,400 Metal · 600 Energy · 30 DataCores 6h
9 3,000 20 15 3,200 5,200 Metal · 1,000 Energy · 70 DataCores 9h
10 3,400 25 19 5,000 8,000 Metal · 1,600 Energy · 150 DataCores 12h
11 3,900 30 23 7,800 12,000 Metal · 2,600 Energy · 300 DataCores 16h
12 4,500 36 28 12,000 18,000 Metal · 4,200 Energy · 600 DataCores 21h
13 5,200 44 34 18,000 27,000 Metal · 6,800 Energy · 1,100 DataCores 1d 3h
14 6,000 52 41 27,000 40,000 Metal · 11,000 Energy · 2,000 DataCores 1d 10h
15 6,900 62 49 40,000 58,000 Metal · 17,000 Energy · 3,500 DataCores 1d 18h
16 7,900 74 58 60,000 84,000 Metal · 27,000 Energy · 6,000 DataCores 2d 3h
17 9,100 88 68 90,000 120,000 Metal · 42,000 Energy · 10,000 DataCores 2d 13h
18 10,400 104 80 130,000 170,000 Metal · 65,000 Energy · 16,000 DataCores 3d
19 11,900 124 94 190,000 240,000 Metal · 100,000 Energy · 25,000 DataCores 3d 12h
20 13,800 146 110 280,000 340,000 Metal · 150,000 Energy · 40,000 DataCores 4d
Storage Bay StorageBay
SIZE 2×2 MAX LVL 20 BUILD 8m COST 300 Metal · 80 Energy

Increases the maximum storage capacity for every resource and periodically auto-collects resources from production buildings whose storage is full. Higher levels add more capacity and shorten the auto-collect interval. The lowest interval among placed Storage Bays applies.

Lvl HP Energy/min Storage Auto-collect Upgrade Cost Upgrade Time
1 1,500 2 1,000/res 10m Instant
2 1,700 3 1,800/res 9m 350 Metal · 100 Energy 10m
3 1,950 4 3,000/res 8m 600 Metal · 170 Energy 25m
4 2,250 5 5,000/res 7m 1,000 Metal · 280 Energy · 30 DataCores 50m
5 2,600 6 8,000/res 6m 1,600 Metal · 450 Energy · 70 DataCores 1h 30m
6 3,000 8 12,500/res 5m 2,500 Metal · 700 Energy · 130 DataCores 2h 30m
7 3,450 10 19,000/res 4m 30s 4,000 Metal · 1,100 Energy · 230 DataCores 4h
8 3,950 13 28,500/res 4m 6,300 Metal · 1,700 Energy · 400 DataCores 6h
9 4,500 16 42,500/res 3m 30s 10,000 Metal · 2,700 Energy · 700 DataCores 9h
10 5,100 20 62,000/res 3m 15,500 Metal · 4,300 Energy · 1,200 DataCores 12h
11 5,800 25 90,000/res 2m 30s 24,000 Metal · 6,500 Energy · 2,000 DataCores 16h
12 6,600 30 130,000/res 2m 10s 36,000 Metal · 10,000 Energy · 3,300 DataCores 21h
13 7,500 36 185,000/res 1m 50s 54,000 Metal · 15,000 Energy · 5,500 DataCores 1d 3h
14 8,500 44 260,000/res 1m 35s 80,000 Metal · 23,000 Energy · 9,000 DataCores 1d 10h
15 9,700 52 370,000/res 1m 20s 120,000 Metal · 35,000 Energy · 15,000 DataCores 1d 18h
16 11,000 62 520,000/res 1m 10s 175,000 Metal · 52,000 Energy · 24,000 DataCores 2d 3h
17 12,500 74 720,000/res 1m 250,000 Metal · 78,000 Energy · 38,000 DataCores 2d 13h
18 14,200 88 1,000,000/res 50s 360,000 Metal · 115,000 Energy · 60,000 DataCores 3d
19 16,100 104 1,400,000/res 40s 510,000 Metal · 170,000 Energy · 95,000 DataCores 3d 12h
20 18,200 124 2,000,000/res 30s 720,000 Metal · 250,000 Energy · 150,000 DataCores 4d
Defense Turret Turret
SIZE 1×1 MAX LVL 20 BUILD 5m COST 250 Metal · 60 Energy

Automated emplacement that fights for the city in PvP defense. Each operational turret contributes one defender unit during incoming raids; stronger tiers unlock every 4 levels (L1-4 Tier I, L5-8 Tier II, L9-12 Tier III, L13-16 Tier IV, L17-20 Tier V).

Lvl HP Energy/min Upgrade Cost Upgrade Time
1 1,000 4 Instant
2 1,200 6 500 Metal · 200 Energy 10m
3 1,400 8 850 Metal · 340 Energy 25m
4 1,600 11 1,400 Metal · 560 Energy 50m
5 1,800 14 2,200 Metal · 900 Energy 1h 30m
6 2,000 18 3,500 Metal · 1,400 Energy · 30 DataCores 2h 30m
7 2,200 23 5,500 Metal · 2,200 Energy · 70 DataCores 4h
8 2,400 29 8,800 Metal · 3,500 Energy · 150 DataCores 6h
9 2,600 36 14,000 Metal · 5,500 Energy · 300 DataCores 9h
10 2,800 45 22,000 Metal · 8,800 Energy · 600 DataCores 12h
11 3,000 56 34,000 Metal · 14,000 Energy · 1,100 DataCores 16h
12 3,200 69 52,000 Metal · 22,000 Energy · 2,000 DataCores 21h
13 3,400 84 78,000 Metal · 34,000 Energy · 3,500 DataCores 1d 3h
14 3,600 102 120,000 Metal · 52,000 Energy · 6,000 DataCores 1d 10h
15 3,800 123 170,000 Metal · 78,000 Energy · 10,000 DataCores 1d 18h
16 4,000 148 250,000 Metal · 115,000 Energy · 16,000 DataCores 2d 3h
17 4,200 178 360,000 Metal · 165,000 Energy · 25,000 DataCores 2d 13h
18 4,400 213 520,000 Metal · 240,000 Energy · 40,000 DataCores 3d
19 4,600 254 740,000 Metal · 350,000 Energy · 65,000 DataCores 3d 12h
20 4,800 302 1,050,000 Metal · 510,000 Energy · 100,000 DataCores 4d
City Wall Wall
SIZE 1×1 MAX LVL 20 BUILD 5m COST 250 Metal · 60 Energy

Fortified perimeter segment. Grants a flat +Defense bonus to every defending unit during PvP raids; the buff scales with level. Buffs defenders only - a wall alone does not make an empty city defended.

Lvl HP Energy/min Upgrade Cost Upgrade Time
1 1,000 Instant
2 1,200 500 Metal · 200 Energy 10m
3 1,400 850 Metal · 340 Energy 25m
4 1,600 1,400 Metal · 560 Energy 50m
5 1,800 2,200 Metal · 900 Energy 1h 30m
6 2,000 3,500 Metal · 1,400 Energy · 30 DataCores 2h 30m
7 2,200 5,500 Metal · 2,200 Energy · 70 DataCores 4h
8 2,400 8,800 Metal · 3,500 Energy · 150 DataCores 6h
9 2,600 14,000 Metal · 5,500 Energy · 300 DataCores 9h
10 2,800 22,000 Metal · 8,800 Energy · 600 DataCores 12h
11 3,000 34,000 Metal · 14,000 Energy · 1,100 DataCores 16h
12 3,200 52,000 Metal · 22,000 Energy · 2,000 DataCores 21h
13 3,400 78,000 Metal · 34,000 Energy · 3,500 DataCores 1d 3h
14 3,600 120,000 Metal · 52,000 Energy · 6,000 DataCores 1d 10h
15 3,800 170,000 Metal · 78,000 Energy · 10,000 DataCores 1d 18h
16 4,000 250,000 Metal · 115,000 Energy · 16,000 DataCores 2d 3h
17 4,200 360,000 Metal · 165,000 Energy · 25,000 DataCores 2d 13h
18 4,400 520,000 Metal · 240,000 Energy · 40,000 DataCores 3d
19 4,600 740,000 Metal · 350,000 Energy · 65,000 DataCores 3d 12h
20 4,800 1,050,000 Metal · 510,000 Energy · 100,000 DataCores 4d
// MILITARY ROSTER

Units

Trainable combat units. Filter by category; sortable combat stats.

Unit Category ATK DEF HP SPD MOR PWR Cost Train Upkeep Requires
Defense Turret VEmplacement Emplacement 70 62 1,000 1 10 500 Instant
Defense Turret IVEmplacement Emplacement 50 48 700 1 10 300 Instant
Defense Turret IIIEmplacement Emplacement 35 36 480 1 10 180 Instant
Defense Turret IIEmplacement Emplacement 25 28 320 1 10 100 Instant
Defense Turret IEmplacement Emplacement 15 20 200 1 10 50 Instant
Aegis ColossusMech Heavy 50 60 900 2 10 330 400 Metal · 250 Energy · 120 Data Cores · 6 Pop 6m 8 E/m · 4 F/m Barracks L7, Foundry L3
Siege TitanMech Heavy 60 50 500 2 10 250 300 Metal · 200 Energy · 100 Data Cores · 5 Pop 5m 8 E/m · 4 F/m Barracks L4, Research Lab L2
VanguardInfantry Heavy 48 34 340 5 9 185 230 Metal · 110 Energy · 60 Data Cores · 3 Pop 3m 50s 4 E/m · 3 F/m Barracks L5, Research Lab L2
ShocktrooperInfantry Heavy 40 30 300 4 9 160 200 Metal · 100 Energy · 50 Data Cores · 3 Pop 3m 40s 4 E/m · 3 F/m Barracks L4, Research Lab L1
Brawler MechMech Heavy 30 26 260 3 8 140 220 Metal · 90 Energy · 3 Pop 3m 20s 3 E/m · 2 F/m Barracks L4, Foundry L1
Heavy MechMech Heavy 25 20 200 3 7 100 150 Metal · 80 Energy · 20 Data Cores · 3 Pop 3m 3 E/m · 2 F/m Barracks L3, Research Lab L1
BulwarkInfantry Heavy 8 14 130 3 8 55 90 Metal · 10 Energy · 25 Food · 2 Pop 1m 50s 1 E/m · 1 F/m Barracks L3
RiflemenInfantry Infantry 14 7 55 5 6 35 60 Metal · 15 Food · 5 Data Cores · 1 Pop 1m 15s 1 F/m Barracks L3
TrooperInfantry Infantry 10 6 50 5 6 25 40 Metal · 20 Food · 1 Pop 1m 1 F/m Barracks L2
MilitiaInfantry Infantry 5 3 30 5 4 10 20 Metal · 10 Food · 1 Pop 30s 1 F/m Barracks L1
AnnihilatorMech Ranged 100 40 400 2 10 450 600 Metal · 350 Energy · 200 Data Cores · 6 Pop 7m 10 E/m · 4 F/m Barracks L8, Research Lab L3, Foundry L3
Siege MortarVehicle Ranged 55 8 110 2 6 150 240 Metal · 60 Energy · 30 Data Cores · 3 Pop 4m 3 E/m · 1 F/m Barracks L5, Foundry L1
Railgun TeamVehicle Ranged 35 6 80 7 6 90 140 Metal · 40 Energy · 40 Data Cores · 2 Pop 2m 40s 2 E/m · 1 F/m Barracks L4, Research Lab L1
Drone SwarmAerial Ranged 15 5 60 12 4 50 80 Metal · 40 Energy · 30 Data Cores · 1 Pop 2m 2 E/m Barracks L3, Research Lab L1
MarksmanInfantry Ranged 22 4 40 6 5 48 70 Metal · 15 Food · 10 Data Cores · 1 Pop 1m 30s 1 F/m Barracks L3
Phantom StriderAerial Recon 45 12 180 16 8 230 260 Metal · 140 Energy · 80 Data Cores · 3 Pop 4m 40s 5 E/m · 1 F/m Barracks L6, Research Lab L3
Raider BuggyVehicle Recon 18 8 90 14 5 55 90 Metal · 40 Energy · 1 Pop 1m 40s 1 E/m · 1 F/m Barracks L3
Scout WalkerVehicle Recon 8 8 80 8 5 35 60 Metal · 30 Energy · 2 Pop 1m 30s 1 E/m · 1 F/m Barracks L2
Stim HoundBeast Recon 6 2 25 11 3 12 15 Metal · 15 Food · 1 Pop 25s 1 F/m Barracks L1
Repair DroneAerial Support 10 10 90 6 8 65 90 Metal · 30 Energy · 20 Data Cores · 2 Pop 2m 30s 1 E/m · 1 F/m Barracks L3, Research Lab L1
SapperInfantry Support 7 4 35 5 5 15 25 Metal · 5 Energy · 10 Food · 1 Pop 35s 1 F/m Barracks L1
// COMMAND ROSTER

Commanders

Hero leaders, grouped by rarity. Level them with duplicate shards to unlock abilities.

Common 1

Vance Korrin

Drill Sergeant

A by-the-book veteran. Steady, balanced gains across the whole army.

ATK +5% DEF +5% HP +5%
Parade-Ground Drill LV 1

Disciplined ranks. The whole army gains a small, even boost to every stat.

ATK +5% · DEF +5% · HP +5%
Steady Cadence LV 3

Unbroken marching tempo lifts every unit's performance another tier.

ATK +4% · DEF +4% · HP +4%
Veteran's Bearing LV 5

Decades on the line. Units stand firmer and absorb more punishment.

DEF +6% · HP +8%
MAX LV 10 XP/SHARD 80 XP→MAX 6,300
Uncommon 1

Mira Sole

Field Tactician

Reads the battlefield a step ahead. Leans the army's edge toward offense.

ATK +11% DEF +4% HP +6%
Tactical Read LV 1

She sees the opening enemies don't. Significant attack uplift, modest survivability.

ATK +11% · DEF +4% · HP +6%
Flanking Maneuver LV 3

Coordinated angles of attack — every unit lands harder hits.

ATK +7%
Predictive Strike LV 5

Reads the enemy's first move. Pre-emptive opening volleys carve through their line.

ATK +9% · DEF +3%
MAX LV 10 XP/SHARD 120 XP→MAX 6,300
Rare 1

Garran Holt

Iron Warden

Immovable. Turns an army into a wall that grinds attackers down.

ATK +6% DEF +15% HP +14%
Bulwark LV 1

A fortress made flesh. Massive defensive and health uplift for every unit.

ATK +6% · DEF +15% · HP +14%
Reinforced Lines LV 3

Shields lock. Holes in the line close before they can be exploited.

DEF +8% · HP +6%
Indomitable Stand LV 5

Won't break. Even pressed units find another reserve to draw from.

ATK +3% · DEF +8% · HP +10%
MAX LV 10 XP/SHARD 200 XP→MAX 6,300
Epic 1

Riza Vex

Vanguard Striker

Hits first, hits hardest. Built for decisive, aggressive assaults.

ATK +20% DEF +9% HP +9%
Vanguard Charge LV 1

First strike. Dispatched units hit the enemy line at unrelenting speed and force.

ATK +20% · DEF +9% · HP +9%
Blitz Doctrine LV 3

Continuous momentum. The whole army accelerates the pace of the attack.

ATK +8% · DEF +2% · HP +2%
Frenzied Assault LV 5

Devastating sustained offensive. Every weapon in the army hits harder.

ATK +12%
MAX LV 10 XP/SHARD 400 XP→MAX 6,300
Legendary 1

Draxen Mor

War Overlord

A living legend of the wastes. Elevates every unit under their banner.

ATK +22% DEF +20% HP +22%
Banner of Legend LV 1

Just seeing his banner steels the army. Massive across-the-board bonus.

ATK +22% · DEF +20% · HP +22%
Living Legend LV 3

His presence is myth made manifest. Every unit fights at peak form.

ATK +10% · DEF +10% · HP +10%
Apex Doctrine LV 5

He commands battles that decide eras. The army transcends ordinary war.

ATK +15% · DEF +10% · HP +15%
MAX LV 10 XP/SHARD 800 XP→MAX 6,300
// TECH TREE

Research

Techs grouped by branch and tier, with costs, prerequisites, and unlocks.

Advanced
TIER 1

Scouting Drones

Faster autonomous scouts. +1 scout cap, +20% scout speed.

COST 600 Metal · 300 Energy · 240 Data Cores · 720 RP
BONUS +1% Scout Cap Bonus · +0.2% Scout Speed Multiplier
TIER 2

Cognitive Engines

Parallelised analysis raises research speed by 20%.

COST 1,200 Metal · 600 Energy · 480 Data Cores · 1,200 RP
BONUS +0.2% Research Speed Multiplier
REQUIRES Scouting Drones

Sensor Networks

Long-range sensors enable persistent surveillance. +1 scout cap.

COST 1,200 Metal · 600 Energy · 450 Data Cores · 1,200 RP
BONUS +1% Scout Cap Bonus
REQUIRES Scouting Drones
TIER 3

Automation Protocols

Self-healing systems boost building durability and production uptime.

COST 1,800 Metal · 900 Energy · 750 Data Cores · 1,680 RP
BONUS +0.2% Building HP Multiplier · +0.1% Production Multiplier
REQUIRES Sensor Networks

Research Division

Dedicated staff. +3 scientist cap per Research Lab and +10% research speed.

COST 1,800 Metal · 900 Energy · 750 Data Cores · 1,760 RP
BONUS +3% Scientist Cap Bonus · +0.1% Research Speed Multiplier
REQUIRES Cognitive Engines
TIER 4

Energy Shields

Shielded buildings and units take less damage.

COST 2,400 Metal · 1,800 Energy · 1,200 Data Cores · 2,400 RP
BONUS +0.25% Building HP Multiplier · +0.15% Unit Defense Multiplier
REQUIRES Automation Protocols

Logistics AI

Route-optimizing AI. Army move speed +20% and scout speed +20%.

COST 2,100 Metal · 1,050 Energy · 900 Data Cores · 1,840 RP
BONUS +0.2% Army Move Speed Multiplier · +0.2% Scout Speed Multiplier
REQUIRES Sensor Networks

Quantum Computing

Qubit lattices accelerate research speed by a further 25%.

COST 2,700 Metal · 1,500 Energy · 1,500 Data Cores · 2,480 RP
BONUS +0.25% Research Speed Multiplier
REQUIRES Cognitive Engines
TIER 5

Adaptive Armor

Reactive nano-plating. Unit defense +20%, building HP +15%.

COST 3,300 Metal · 2,100 Energy · 1,500 Data Cores · 2,800 RP
BONUS +0.2% Unit Defense Multiplier · +0.15% Building HP Multiplier
REQUIRES Energy Shields

AI Systems

Combat AI augments every unit. Unlocks Shocktrooper.

COST 3,600 Metal · 2,400 Energy · 2,100 Data Cores · 3,360 RP
BONUS +0.1% Unit Attack Multiplier · +0.1% Unit Defense Multiplier · +0.1% Unit Health Multiplier
UNLOCKS Unit: Shocktrooper
REQUIRES Energy Shields

Titan Slaying

Anti-colossus munitions: +25% attack vs world bosses and +10% vs world events.

COST 3,600 Metal · 1,800 Energy · 1,500 Data Cores · 3,040 RP
BONUS +0.25% VS World Boss Multiplier · +0.1% VS World Event Multiplier
REQUIRES Energy Shields
TIER 6

Advanced Reactor Core

Endgame power source. Massive production and energy bonuses.

COST 7,500 Metal · 4,500 Energy · 3,600 Data Cores · 4,800 RP
BONUS +0.3% Production Multiplier · +0.25% Energy Efficiency Multiplier
REQUIRES AI Systems
Industry
TIER 1

Extraction Tech I

Tier-1 mining drills boost metal output.

COST 600 Metal · 90 Data Cores · 480 RP
BONUS +0.15% Production Multiplier

Scrap Reclamation

Salvage protocols. Unlocks the Scrap Reclamator (passive metal, no workers).

COST 540 Metal · 90 Data Cores · 480 RP
BONUS +0.1% Building Production Multiplier (Scrap Reclamator)
UNLOCKS Building: Scrap Reclamator
REQUIRES Extraction Tech I
TIER 2

Extraction Tech II

Magnetic extractors increase resource yields further.

COST 1,200 Metal · 240 Data Cores · 960 RP
BONUS +0.2% Production Multiplier
REQUIRES Extraction Tech I

Hydroponics Farms

Synthetic crop yields make food production far more efficient.

COST 750 Metal · 300 Food · 150 Data Cores · 720 RP
BONUS +0.1% Production Multiplier
REQUIRES Extraction Tech I

Mycelium Cultivation

Bio-engineered fungal mats. Unlocks the Mycelium Vat (food).

COST 900 Metal · 360 Food · 180 Data Cores · 880 RP
BONUS +0.15% Building Production Multiplier (Mycelium Vat)
UNLOCKS Building: Mycelium Vat
REQUIRES Hydroponics Farms
TIER 3

Automated Refinery

Self-balancing refineries shave time off building upgrades.

COST 1,800 Metal · 600 Energy · 450 Data Cores · 1,680 RP
BONUS -0.2% Building Upgrade Time Multiplier
REQUIRES Extraction Tech II, Hydroponics Farms

Foundry Operations

Advanced alloys. Unlocks the Foundry and boosts its output by 15%.

COST 1,950 Metal · 600 Energy · 450 Data Cores · 1,680 RP
BONUS +0.15% Building Production Multiplier (Foundry)
UNLOCKS Building: Foundry
REQUIRES Extraction Tech II

Industrial Silos

High-density tanks expand every production building's internal storage.

COST 1,500 Metal · 300 Data Cores · 1,360 RP
BONUS +0.2% Storage Multiplier
REQUIRES Extraction Tech I
TIER 4

Efficient Assembly

Reusable tooling reduces building upgrade costs by 15%.

COST 2,400 Metal · 900 Energy · 600 Data Cores · 2,240 RP
BONUS -0.15% Building Upgrade Cost Multiplier
REQUIRES Automated Refinery

Industrial Logistics

Dedicated build crews and staged supply lines. Unlocks the Engineering Bay, which speeds up construction and upgrades across your city.

COST 1,800 Metal · 600 Energy · 360 Data Cores · 1,680 RP
BONUS -0.05% Building Construction Time Multiplier
UNLOCKS Building: Engineering Bay
REQUIRES Automated Refinery

Labor Optimization

Ergonomic stations let Metal Extractors and Hydroponics Bays hold +2 workers each.

COST 2,100 Metal · 600 Food · 540 Data Cores · 2,160 RP
BONUS +2% Building Worker Cap Bonus (Metal Extractor) · +2% Building Worker Cap Bonus (Hydroponics Bay)
REQUIRES Automated Refinery

Nanite Fabrication

Self-assembling nanites accelerate every production line.

COST 2,700 Metal · 1,200 Energy · 900 Data Cores · 2,400 RP
BONUS +0.25% Production Multiplier
REQUIRES Automated Refinery
TIER 5

Foundry Mastery

Perfected smelting. Foundry output +20%.

COST 3,300 Metal · 1,500 Energy · 1,050 Data Cores · 2,800 RP
BONUS +0.2% Building Production Multiplier (Foundry)
REQUIRES Foundry Operations

Mega-Harvester Systems

Endgame production scaling. All output massively increased.

COST 4,500 Metal · 2,400 Energy · 1,800 Data Cores · 3,600 RP
BONUS +0.4% Production Multiplier · +0.5% Storage Multiplier
REQUIRES Nanite Fabrication

Parallel Upgrades

Hot-swap retrofitting runs upgrades without full shutdowns, cutting building upgrade time by 10%.

COST 2,700 Metal · 1,050 Energy · 600 Data Cores · 2,240 RP
BONUS -0.1% Building Upgrade Time Multiplier
REQUIRES Industrial Logistics

Precision Machining

Tighter tolerances cut both upgrade cost and upgrade time by 10%.

COST 3,300 Metal · 1,200 Energy · 900 Data Cores · 2,720 RP
BONUS -0.1% Building Upgrade Cost Multiplier · -0.1% Building Upgrade Time Multiplier
REQUIRES Efficient Assembly

Rapid Assembly

Prefabricated modules and parallel work crews cut building construction time by 10%.

COST 2,700 Metal · 1,050 Energy · 600 Data Cores · 2,240 RP
BONUS -0.1% Building Construction Time Multiplier
REQUIRES Industrial Logistics
TIER 6

Master Engineering

Fully automated construction doctrine. Building construction and upgrade time both reduced by a further 10%.

COST 4,200 Metal · 1,800 Energy · 1,200 Data Cores · 3,280 RP
BONUS -0.1% Building Construction Time Multiplier · -0.1% Building Upgrade Time Multiplier
REQUIRES Rapid Assembly, Parallel Upgrades
Infrastructure
TIER 1

Modular Storage

Stackable container tech. Unlocks the Storage Bay and adds +10% storage.

COST 450 Metal · 60 Data Cores · 400 RP
BONUS +0.1% Storage Multiplier
UNLOCKS Building: Storage Bay

Power Grid I

Refined power conduits reduce energy consumption across all buildings.

COST 600 Metal · 90 Data Cores · 480 RP
BONUS +0.1% Energy Efficiency Multiplier
TIER 2

Geothermal Drilling

Taps planetary heat. Unlocks the Geothermal Tap (clean energy).

COST 1,050 Metal · 150 Energy · 180 Data Cores · 800 RP
BONUS +0.05% Energy Efficiency Multiplier
UNLOCKS Building: Geothermal Tap
REQUIRES Power Grid I

Power Grid II

Smart grid algorithms further reduce energy costs.

COST 1,200 Metal · 240 Data Cores · 960 RP
BONUS +0.15% Energy Efficiency Multiplier
REQUIRES Power Grid I

Storage Systems

Modular containers boost the capacity of all production buildings.

COST 1,050 Metal · 180 Data Cores · 800 RP
BONUS +0.25% Storage Multiplier
REQUIRES Power Grid I
TIER 3

Habitation Modules

Higher-density living quarters expand population capacity from housing.

COST 1,500 Metal · 600 Food · 300 Data Cores · 1,440 RP
BONUS +0.3% Population Cap Multiplier
REQUIRES Storage Systems

Trade Networks

Inter-colony commerce protocols. Unlocks the Marketplace.

COST 1,500 Metal · 450 Energy · 360 Data Cores · 1,360 RP
UNLOCKS Building: Marketplace
REQUIRES Storage Systems
TIER 4

Caravan Logistics

Optimized loading raises marketplace caravan carry capacity by 25%.

COST 1,500 Metal · 450 Energy · 360 Data Cores · 1,440 RP
BONUS +0.25% Marketplace Capacity Multiplier
REQUIRES Trade Networks

Defensive Walls

Reinforced building hulls absorb more damage before failing.

COST 2,100 Metal · 450 Data Cores · 1,920 RP
BONUS +0.25% Building HP Multiplier
REQUIRES Habitation Modules

Dense Housing

Stacked habitation pods raise the capacity of every Habitation Block by 30%.

COST 1,800 Metal · 750 Food · 360 Data Cores · 1,840 RP
BONUS +0.3% Housing Capacity Multiplier
REQUIRES Habitation Modules

Hub Systems I

Structural upgrades permitting Central Hub upgrades up to level 5.

COST 1,500 Metal · 450 Energy · 360 Data Cores · 1,680 RP
BONUS +0.06% Population Cap Multiplier
UNLOCKS Hub L5
REQUIRES Habitation Modules

Logistics Grid

Prefab supply lines cut building construction time by 20%.

COST 1,950 Metal · 600 Energy · 420 Data Cores · 1,920 RP
BONUS -0.2% Building Construction Time Multiplier
REQUIRES Storage Systems
TIER 5

Bulk Freight

Heavy-haul caravans carry +35% more cargo.

COST 2,700 Metal · 900 Energy · 660 Data Cores · 2,240 RP
BONUS +0.35% Marketplace Capacity Multiplier
REQUIRES Caravan Logistics

Deep Colony Hub

Foundational redesign of the Central Hub. Population cap +500.

COST 3,600 Metal · 1,200 Energy · 900 Data Cores · 2,880 RP
BONUS +500% Population Cap Flat Bonus
REQUIRES Defensive Walls

Hub Systems II

Structural upgrades permitting Central Hub upgrades up to level 7.

COST 2,550 Metal · 810 Energy · 630 Data Cores · 2,560 RP
BONUS +0.06% Population Cap Multiplier
UNLOCKS Hub L7
REQUIRES Hub Systems 1

Mega Storage

Compressed-matter silos add +40% storage capacity citywide.

COST 3,000 Metal · 900 Energy · 750 Data Cores · 2,800 RP
BONUS +0.4% Storage Multiplier
REQUIRES Logistics Grid
TIER 6

Arcology Design

Self-contained mega-structures. Habitation Block capacity +40%.

COST 4,200 Metal · 1,200 Food · 1,050 Data Cores · 3,280 RP
BONUS +0.4% Housing Capacity Multiplier
REQUIRES Dense Housing

Hub Systems III

Structural upgrades permitting Central Hub upgrades up to level 9.

COST 3,600 Metal · 1,170 Energy · 900 Data Cores · 3,440 RP
BONUS +0.06% Population Cap Multiplier
UNLOCKS Hub L9
REQUIRES Hub Systems 2
TIER 7

Hub Systems IV

Structural upgrades permitting Central Hub upgrades up to level 11.

COST 4,650 Metal · 1,530 Energy · 1,170 Data Cores · 4,320 RP
BONUS +0.06% Population Cap Multiplier
UNLOCKS Hub L11
REQUIRES Hub Systems 3
TIER 8

Hub Systems V

Structural upgrades permitting Central Hub upgrades up to level 13.

COST 5,700 Metal · 1,890 Energy · 1,440 Data Cores · 5,200 RP
BONUS +0.06% Population Cap Multiplier
UNLOCKS Hub L13
REQUIRES Hub Systems 4
TIER 9

Hub Systems VI

Structural upgrades permitting Central Hub upgrades up to level 15.

COST 6,750 Metal · 2,250 Energy · 1,710 Data Cores · 6,080 RP
BONUS +0.06% Population Cap Multiplier
UNLOCKS Hub L15
REQUIRES Hub Systems 5
TIER 10

Hub Systems VII

Structural upgrades permitting Central Hub upgrades up to level 17.

COST 7,800 Metal · 2,610 Energy · 1,980 Data Cores · 6,960 RP
BONUS +0.06% Population Cap Multiplier
UNLOCKS Hub L17
REQUIRES Hub Systems 6
TIER 11

Hub Systems VIII

Structural upgrades permitting Central Hub upgrades up to level 19.

COST 8,850 Metal · 2,970 Energy · 2,250 Data Cores · 7,840 RP
BONUS +0.06% Population Cap Multiplier
UNLOCKS Hub L19
REQUIRES Hub Systems 7
TIER 12

Hub Systems IX

Structural upgrades permitting Central Hub upgrades up to level 20.

COST 9,900 Metal · 3,330 Energy · 2,520 Data Cores · 8,720 RP
BONUS +0.06% Population Cap Multiplier
UNLOCKS Hub L20
REQUIRES Hub Systems 8
Military
TIER 1

Irregular Levies

Press-gang fast harriers and combat sappers. Unlocks Stim Hound and Sapper.

COST 360 Metal · 240 Food · 60 Data Cores · 400 RP
UNLOCKS Unit: Stim Hound · Unit: Sapper

Recruitment Protocols

Streamlined training pipelines reduce unit training time.

COST 450 Metal · 300 Food · 120 Data Cores · 480 RP
BONUS -0.15% Unit Training Time Multiplier
TIER 2

Basic Training

Drilled troopers have more health. Unlocks Trooper unit.

COST 900 Metal · 450 Food · 210 Data Cores · 960 RP
BONUS +0.1% Unit Health Multiplier
UNLOCKS Unit: Trooper
REQUIRES Recruitment Protocols

Bulwark Doctrine

Shield-wall tactics and heavy plating. Unlocks Bulwark.

COST 780 Metal · 120 Energy · 360 Food · 800 RP
BONUS +0.05% Unit Health Multiplier
UNLOCKS Unit: Bulwark
REQUIRES Recruitment Protocols

Defensive Emplacements

Automated weapon platforms. Unlocks the Defense Turret.

COST 1,050 Metal · 300 Energy · 210 Data Cores · 960 RP
BONUS +0.1% Building HP Multiplier
UNLOCKS Building: Turret
REQUIRES Recruitment Protocols

Marksmanship

Precision optics and disciplined fire. Unlocks Marksman.

COST 750 Metal · 180 Food · 180 Data Cores · 800 RP
BONUS +0.05% Unit Attack Multiplier
UNLOCKS Unit: Marksman
REQUIRES Recruitment Protocols
TIER 3

Combat Drills

Constant drilling raises unit movement speed by 15%.

COST 1,500 Metal · 450 Food · 300 Data Cores · 1,440 RP
BONUS +0.15% Unit Speed Multiplier
REQUIRES Basic Training

Fast Attack Doctrine

Light, fast strike vehicles. Unlocks Raider Buggy.

COST 900 Metal · 360 Energy · 180 Data Cores · 1,120 RP
BONUS +0.05% Unit Speed Multiplier
UNLOCKS Unit: Raider Buggy
REQUIRES Marksmanship

Field Medicine

Forward repair and triage drones. Unlocks Repair Drone.

COST 780 Metal · 240 Energy · 270 Data Cores · 1,120 RP
UNLOCKS Unit: Repair Drone
REQUIRES Basic Training

Fortification Protocols

Hardened mounts let you field +3 Defense Turrets per city.

COST 1,800 Metal · 600 Energy · 450 Data Cores · 1,600 RP
BONUS +3% Building Placement Cap Bonus (Turret)
REQUIRES Defensive Emplacements

Home Defense Doctrine

Garrisoned units defending your city gain +20% defense and +15% health.

COST 1,500 Metal · 450 Food · 360 Data Cores · 1,440 RP
BONUS +0.2% Garrison Defense Multiplier · +0.15% Garrison Health Multiplier
REQUIRES Basic Training

Targeting Systems

Smart fire-control. Defense Turret attack +20%.

COST 1,650 Metal · 450 Energy · 360 Data Cores · 1,520 RP
BONUS +0.2% Turret Attack Multiplier
REQUIRES Defensive Emplacements

Weapons I

Better small arms. Unlocks Riflemen.

COST 1,500 Metal · 300 Data Cores · 1,440 RP
BONUS +0.1% Unit Attack Multiplier
UNLOCKS Unit: Riflemen
REQUIRES Basic Training
TIER 4

Armor I

Reactive plating increases unit defense. Unlocks Heavy Mech.

COST 2,400 Metal · 600 Data Cores · 2,160 RP
BONUS +0.15% Unit Defense Multiplier
UNLOCKS Unit: Heavy Mech
REQUIRES Weapons I

Logistics Corps

Supply efficiency reduces unit training costs by 15%.

COST 2,100 Metal · 600 Food · 450 Data Cores · 2,080 RP
BONUS -0.15% Training Cost Multiplier
REQUIRES Weapons I

Monster Hunting

Specialized tactics grant +20% attack vs world events.

COST 2,100 Metal · 450 Food · 540 Data Cores · 2,000 RP
BONUS +0.2% VS World Event Multiplier
REQUIRES Weapons I

Railgun Ballistics

Magnetic accelerator cannons that punch through armor. Unlocks Railgun Team.

COST 1,350 Metal · 360 Energy · 540 Data Cores · 1,680 RP
BONUS +0.05% Unit Attack Multiplier
UNLOCKS Unit: Railgun Team
REQUIRES Weapons I, Marksmanship

Rapid Deployment

Streamlined mobilization cuts unit training time by 20%.

COST 2,100 Metal · 750 Food · 480 Data Cores · 2,000 RP
BONUS -0.2% Unit Training Time Multiplier
REQUIRES Recruitment Protocols

Turret Plating

Hardened emplacements. Defense Turret health +25%, defense +15%.

COST 2,400 Metal · 600 Data Cores · 2,080 RP
BONUS +0.25% Turret Health Multiplier · +0.15% Turret Defense Multiplier
REQUIRES Turret Targeting
TIER 5

Advanced Weapons

Energy and projectile weaponry. Unlocks Drone Swarm.

COST 3,600 Metal · 1,200 Energy · 1,200 Data Cores · 2,880 RP
BONUS +0.2% Unit Attack Multiplier
UNLOCKS Unit: Drone Swarm
REQUIRES Armor I

Forced March

Drilled marches speed up world-map army movement by 25%.

COST 3,000 Metal · 900 Food · 900 Data Cores · 2,880 RP
BONUS +0.25% Army Move Speed Multiplier
REQUIRES Armor I

Fortified Garrison

Drilled home defenders gain +15% attack and +15% defense.

COST 3,000 Metal · 750 Data Cores · 2,560 RP
BONUS +0.15% Garrison Attack Multiplier · +0.15% Garrison Defense Multiplier
REQUIRES Home Defense Doctrine, Armor I

Foundry Warframes

Foundry-forged combat exoframes. Unlocks Brawler Mech.

COST 1,800 Metal · 780 Energy · 480 Data Cores · 2,240 RP
BONUS +0.05% Unit Defense Multiplier
UNLOCKS Unit: Brawler Mech
REQUIRES Armor I

Siege Ordnance

Long-range bombardment platforms. Unlocks Siege Mortar.

COST 1,950 Metal · 480 Energy · 600 Data Cores · 2,240 RP
UNLOCKS Unit: Siege Mortar
REQUIRES Railgun Ballistics

Veteran Training

Seasoned troops. Unit health +15%, attack +10%.

COST 3,000 Metal · 900 Food · 750 Data Cores · 2,640 RP
BONUS +0.15% Unit Health Multiplier · +0.1% Unit Attack Multiplier
REQUIRES Weapons I
TIER 6

Siege Technology

Heavy artillery and walker frames. Unlocks Siege Titan.

COST 6,000 Metal · 2,400 Energy · 2,400 Data Cores · 4,320 RP
UNLOCKS Unit: Siege Titan
REQUIRES Advanced Weapons

Vanguard Doctrine

Elite shock infantry in powered armor. Unlocks Vanguard.

COST 2,100 Metal · 900 Energy · 780 Data Cores · 2,880 RP
BONUS +0.05% Unit Health Multiplier
UNLOCKS Unit: Vanguard
REQUIRES Foundry Warframes
TIER 7

Phantom Drives

Silent high-speed aerial frames. Unlocks Phantom Strider.

COST 2,400 Metal · 1,350 Energy · 900 Data Cores · 3,600 RP
BONUS +0.1% Unit Speed Multiplier
UNLOCKS Unit: Phantom Strider
REQUIRES Advanced Weapons
TIER 8

Aegis Protocol

Superheavy shielded war platform. Unlocks Aegis Colossus.

COST 3,000 Metal · 1,800 Energy · 1,200 Data Cores · 4,320 RP
BONUS +0.1% Unit Defense Multiplier
UNLOCKS Unit: Aegis Colossus
REQUIRES Vanguard Doctrine, Siege Ordnance
TIER 9

Annihilation Protocol

Apex offensive weapon system. Unlocks Annihilator.

COST 4,200 Metal · 2,400 Energy · 1,800 Data Cores · 5,600 RP
BONUS +0.1% Unit Attack Multiplier
UNLOCKS Unit: Annihilator
REQUIRES Aegis Protocol, Phantom Drives
// QUARTERMASTER MANIFEST

Items

Consumables, shields, caches and shards — grouped by category.

Booster
Timer Speed Boost Common

Banks construction/upgrade timer reduction, spent on your next timed action.

-15 min off a construction or upgrade timer.
Commander Shard
Vance Korrin Shard Common

A duplicate shard of Vance Korrin, the Drill Sergeant. Consume it to level up that commander.

+80 XP toward Vance Korrin when consumed.
Mira Sole Shard Uncommon

A duplicate shard of Mira Sole, the Field Tactician. Consume it to level up that commander.

+120 XP toward Mira Sole when consumed.
Garran Holt Shard Rare

A duplicate shard of Garran Holt, the Iron Warden. Consume it to level up that commander.

+200 XP toward Garran Holt when consumed.
Riza Vex Shard Epic

A duplicate shard of Riza Vex, the Vanguard Striker. Consume it to level up that commander.

+400 XP toward Riza Vex when consumed.
Draxen Mor Shard Legendary

A duplicate shard of Draxen Mor, the War Overlord. Consume it to level up that commander.

+800 XP toward Draxen Mor when consumed.
Resource Pack
Data-Core Shard Common

A sealed cache of data cores. Consume it to credit your wallet (capped by storage).

+100 Data Cores when consumed.
Energy Cell Common

A sealed cache of energy. Consume it to credit your wallet (capped by storage).

+100 Energy when consumed.
Food Pack Common

A sealed cache of food. Consume it to credit your wallet (capped by storage).

+100 Food when consumed.
Metal Crystal Common

A sealed cache of metal. Consume it to credit your wallet (capped by storage).

+100 Metal when consumed.
Shield
Peace Shield (8h) Uncommon

Protects your city from PvP attacks for a fixed duration.

Blocks incoming attacks for 8h. Stacks up to a 3-day cap.
Peace Shield (24h) Rare

Protects your city from PvP attacks for a fixed duration.

Blocks incoming attacks for 24h. Stacks up to a 3-day cap.
Strongbox
Bronze Strongbox Common

An hourly-event reward cache. Open it to roll a random reward bundle.

Rolls a random bronze-tier reward bundle when opened.
Silver Strongbox Uncommon

An hourly-event reward cache. Open it to roll a random reward bundle.

Rolls a random silver-tier reward bundle when opened.
Gold Strongbox Rare

An hourly-event reward cache. Open it to roll a random reward bundle.

Rolls a random gold-tier reward bundle when opened.
Platinum Strongbox Epic

An hourly-event reward cache. Open it to roll a random reward bundle.

Rolls a random platinum-tier reward bundle when opened.
Diamond Strongbox Legendary

An hourly-event reward cache. Open it to roll a random reward bundle.

Rolls a random diamond-tier reward bundle when opened.
// WORLD THREATS

World Events

Roaming world-map encounters, their cadence, and the tiered rewards for contributing.

Core Breach

DURATION 4h SPAWNS EVERY 8h

A rift in the underlayer leaks something hungry. Throw everything at it.

TierThresholdRewards
Bronze 1 pts 200 Metal, 100 Energy, 3x Timer Speed Boost
Silver 2,500 pts 800 Metal, 400 Energy, 200 Food, 8x Timer Speed Boost
Gold 10,000 pts 2500 Metal, 1500 Energy, 800 Food, 200 Data Cores, 1x Core Breach Relic, 20x Timer Speed Boost
Platinum 30,000 pts 8000 Metal, 5000 Energy, 3000 Food, 800 Data Cores, 2x Core Breach Relic, 1x Void Core Fragment, 50x Timer Speed Boost
Diamond 75,000 pts 25000 Metal, 18000 Energy, 12000 Food, 3000 Data Cores, 4x Core Breach Relic, 3x Void Core Fragment, 1x Singularity Shard, 150x Timer Speed Boost

Mechgor Camp

DURATION 16m SPAWNS EVERY 12h

A Mechgor war-camp materializes at the heart of the map. Wave after wave of robotic horrors marches on your city. Hold the line.

TierThresholdRewards
Bronze 1 pts 150 Metal, 100 Energy, 50 Food, 2x Timer Speed Boost
Silver 4 pts 600 Metal, 350 Energy, 200 Food, 6x Timer Speed Boost
Gold 6 pts 2000 Metal, 1200 Energy, 700 Food, 150 Data Cores, 1x Mechgor Scrap, 15x Timer Speed Boost
Platinum 8 pts 6500 Metal, 4000 Energy, 2500 Food, 700 Data Cores, 2x Mechgor Scrap, 1x Mechgor Core, 40x Timer Speed Boost
Diamond 10 pts 22000 Metal, 15000 Energy, 10000 Food, 2500 Data Cores, 4x Mechgor Scrap, 3x Mechgor Core, 1x Overlord Brain, 120x Timer Speed Boost
// ECONOMY

Resources

The currencies that drive your city.

Metal

The primary construction material — spent on building, upgrading, and training nearly everything.

Energy

Powers your buildings; generators produce it and most structures consume it each minute, with shortfalls draining your stockpile.

Food

Feeds your population (1 per citizen per hour); running out causes population to starve, while a surplus lets it grow.

Data Cores

An advanced resource used for research and high-tier units, buildings, and upgrades.

Population

Your citizens — assigned as workers to production buildings and consumed to train units, capped by housing and the Central Hub.

Scouts

Expendable recon units sent to scout world-map events; their cap grows with research and barracks training.