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Facilities

Facilities are the colony's industry. The Robotics Bay and Nanite Assembler cut construction times over on Resources and here; the Shipyard fabricates every ship and every emplacement; the Laboratory is where research runs, and its level is what the deeper technologies wait on. The Terraformer grows new buildable fields when the planet runs out of room.

The last three entries stand on a moon, not a planet: the Lunar Base founds a moon's works, and the Sensor Array and Jump Gate build on top of it.

NameBase costGrowth per levelWhat it does
Robotics Bay400 Iron, 120 Carbon, 200 Hydrogen×2Construction robots that cut every build time on the colony.
Nanite Assembler1,000,000 Iron, 500,000 Carbon, 100,000 Hydrogen×2Nanomachine swarms that halve build times per level.
Shipyard400 Iron, 200 Carbon, 100 Hydrogen×2Assembles hulls and emplacements; every unit passes through it.
Laboratory200 Iron, 400 Carbon, 200 Hydrogen×2Where the colony studies; higher levels open deeper technologies.
Terraformer50,000 Carbon, 100,000 Hydrogen×2Grows new buildable fields out of dead ground.
Coalition Depot20,000 Iron, 40,000 Carbon×2Supplies allied fleets holding in orbit.
Launch Silo20,000 Iron, 20,000 Carbon, 1,000 Hydrogen×2Stores and launches interplanetary and interceptor missiles.
Orbital Dock200 Iron, 50 Hydrogen×5Salvages wrecked hulls back into service.
Lunar Base20,000 Iron, 40,000 Carbon, 20,000 Hydrogen×2Founds a moon's own colony works — every later moon building stands on it.
Sensor Array20,000 Iron, 40,000 Carbon, 20,000 Hydrogen×2Scans nearby systems for fleet movement from a moon's own vantage.
Teleporter2,000,000 Iron, 4,000,000 Carbon, 2,000,000 Hydrogen×2A fleet steps between two of your colonies that both hold one, and never pays the distance.