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FIELD MANUAL / PLAYER EDITION
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CHAPTER 03 / GUIDE

Economy & buildings

Learn what each building produces, what it uses, and when to add storage or housing.

Economy & buildings illustration from Reimagined

Resources and limits

Resource group Contents Used for
Basic Iron, Copper, Lithium Early buildings, factories, and units
Manufactured Iron Plate, Alloy, PV Cell Construction and upgrades
Rare Titanium, Iridium, Kimberlite, Platinum Advanced buildings and unit upgrades

Storage limits apply to each resource. An empty Copper store does not make room for more Iron.

Electricity, housing, and fleet capacity are separate limits. Solar Panels supply electricity; Garages and Hangars add housing; the Starmapper adds fleet capacity. You cannot load these utilities as cargo.

Mines

Mines produce one resource while active and stop accumulating it when storage is full.

Mine Produces Where it can be built
Iron Mine Iron An unoccupied mineral-deposit tile inside your unlocked area
Copper Mine Copper An unoccupied mineral-deposit tile inside your unlocked area
Lithium Mine Lithium An unoccupied mineral-deposit tile inside your unlocked area
Titanium Mine Titanium Only on a Titanium motherlode asteroid
Iridium Mine Iridium Only on an Iridium motherlode asteroid
Kimberlite Mine Kimberlite Only on a Kimberlite motherlode asteroid
Platinum Mine Platinum Only on a Platinum motherlode asteroid

Upgrade a mine to raise its output. Mines need no input resources and keep producing while you are away. Your Main Base level limits their upgrades.

Factories and production

The three factory chains are:

Factory Basic resource used Output
Iron Plate Factory Iron Iron Plate
Alloy Factory Copper Alloy
PV Cell Factory Lithium PV Cell

Factories consume your colony's stockpile. If consumption exceeds mining output, that basic resource runs down. Check the rates in the factory panel.

Production is shown as an estimate until claimed. Use Claim if a completed production or training balance has not updated.

Building reference

Building What it does
Main Base Unlocks buildings and upgrades through its level
Iron Mine Produces Iron
Copper Mine Produces Copper
Lithium Mine Produces Lithium
Titanium Mine Extracts Titanium on a matching motherlode asteroid
Iridium Mine Extracts Iridium on a matching motherlode asteroid
Kimberlite Mine Extracts Kimberlite on a matching motherlode asteroid
Platinum Mine Extracts Platinum on a matching motherlode asteroid
Iron Plate Factory Turns Iron into Iron Plate
Alloy Factory Turns Copper into Alloy
PV Cell Factory Turns Lithium into PV Cells
Storage Unit Raises resource storage limits
Solar Panel Supplies electricity
Garage Adds housing; available earlier than the Hangar
Hangar Adds more housing in a larger footprint
Workshop Trains Minuteman Marines, Trident Marines, and Lightning Craft as unlocked
Drone Factory Trains Anvil, Hammer, Aegis, and Stinger Drones as unlocked
Shipyard Trains Colony Ships and lets you buy colony slots
Starmapper Raises fleet capacity; limited to one per asteroid
SAM Adds asteroid defense
Shield Generator Increases defense and HP recovery
Vault Protects some stored resources from raids
Market Exchanges resources at the quoted rate
Wormhole Base Accepts resource deposits for points

Building availability depends on the asteroid and your Main Base level. Select a building to see its cost, footprint, and requirements.

Placement and upgrading

Mineral deposit: a small cluster of pale, pink and orange crystals on rocky ground in the 3D client
Build your mine on this crystal cluster.Iron, Copper and Lithium Mines use the same mineral terrain. Pick a free deposit inside your building boundary.Zoomed detail from a real colony screenshot. Select it to see the full colony.

Iron, Copper, and Lithium Mines must be placed on mineral-deposit tiles. All three use the same required terrain type; an empty patch of ground is not enough.

Blueprints → choose a mine → select a free mineral deposit → confirm placement. Wait for the built mine to appear.

The entire building must fit inside your unlocked area, avoid occupied tiles, and meet its terrain requirement. Expand from the Main Base when you need more room.

Building upgrades and unit upgrades are separate purchases. Upgrading a Workshop can improve training or unlock another unit; it does not buy that unit's upgrade. Unit upgrades apply to that unit type on the selected asteroid and fleets based there.

Training units

  1. Select an active Workshop, Drone Factory, or Shipyard.
  2. Choose an unlocked unit and quantity. Check its cost, housing, and training time.
  3. Start training. The order pays its resource cost and reserves housing immediately.
  4. Collect finished units. Units complete one at a time, so part of an order may be ready while the rest is still training.
  5. Transfer them into a fleet when you want to send them elsewhere.

A Shipyard can have only one Colony Ship training order at a time. Colony Ships also need a free colony slot; see conquest.

Getting rare resources

Need Titanium, Iridium, Kimberlite, or Platinum? Buy it, raid it, or mine it.

Method What to do
Buy Select your Market, choose the resource and amount, review the exchange quote, then confirm.
Raid Send combat units without a Colony Ship to an asteroid holding the resource. Win the attack, return home, and unload the loot. Leave cargo space; Vaults protect some resources.
Mine Find a matching motherlode in Starbelt. Capture it with a Colony Ship and combat units, then build the matching rare mine. A Titanium Mine needs a Titanium motherlode, for example.

For a steady supply, capture and defend a motherlode. See how to capture an asteroid or how to raid.

Objectives and rewards

Objectives → complete the requirement → Claim. Rewards are not collected automatically.

Leave room for the reward in storage or housing. Some objectives need a particular action or battle record; an existing balance or army may not satisfy them. If the claim is blocked, check the missing requirement shown in the objective.

Continue with fleets and conquest.

September 2026 edition · Use the game panel for current costs and timers.