Resources and limits
01Resource storageA full Iron store stops more Iron accumulating. Build or upgrade Storage Units.
02ElectricityBuildings need enough power. Solar Panels increase the available supply.
03Unit housingTraining reserves housing immediately. Garages and Hangars raise the limit.
An empty store for one resource does not increase the limit for another.
| 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 are the first buildings you place and the base of every other chain. Each mine produces one resource continuously while it is active, and the colony's storage limit for that resource caps what it can accumulate.
| Mine | Produces | Where it can be built |
|---|---|---|
Iron Mine |
An unoccupied mineral-deposit tile inside your unlocked area | |
Copper Mine |
An unoccupied mineral-deposit tile inside your unlocked area | |
Lithium Mine |
An unoccupied mineral-deposit tile inside your unlocked area | |
Titanium Mine |
Only on a Titanium motherlode asteroid | |
Iridium Mine |
Only on a Iridium motherlode asteroid | |
Kimberlite Mine |
Only on a Kimberlite motherlode asteroid | |
Platinum Mine |
Only on a Platinum motherlode asteroid |
Upgrading a mine raises its output; the first three objectives after the social ones ask you to upgrade each basic mine to level 2. Mines have no input: they keep producing while you are away, and the resource display estimates what they have produced since your last claim. The number of mines is limited only by the room inside your unlocked area and by your Main Base level, which gates higher mine levels.
Factories and production
Iron Plate Factory
Alloy Factory
PV Cell FactoryFactories consume the colony’s basic resources. Check both production and consumption before adding another factory.
The three factory chains are:
| Factory | Basic resource used | Output |
|---|---|---|
Iron Plate Factory |
||
Alloy Factory |
||
PV Cell Factory |
Factories draw on the same stockpile you use to build and train. Compare production with consumption: if Copper use exceeds Copper production, your stored Copper falls even while the mines are running. Check the factory panel for its current rates.
The resource display estimates what you have produced since the last update. A claim, or a game action that includes one, records that production. Completed training works similarly. If a displayed total is ahead of the stored balance, use the claim control and let the game refresh.
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
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.
Select the mine from Blueprints, position it over an unoccupied mineral deposit inside your unlocked area, and check that placement is allowed before clicking. Wait for the transaction result and the built mine to appear before treating it as complete.
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
01Choose a unitSelect a Workshop, Drone Factory, or Shipyard. Pick an unlocked unit and quantity.
02Wait and collectResources are paid and housing is reserved. Collect units as they finish training.
03Load a fleetOpen Command Center → Transfer. Move the completed units into your fleet before travelling.
Training a unit and upgrading that unit type are separate actions.



- Select an active Workshop, Drone Factory, or Shipyard.
- Choose an unlocked unit and quantity. Check its cost, housing, and training time.
- Start training. The order pays its resource cost and reserves housing immediately.
- Collect finished units. Units complete one at a time, so part of an order may be ready while the rest is still training.
- 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
You have three routes: raid an asteroid with the resources you need, capture a suitable asteroid and build its rare mine, or buy resources through the Market. Mining gives you a continuing supply, but the colony needs defending. A Market trade can be quicker; check its quoted output and fees before confirming. Original game guide
Objectives and rewards
Objectives give you specific tasks and rewards. Open an objective to see what it requires and what you receive. Completing the task and claiming the reward are separate steps.
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.














