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Resources & Energy
Mines, power plants and storage — the foundation of any system.
Mines
| Building | Family | Metal L1 | Crystal L1 | Aeth L1 | Energy | Cost × | Time L1 | Pop Req |
|---|---|---|---|---|---|---|---|---|
Metal Mine Produces metal, the workhorse resource. Output scales as 60 · L · 1.1^L per hour. | Resources | 45 | 12 | — | -5 | 1.5^L | 10s | 100 |
Crystal Mine Produces crystal for advanced ship and research costs. Output: 40 · L · 1.1^L per hour. | Resources | 38 | 19 | — | -5 | 1.6^L | 13s | 150 |
Aetherium Synthesizer Refines aetherium for fleet fuel and high-end research. Output: 20 · L · 1.1^L per hour. | Resources | 169 | 57 | — | -10 | 1.5^L | 15s | 200 |
Metal Mines, Crystal Mines and Aetherium Synthesizers are your bread and butter — every level produces more per hour, and the exact before/after numbers are shown on the building card before you upgrade. Metal flows freely, crystal is scarcer, aetherium is the rarest and also your fleet's fuel.
Almost everything draws power — mines and the farm on a curve that grows with their level, and labs, docks, forges and administrations at a flat rate per building. When a system's energy goes negative, metal, crystal and aetherium output throttles down proportionally (food and population are never touched). Keep your power budget in the green; the energy bar tells you at a glance.
Power plants
| Building | Family | Metal L1 | Crystal L1 | Aeth L1 | Energy | Cost × | Time L1 | Pop Req |
|---|---|---|---|---|---|---|---|---|
Solar Plant The workhorse from the first colony to the late game — ahead of a Fusion Reactor level for level until L31. Energy Tech adds +2% per level: 20 · L · 1.1^L · (1 + 0.02·E). | Energy | 57 | 22 | — | +20 | 1.5^L | 8s | 75 |
Fusion Reactor The endgame plant: expensive to start and worse than Solar level for level until L31, but its cost climbs far more slowly, so from L32 it buys more energy per resource than any Solar level can. Burns 10 · L · 1.1^L aetherium per hour. | Energy | 618 | 247 | 123 | +50 | 1.4^L | 20s | 500 |
Quantum Power Grid System-wide load balancer. Each level: +0.5% energy output and -0.5% draw, with bigger jumps every 5 levels. The costliest building to unlock, but the gentlest cost curve — it pays off only once Solar and Fusion levels run into the millions. | Energy | 11,200 | 7,000 | 3,500 | — | 1.4^L | 60s | 2,000 |
Storage
| Building | Family | Metal L1 | Crystal L1 | Aeth L1 | Energy | Cost × | Time L1 | Pop Req |
|---|---|---|---|---|---|---|---|---|
Metal Storage Increases metal stockpile cap. Curve: 5 000 · ⌊2.5 · e^(20·L/33)⌋. | Storage | 1,000 | — | — | — | 2.0^L | 7s | 50 |
Crystal Storage Increases crystal stockpile cap. | Storage | 1,000 | 500 | — | — | 2.0^L | 7s | 50 |
Aetherium Tank Increases aetherium stockpile cap. | Storage | 1,000 | 1,000 | — | — | 2.0^L | 7s | 50 |
Warehouses cap how much a system can hold; production stops piling up at the cap. Each level raises the cap steeply — the card shows the next capacity before you build. If your stockpile keeps hitting the ceiling overnight, it's time for another storage level (or time to spend more aggressively).
Quantum Power Grid
A late-game, system-wide load balancer: every level squeezes more output from your reactors and trims the draw of everything else. It is the single most expensive building to unlock in the game, and deliberately so — it does not replace Solar or Fusion, it supports them.