Colony
What a Colony Is
The colony is a city-builder layer on top of the galaxy game. It runs on its own 50 x 50 plot grid, anchored to the Colony site you claimed on a moon.
How It Connects to the Galaxy Game
| From the galaxy | Used in the colony for |
|---|---|
| Moon Bricks and Infrastructure (your inventory) | Every building, upgrade and the Colony Center |
| Extractor, Shrine and Museum bases on the colony's moon | Licenses for Water, Magic and Culture Accelerators |
| Electricity | Fuel for interplanetary trade routes |
| Gems (optional) | Speed-ups, colour themes, premium decor |
| From the colony | Goes to |
|---|---|
| Selenite Shards | Your account (raids, weekly supply contracts) |
| Water, Culture, Magic surplus | Your galaxy inventory, while a Depot has room |
| Action Points | Your AP total and weekly league AP |
Lazy Simulation
Your colony keeps producing while you are away. Every time it loads, it catches up hour by hour on what happened, up to a maximum of 7 days of offline progress. Beyond that, the extra time is lost, so check in at least once a week.
Founding a Colony
The Founding Requirements
Every item is checked by the server when you claim the site.
| Requirement | Where it counts |
|---|---|
| A Training Camp base (zone 10) | Anywhere in your account |
| A Shipyard base (zone 12) | Anywhere in your account |
| At least one trained troop | Anywhere in your account |
| A Scout ship | Anywhere in your account |
| An Extractor base (zone 5, Water) | On the colony's moon |
| A Shrine base (zone 7, Magic) | On the colony's moon |
| A Museum base (zone 8, Culture) | On the colony's moon |
All three off-world bases must sit on the same moon as the Colony site. Water on one moon and Magic on another does not count.
Which Moons Can Host a Colony
- ›The moon must itself offer Water, Magic and Culture zones (an exploration moon).
- ›Forged alliance moons are refused.
- ›Titan (the home moon) is refused.
To claim anything on an exploration moon you first explore it with your Scout, then fly a Transport ship there to obtain its visa. Each claim, including the Colony site, uses a permit.
The Game Loop Guide
The dashboard shows an 8-step path: claim a base, refill it, harvest, own every home zone, fit out an expedition, explore a moon and get its visa, claim Water, Magic and Culture on that moon, and claim its Colony site. When you have a stake in several moons, the guide points you at the best candidate: the moon where you cover the most of Water, Magic and Culture, then one where you hold a visa, then one you have explored.
Colony Site Claim Fee
| Colonies you already own | Silver | Moon Bricks | Infrastructure |
|---|---|---|---|
| 0 (your first) | 200 | 300 | 200 |
| 1 | 600 | 900 | 600 |
| 2 | 1,800 | 2,700 | 1,800 |
The fee triples for every colony you already own.
What You Start With
- ›A Colony Center in the middle of the grid, at level 1
- ›4 colonists at Tier 1
- ›180 Plasteel to lay your first roads
Several Colonies and Your Primary Colony
You may found one colony per moon. The first colony you found is your primary colony, and account-level payouts only land there:
- ›Moon Bricks and Infrastructure from colony quests
- ›Selenite Shards from raids
- ›The weekly supply contract
Every other colony still gets its quest goods, Settler Pods, prestige and everything else that stays inside the colony.
Building and Roads
The Grid
The colony grid is 50 x 50 plots. Each plot is split into 3 x 3 fine cells, and a road is one fine cell wide, so roads run as thin lanes between buildings. Most buildings take one plot; the Colony Center, Dwelling II, the Arcology and the Barracks take 2 x 2 plots.
Road Connectivity
Placement and function are separate:
- ›Placement: a building can go on any free plot. It cannot overlap another building, a road or a wall, and it cannot seal the Colony Center off from the map edge.
- ›Function: a building works only if one of its edge cells touches a road cell that connects back to the Center. Unconnected buildings show a warning marker and produce, house and store nothing.
These never need a road:
- ›Defense buildings (turrets and Barracks)
- ›Mines (Quarry and Helium-3 Rig) and Transfer Stations, which are served by airlift
- ›Decorations
Building Slots
The Colony Center caps how many buildings you can place (decor does not use a slot). See Upgrades and Timers for the slot table.
Tools
| Action | Cost | Notes |
|---|---|---|
| Lay road | 3 Plasteel per cell | Full refund when bulldozed |
| Lay wall | 2 Plasteel per cell | Full refund when bulldozed |
| Rotate building | Free | Cosmetic only |
| Demolish building | Free | No refund, frees the slot |
The Colony Center cannot be demolished.
Construction Costs
Moon Bricks and Infrastructure come from your galaxy inventory. Plasteel comes from the colony's own stock, which means your Smelter.
| Building | Moon Bricks | Infrastructure | Plasteel |
|---|---|---|---|
| Basic production | 50 | 20 | 0 |
| Advanced production | 60 | 40 | 20 |
| Accelerator | 60 | 40 | 20 |
| Warehouse | 150 | 80 | 20 |
| Off-World Depot | 150 | 80 | 20 |
| Transfer Station | 150 | 80 | 20 |
Advanced production buildings are the Garment Works, Workshop, Gourmet Kitchen, Luxury Atelier, Gadget Factory, Circuit Fab, Fusion Plant, Banquet Hall, Holo Foundry and Regalia Atelier.
Goods, Chains and Population
Production Chains
Rates are per building per hour at full staffing, before the global x2 productivity multiplier.
| Building | Makes | Rate | Needs per unit |
|---|---|---|---|
| Crop Plot | Grain | 8 | Nothing |
| Fiber Plot | Fiber | 8 | Nothing |
| Bloom Greenhouse | Exotic Bloom | 6 | Nothing |
| Quarry | Regolith | 8 | Nothing (deposit only) |
| Helium-3 Rig | Helium-3 | 8 | Nothing (deposit only) |
| Mill | Flour | 6 | 1.5 Grain |
| Loom | Cloth | 6 | 1.5 Fiber |
| Smelter | Plasteel | 5 | 1.5 Regolith |
| Distillery | Essence | 4 | 1.5 Exotic Bloom |
| Fusion Plant | Energy | 5 | 1.5 Helium-3 |
| Circuit Fab | Circuitry | 4 | 1 Plasteel |
| Tailor | Coveralls | 5 | 1 Cloth |
| Bakery | Rations | 5 | 1 Flour + 1 Water |
| Canteen | Meals | 4 | 1 Rations |
| Workshop | Household Goods | 4 | 1 Plasteel |
| Garment Works | Apparel | 4 | 1 Cloth + 0.5 Culture |
| Gourmet Kitchen | Fine Cuisine | 3 | 1 Meals + 0.5 Magic |
| Luxury Atelier | Luxuries | 3 | 1 Essence + 0.5 Magic |
| Gadget Factory | Gadgets | 3 | 1 Circuitry + 0.5 Essence + 0.5 Magic |
| Banquet Hall | Banquets | 3 | 1 Fine Cuisine + 0.5 Energy + 0.5 Water |
| Holo Foundry | Holoware | 3 | 1 Circuitry + 0.5 Energy + 0.5 Magic |
| Regalia Atelier | Regalia | 3 | 1 Apparel + 0.25 Energy + 0.5 Culture |
Production is demand-driven: buildings make what your population and downstream buildings need, plus a small buffer (a larger one for Plasteel).
Staffing
Every production building and Accelerator is one job. When you have fewer colonists than jobs, every line slows down in proportion. Building more than your population can staff does not add output.
Colony Tiers and Needs
Satisfaction is the lowest fulfilment across your tier's mandatory needs, so one missing good holds the whole colony back.
| Tier | Mandatory needs |
|---|---|
| 1 | Flour, Coveralls |
| 2 | Rations, Coveralls, Apparel, Household Goods |
| 3 | Meals, Fine Cuisine, Coveralls, Apparel, Household Goods, Luxuries, Gadgets |
| 4 | Meals, Banquets, Coveralls, Apparel, Household Goods, Luxuries, Gadgets, Holoware, Regalia |
Each tier also has an optional bonus need (Tier 1 Household Goods, Tier 2 Luxuries, Tier 3 Holoware, Tier 4 Banquets). Supplying it speeds up growth; missing it never hurts.
Water enters the chain at Tier 2 (Rations), Culture at Tier 2 (Apparel), and Magic at Tier 3 (Fine Cuisine, Luxuries, Gadgets).
Tier Promotion
Your colony moves up a tier when all three are true:
| Next tier | Population | Satisfaction | Supply check |
|---|---|---|---|
| 2 | 25 | 80% or more | Can already feed the new tier with headroom |
| 3 | 80 | 80% or more | Can already feed the new tier with headroom |
| 4 | 200 | 80% or more | Can already feed the new tier with headroom |
The supply check makes sure you can feed 1.2x your current population at the next tier's needs before you promote.
Demotion: if population falls below 60% of your current tier's entry gate AND the colony can no longer supply that tier, it drops one tier instead of starving. Tier 1 needs nothing off-world.
Dwellings
| Dwelling | Size | Houses | Moon Bricks | Infrastructure | Plasteel | Colony tier |
|---|---|---|---|---|---|---|
| Dwelling I | 1 plot | 8 | 80 | 30 | 0 | 1 |
| Dwelling II | 2 x 2 plots | 24 | 240 | 90 | 0 | 2 |
| Dwelling III | 1 plot | 16 | 180 | 80 | 20 | 3 |
| Arcology | 2 x 2 plots | 40 | 200 | 100 | 30 | 4 |
Population is capped by the lower of your housing and the Colony Center's population ceiling.
Storage and Warehouses
Each good is capped at 400 units. Each connected Warehouse adds storage per good:
| Warehouse level | Extra storage per good |
|---|---|
| 1 | 200 |
| 2 | 320 |
| 3 | 440 |
Maximum 4 Warehouses per colony. Water, Culture and Magic are not limited by storage: they live in your galaxy inventory.
Mineral Deposits and Haulage
Quarries and Helium-3 Rigs can only be built exactly on a marked deposit, and nothing else may be built on one. Every colony gets three seeded sites:
| Site | Ore | Distance from the Center | Richness |
|---|---|---|---|
| Seam | Regolith | 5 to 7 plots | x1 |
| Field | Regolith | 13 to 18 plots | x2 |
| Vent | Helium-3 | 19 to 22 plots | x3 |
Mines are airlifted, so they need no road, but distance still costs: a mine's delivered output is capped by the straight-line flight to the nearest drop-off (the Colony Center, a Warehouse or a Transfer Station). A mine on the Seam delivers its full output; the distant rich sites lose most of theirs without help.
Transfer Stations (colony tier 2, maximum 3) are drop-off points you place near distant mines. Each has its own shared capacity back to storage, so hanging several mines on one Station splits it between them.
Upgrades and Timers
Colony Center Levels
| Level | Building slots | Population ceiling | Upgrade cost (Moon Bricks / Infrastructure) | Timer |
|---|---|---|---|---|
| 1 | 14 | 30 | Starting level | None |
| 2 | 45 | 100 | 1,200 / 600 | 8 hours |
| 3 | 120 | 400 | 4,000 / 2,000 | 24 hours |
| 4 | 320 | 600 | 12,000 / 6,000 | 48 hours |
Center upgrades never cost Plasteel, so a full board can always be expanded.
Center level also unlocks systems: doctrines, raid threat and meteor showers begin at level 2, tidal quakes at level 3.
Building Levels
Production buildings, Warehouses and Accelerators level up to 3. Dwellings, services, defenses and Depots do not level.
| Level | Output multiplier |
|---|---|
| 1 | x1.0 |
| 2 | x1.6 |
| 3 | x2.2 |
| Upgrade | Basic production | Advanced production | Warehouse | Accelerator | Timer |
|---|---|---|---|---|---|
| 1 to 2 | 80 / 32 / 10 | 96 / 64 / 10 | 400 / 200 / 40 | 96 / 64 / 10 | 2 hours |
| 2 to 3 | 120 / 48 / 20 | 144 / 96 / 20 | 900 / 450 / 80 | 144 / 96 / 20 | 8 hours |
Costs are Moon Bricks / Infrastructure / Plasteel, charged when the upgrade starts. One upgrade can run per building, and one on the Center, at a time.
Higher levels also protect against tidal quakes (see Defense and Catastrophes).
Gem Speed-Ups
| Option | Price | Effect |
|---|---|---|
| Finish | 20 gems per remaining hour (minimum 5) | Completes the upgrade now |
| Halve | 35% of the Finish price | Cuts the remaining time in half |
| Free finish | 0 | Any timer with 5 minutes or less left |
Example: a fresh 2-hour building upgrade costs 40 gems to finish, or 14 gems to halve.
Fast Forward
Fast Forward would simulate extra production hours instantly. It is switched off at launch, so it is not available right now.
Off-World Goods and Accelerators
Licenses
| Galaxy base on the colony's moon | Licenses one |
|---|---|
| Extractor (zone 5) | Water Accelerator |
| Museum (zone 8) | Culture Accelerator |
| Shrine (zone 7) | Magic Accelerator |
Owning a base produces nothing inside the colony by itself; it only lets you build and run the matching Accelerator. Claim more bases of the same zone on that moon to license more Accelerators.
If you lose a base, the Accelerators beyond your remaining licenses go dormant immediately. They stay built and wake up again when you claim a replacement.
Output
A connected, fully staffed level-1 Accelerator produces 220 units per day of its resource. Level multipliers apply (x1.6 at level 2, x2.2 at level 3). The resource goes into the same Water, Culture and Magic totals as your galaxy inventory, and the colony draws its needs from there.
Off-World Depots
Your colony always draws the Water, Culture and Magic it needs. To push a surplus back into your galaxy inventory, it needs a connected Depot for that resource with room left.
| Depot | Unlocks at colony tier | Surplus capacity | Maximum |
|---|---|---|---|
| Water Depot | 2 | 2,000 each | 3 |
| Culture Depot | 2 | 2,000 each | 3 |
| Magic Depot | 3 | 2,000 each | 3 |
Depots only cap what the colony adds. Your harvested Water, Culture and Magic are never touched.
Services, Doctrines and Decor
Coverage Services
Both need a road connection and serve every dwelling within 12 fine cells.
| Service | Colony tier | Cost (Moon Bricks / Infrastructure / Plasteel) | Effect |
|---|---|---|---|
| Med Bay | 2 | 120 / 60 / 30 | +2 housing for each dwelling it covers |
| Rec Dome | 3 | 150 / 80 / 40 | Growth bonus up to +0.3, scaled by the share of dwellings covered |
Maximum 12 of each type per colony. Each uses a building slot.
Doctrines
Requires Colony Center level 2. Your first pick is free.
| Doctrine | Effect |
|---|---|
| Agrarian | +25% production for Grain, Flour, Rations, Meals, Fine Cuisine and Banquets |
| Industrial | +25% production for Regolith, Plasteel, Circuitry, Helium-3 and Energy |
| Mystic | -20% Water, Culture and Magic consumption |
Switching costs 500 Moon Bricks and has a 7-day cooldown. You can skip the cooldown for 300 gems (the 500 Moon Bricks still apply).
Decorations
Decorations need no road, use no building slot and have no tier gate. A colony holds up to 24 decorations, free and premium combined. With 8 or more placed, the whole colony gets a growth bonus.
| Free decor | Moon Bricks | Infrastructure |
|---|---|---|
| Solar Sculpture | 30 | 10 |
| Flag Plaza | 40 | 10 |
| Zen Regolith Garden | 40 | 15 |
| Crystal Garden | 50 | 15 |
| Beacon Pylon | 50 | 20 |
| Holo-Fountain | 60 | 20 |
| Habitat Green | 60 | 25 |
| Founders Monument | 80 | 30 |
| Premium decor | Gems per placement |
|---|---|
| Aurora Beacon | 180 |
| Holo Garden | 210 |
| Grav Fountain | 240 |
| Prism Obelisk | 270 |
| Stellar Arch | 300 |
| Nebula Sculpture | 360 |
| Titan Relic | 420 |
| Founders Spire | 450 |
Premium decor works exactly like free decor. It is purely cosmetic and never gives an advantage beyond the shared set bonus.
Defense and Catastrophes
Threat and Raid Forecast
Threat builds every hour at population x tier x 0.1 per hour. When it reaches 100, a raid is scheduled 12 to 24 hours in the future and threat resets. Threat does not build while a raid is pending.
Your first raid is a fixed, small wave (3 Drones) that a single Turret Mk I can handle.
Defense Buildings
| Building | Colony tier | Cost (Moon Bricks / Infrastructure / Plasteel / Circuitry) | Range | Damage per tick |
|---|---|---|---|---|
| Turret Mk I | 1 | 60 / 30 / 20 / 0 | 9 cells | 3 |
| Turret Mk II | 2 | 80 / 50 / 30 / 10 | 13 cells | 6 |
| Barracks | 2 | 90 / 50 / 20 / 0 | 5 cells | 10 |
Defense buildings need no road but do use building slots.
Walls cost 2 Plasteel per cell (full refund), block alien paths and have 120 hit points per cell. Aliens chew through a wall only when the detour is long. Walls, like buildings, can never fully enclose the Colony Center. Maximum 2,000 wall cells.
Raid Waves
| Colony tier | Base wave |
|---|---|
| 1 | 6 Drones |
| 2 | 8 Drones, 3 Sentinels |
| 3 | 10 Drones, 5 Sentinels, 3 Ravagers, 1 Broodmother |
| 4 | 12 Drones, 8 Sentinels, 5 Ravagers, 3 Broodmothers |
- ›Escalation: waves grow 8% for every raid you have defended, up to 3x.
- ›Storm Waves: about 1 raid in 4 is a Storm Wave, 1.5x larger and paying double. The first raid never is.
Live Defense
When the raid arrives you have a 10-minute window to fight it live:
- ›Overcharge a turret or Barracks: double damage for 12 seconds, once per building per raid.
- ›Deploy squads from a Barracks to a spot within 18 cells, with a 20-second cooldown per squad.
- ›Repair walls: up to 3 repairs per raid.
If you do not fight, the raid resolves automatically against your current layout.
Outcomes and Rewards
Aliens that reach the Colony Center plunder it. The breach score (0 to 100) measures how much got through.
- ›Defended: breach score of 10 or less. The colony gains +10 prestige.
- ›Loot lost: a share of every good in stock, and of goods listed on the market, equal to breach score x the tier's cap (Tier 1 10%, Tier 2 15%, Tier 3 20%, Tier 4 25%). Buildings are never destroyed.
| Colony tier | Selenite Shards (primary colony) |
|---|---|
| 1 | 15 |
| 2 | 40 |
| 3 | 100 |
| 4 | 250 |
A flawless defense (breach 0) pays +20%. Anything less pays on a falling curve: a 95%-repelled raid still pays about 90%, a half-lost raid about 25%. Storm Waves double the payout.
Prestige unlocks cosmetic titles: Warden (50), Guardian (150), Bulwark (400), Stormbreaker (1,000).
Meteor Showers
Starting at Colony Center level 2, each colony gets one shower roughly every 6 days, with the next impact shown on your HUD.
- ›Impacts: 1, plus 1 per 15 damageable buildings, up to 6. A rare meteor storm (1 in 5) doubles the count.
- ›A direct hit deals up to 80 damage, falling off over 3 cells, so only overlapping hits take a building fully offline.
- ›Each turret or Barracks shoots down one meteor that falls within its range, but no more than half the shower.
- ›Every meteor that lands drops 40 Regolith.
Tidal Quakes
Starting at Colony Center level 3, a quake strikes roughly every 10 days, with no warning.
- ›Every damageable building takes damage (base 18, randomized per building).
- ›Upgraded buildings resist: level 2 takes 70%, level 3 takes 45%.
- ›6% of your road cells crack and stop conducting until repaired.
- ›A major quake (1 in 6) deals 1.6x damage and cracks twice as many roads.
Damage and Repairs
Only production buildings, dwellings and Accelerators take damage. Output falls in proportion to damage; at 100 a building is offline but still yours.
| Full repair (100 damage) | Plasteel |
|---|---|
| Basic production | 8 |
| Advanced production | 14 |
| Dwelling | 10 |
| Accelerator | 12 |
| Cracked road cell | 3 each |
Partial damage costs proportionally less. Repair All fixes cracked roads first, then buildings cheapest first, and repairs as much as your Plasteel allows.
Storm Season
One week in every four (weeks start Sunday 00:00 UTC) is a server-wide storm season:
- ›Meteor storms come up 1 in 2 instead of 1 in 5.
- ›Major quakes come up 1 in 3 instead of 1 in 6.
- ›Repair at least 25 Plasteel of damage during the season (your own repairs or neighbor aid) to earn 5 gems after it ends, plus 5 more if the whole server repaired 5,000 Plasteel. Unclaimed rewards never expire.
Neighborhood: Visits, Kudos and Aid
Visits
A visit shows the city as seen from the street: buildings, levels, themes, roads, walls, population, prestige and the moon projects standing there. Stock, threat, quests and market activity stay private. Visiting never changes the colony you look at.
Kudos
- ›One applause per visitor per colony per week (weeks reset Monday 00:00 UTC). You cannot applaud your own colony.
- ›Each applause gives the colony +1% growth for that week, up to +5%. It never creates goods.
- ›You earn 1 Action Point for each of your first 10 applauses per week.
Neighbor Aid
Aid needs a colony of your own on the same moon as the target, and it is paid from your colony's stock.
| Aid | Cost | Effect |
|---|---|---|
| Fund repairs | Your Plasteel, up to 60 per day | Repairs their damaged buildings cheapest first, at the price they would pay |
| Turret overcharge | 40 Plasteel | +1 damage per tick on every defense emplacement for their next raid |
- ›Up to 5 aid actions per day (UTC), across all targets.
- ›A colony holds one overcharge gift at a time, and it cannot be gifted while its raid is being fought live.
- ›Each aid action gives your colony +2 prestige (up to 10 per day) and you 1 Action Point.
- ›The receiver gets a notification.
Trade Routes, Trade Board and Market
Trade Routes
- ›Each side sends up to 200 units per day of one good (either side may send nothing, but not both).
- ›A colony holds at most 3 routes at once. Pending proposals and open board offers count toward that limit.
- ›Either side can cancel at any time with no penalty.
Daily Settlement
- ›A route settles once per UTC day. Settlement runs when either player places or upgrades a building, or opens their trade routes panel.
- ›Only the current day settles. Missed days are not delivered later.
- ›Each leg ships the smallest of: the contract rate, what the sender has in stock, and what fits in the receiver's storage. Nothing is destroyed: every unit sent arrives.
- ›Both players earn 1 Action Point per route per day, starting from the route's first full UTC day.
Proposing Without the Board
When the Trade Board is not available, you propose a route from a neighbor's visit page. Both colonies must be on the same moon. Proposals expire after 7 days, and you can send up to 10 per day.
The Trade Board
When the Trade Board is available, route offers are posted there instead:
- ›An offer is either same moon (only colonies on your moon can take it) or interplanetary (any colony).
- ›You can make an offer private to one player; the visit page links there with that player preselected.
- ›Offers expire after 7 days. Taking an offer starts the route immediately.
Interplanetary Routes
The player who posts an interplanetary offer provides the ship and pays the fuel.
| Rule | Value |
|---|---|
| Ship | A docked Transport with 2 Sentinels aboard |
| Cargo | 50 units per trip, per direction |
| Trip time | 30 minutes per leg plus 1 minute per 20,000 km of orbital distance |
| Daily cap | 50 x round trips per day, up to 200 |
| Fuel | 10 Electricity per day, paid by the poster |
When the ship cannot carry the full rates, both legs are scaled down together so the exchange rate is kept. A ship on a route cannot explore or fly visa missions. If the ship is withdrawn or the poster has no Electricity, that day delivers nothing (and costs no fuel if the ship is missing). Where the ship is docked does not matter; the distance between the two colonies' moons does.
Supply Lines
A supply line is a route between two of your own colonies on different moons. It needs a Transport, uses a route slot on both colonies and costs the daily fuel, but it earns no Action Points.
Trade Market
The market handles one-off barter offers ("give X, want Y"). It opens at colony tier 2, from the Trade Market button on the colony HUD (and the Spot tab of the Trade Board when it is available).
| Rule | Value |
|---|---|
| Open offers | 6 per colony (+2 for 300 gems, then +2 more for 600 gems) |
| Quantity | 1 to 500 per offer |
| Accepts | 20 per day |
| Expiry | 7 days |
| Market fee | 10% of each side is burned |
Your offered goods leave your stock when you post and are refunded if you cancel. Goods listed on the market are exposed to raid plunder like goods in stock. Water, Culture and Magic cannot be traded.
Moon Projects
The Three Projects
| Project | Base cost | Build time | Effect on every colony on the moon |
|---|---|---|---|
| Orbital Shield | 600 Plasteel, 120 Circuitry | 24 hours | Raid threat builds 15% more slowly |
| Mass Driver | 400 Plasteel, 60 Gadgets | 24 hours | Deposit hauling delivers 15% more |
| Beacon | 200 Cloth, 40 Luxuries | 12 hours | Faster population growth (+0.02 growth) |
Each moon has one of each, and a finished project stands forever.
Cost Scaling
The cost is locked by the first contribution, based on how many colonies are on the moon at that moment: base cost x (0.6 + 0.4 x colonies). A solo colony pays exactly the base cost; five colonies pay 2.6x in total but much less each.
Contributing
- ›Contributed goods are spent for good; a project cannot be cancelled.
- ›A contribution is automatically capped at what the project still needs and what your colony holds.
- ›Each contribution gives your colony +2 prestige, up to 10 per day, and each prestige-earning contribution gives you 3 Action Points.
- ›Once fully funded, construction starts. You can speed it up with gems using the same Finish and Halve prices as upgrades, but gems can never fund the goods.
Colour Themes and Level Glow
Themes
| Theme | Gems | Type |
|---|---|---|
| Aurora | 500 | Flagship |
| Obsidian | 500 | Flagship |
| Nova | 300 | Theme |
| Prism | 300 | Theme |
| Chrome | 300 | Theme |
| Gold | 300 | Theme |
- ›An unlock is account-wide: it works in every colony you own.
- ›Apply a theme to one building, or to every building in a colony at once. Clearing is free.
- ›Themes apply to every building except decorations.
- ›New buildings take on the Colony Center's theme automatically.
- ›Flagship themes add a breathing pulse and light the ground ring one glow stage earlier.
- ›Themes are cosmetic only and never change stats.
Free Level Glow
Every player's buildings glow as they grow, no purchase needed. Stage 1 adds a soft rim light; stage 2 adds a glowing ground ring. With a theme applied, the rim and ring take the theme's colours.
| Building | Stage 1 | Stage 2 |
|---|---|---|
| Production, Warehouse, Accelerator | Level 2 | Level 3 |
| Dwellings | Dwelling II | Dwelling III and Arcology |
| Colony Center | Level 3 | Level 4 |
A flagship theme shows the ground ring from stage 1.
Season Pass Cosmetics
- ›Free track, tier 9: the Aurora Beacon premium decoration. Once claimed, you place it for free, as often as your decor limit allows.
- ›Premium track, tier 9: a colour theme that rotates each season. If you already own it, you receive 200 Selenite Shards instead.
Colony Quests and Action Points
The Objective Chain
Chain quests unlock in order. Moon Bricks and Infrastructure rewards pay out in your primary colony only; goods and colonists pay in every colony.
| Quest | Goal | Reward |
|---|---|---|
| 1 | Lay 5 road cells | 60 Moon Bricks |
| 2 | Build a Crop Plot | 30 Infrastructure, +2 colonists |
| 3 | Build a Mill | 60 Moon Bricks, +2 colonists |
| 4 | Build a Dwelling I | 40 Moon Bricks, 20 Infrastructure, +3 colonists |
| 5 | Build a Fiber Plot, Loom and Tailor | 80 Moon Bricks, +3 colonists |
| 6 | Reach 10 colonists | 20 Plasteel |
| 7 | Build a Quarry and Smelter | 60 Moon Bricks, +3 colonists |
| 8 | Reach 20 colonists | 30 Plasteel |
| 9 | Colony Center level 2 | 120 Moon Bricks |
| 10 | Run a Water Accelerator | 40 Plasteel |
| 11 | Reach tier 2 | 150 Moon Bricks, 80 Infrastructure |
| 12 | Defend your first raid | 50 Plasteel |
| 13 | Defend 3 raids | 150 Moon Bricks |
| 14 | Run a Magic Accelerator | 50 Plasteel |
| 15 | Build a Med Bay and a Rec Dome | 120 Moon Bricks |
| 16 | Stockpile 100 Fine Cuisine | 200 Moon Bricks, 100 Infrastructure |
| 17 | Build a Warehouse | 100 Moon Bricks |
| 18 | Build a Helium-3 Rig and Fusion Plant | 60 Plasteel |
| 19 | Reach tier 4 | 600 Moon Bricks, 300 Infrastructure |
Colonists from quests are capped by the Colony Center's population ceiling.
Side Goals
| Goal | Reward |
|---|---|
| Stockpile 150 Flour | 50 Moon Bricks |
| Lay 40 road cells | 25 Plasteel |
| Reach 50 colonists | 200 Moon Bricks, 100 Infrastructure |
| Run 3 Water Accelerators | 60 Plasteel |
| Reach tier 3 | 400 Moon Bricks, 200 Infrastructure |
| Reach 150 colonists | 400 Moon Bricks, 200 Infrastructure |
| Stockpile 60 Banquets | 80 Plasteel |
| Build a Med Bay | 80 Moon Bricks |
| Place 5 free decorations | 120 Moon Bricks |
Weekly Supply Contract
- ›Available from colony tier 2, in your primary colony only.
- ›Each week (Monday 00:00 UTC) asks for two goods from your tier's economy. You hand the goods over when you claim.
- ›One contract claim per week.
| Colony tier | Selenite Shards | Gems |
|---|---|---|
| 2 | 80 | 4 |
| 3 | 200 | 8 |
| 4 | 500 | 10 |
Colony Action Points
Colony play feeds the same Action Point total and weekly league AP as the galaxy game.
| Action | AP |
|---|---|
| Found a colony | 10 |
| Reach a new colony tier (once per tier) | 5 |
| Defend a raid | 3 |
| Moon project contribution (while it earns prestige) | 3 |
| Place a building (not decor) | 2 |
| Start an upgrade (building or Center) | 2 |
| Claim a quest or supply contract | 2 |
| Finish repairing all building damage | 1 |
| Kudos (first 10 per week) | 1 |
| Neighbor aid | 1 |
| Trade route settled (per route per day, from its first full day) | 1 |
During themed league weeks, some of these actions count double toward weekly league AP.