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Buildings

The roster by tier. Tier 0 numbers are the current prototype baseline. Everything after that is a Tentative sketch. Units are covered in units-and-missions.md; costs and rules in resources-and-economy.md.

General rules Decided:

  • Every building includes foundation under its footprint and connects to anything adjacent.
  • New tiers add new buildings; nothing upgrades in place. Old versions stay buildable and useful.
  • Tier 0 buildings are revealed gradually as the player discovers the resources needed to build them.
  • Tier 0 is built from Basalite only. Ores must be refined before they can be used in construction.
  • Some tech unlocks improve existing buildings instead of adding new ones (blueprints, auto-rebuild, silo filters, smarter patrols).

Tier 0: The Crash / Discovery

All Tier 0 buildings are unpowered and made only of Basalite.

BuildingCostFootprintUnlockRole
Crashed ShipStarts on map—StartHome of the first Scout Drone, Harvester and Engineering Crew. The one indestructible building, so recovery is always possible. Where the first Evolite sample is studied. The long-term repair objective. Stores about 6 stacks.
Depot100 Basalite3×3 (tentative)Discover BasaliteBuilds and dispatches Harvesters, Engineering Crews (and trucks from Tier 1). About 3 slots. Stores about 6 stacks.
Storage Silo67 Basalite2×2 (tentative)Discover BasaliteBulk stacked storage (about 24 stacks); optional filters
Foundation10 Basalite / tile1×1Discover BasaliteConnects networks (inventory, later power)
Barracks100 Basalite3×3 (tentative)First alien sightingBuilds and dispatches Sword Bots. About 3–4 slots.
Stone Wall3 Basalite / tile1×1First alien sightingPassive barrier. Never connects networks.

Status: Depot, Silo, Foundation and Barracks in Tier 0 are Decided. Stone walls in Tier 0 were proposed and used in every simulation, and the designer never objected Tentative. The numbers are Tentative baselines (see balance-and-simulations.md).

Tier 1: Primitive Industry

Opens when the first Evolite sample is studied at the ship. Mostly Colite-burning or unpowered. Nothing in Tier 1 needs electricity Decided. Order of milestones: Refining → Logistics → Stationary Mining, with Defense as a parallel branch (see technology-and-progression.md).

BuildingUnlockBuild materials (sketch)Role
Primitive RefineryFree on Tier 1 reveal (“Primitive Refining”)Basalite only (avoids needing iron to make iron) DecidedBurns Colite; Ferrite → Iron, Cuprite → Copper
Outpost / Truck StopLogistics researchBasalite + IronReceiving end of truck routes; small buffer; one truck at a time
Primitive FabricatorBasic Fabrication researchBasalite + Iron + CopperBasic components, ammunition
Colite DrillStationary Mining (an expensive unlock)Basalite + IronMines Colite. Seed it with a first batch, then it fuels itself from the network (placeholder: burns 1/min, yields 50/min).
Primitive Mining DrillStationary MiningBasalite + Iron (+ Copper)Colite-burning extraction of Basalite, Ferrite, Cuprite, Silicate, Calcified Evolite; 2×2-style footprint logic
Basic Gun TurretDefense researchBasalite + Iron (+ Copper)Automatic defense; uses ammo
Reinforced WallDefense researchBasalite + Iron per tileStronger barrier

Notes:

  • The quantities once proposed (for example, Refinery 30 Basalite, Outpost 15 Basalite + 10 Iron) were judged too low and set aside. Tier 1 quantities still need to be balanced against the Tier 0 economy.
  • Should the Colite Drill and the Mining Drill be one general drill or two? Open
  • Colite machinery stays useful after electricity, but only for reserves or quick, simple outposts where speed of setup matters more than efficiency (“send a few stacks of Colite and you’re running”) Decided. Electrical generation should take longer to set up.
  • Turrets and military buildings mostly don’t need power Decided. Barracks L1 is like tents and needs no power.

Tier 2: Electrification

Unlocked by restoring the ship’s electrical systems (the first ship repair). Everything here needs power Decided; specific buildings are Tentative.

BuildingRoleBuild materials (placeholder)
Colite GeneratorElectrical capacity from ColiteBasalite, Iron, Copper, Wiring
Electric Mining DrillHigher throughput; silenced by cutting powerIron, Steel Beams, Wiring, Motors
Electric RefineryFaster or more advanced refiningBasalite, Steel Beams, Wiring, Motors
Electric FabricatorElectrical and mechanical componentsSteel Beams, Wiring, Mechanical Parts
Powered TurretStronger defenseSteel Beams, Wiring, Electrical Components
Control SwitchSwitch connected machinery on or offIron, Copper, Wiring
Radar Station (tier TBD)Wide vision, early warningSteel Beams, Wiring, Electrical Components

Tier 3: Advanced Industry and Evolite Extraction Tentative

BuildingRole
Evolite Drill (Deepcore)Underground Evolite at 1× anywhere; expanding seismic signature
Advanced RefineryMore materials
Specialized FabricatorsMicrochips, motors, precision parts
Communications HubDemand-driven logistics (depots request automatically)
Automation ControllerTimers, signals, conditions
Advanced BarracksStronger units, automated deployment
Advanced TurretsSpecialized weapons

Tier 4+: Automation and Expansion Tentative

Underground Scanner (reveals rich Evolite pockets), Solar Array, Battery Bank, Advanced Power Plant (possibly nuclear), Advanced Depot (about 8 slots), Advanced Construction facility (fast build, automatic reconstruction), Sensor Array, Command Center (optional high-tier management), Heavy Defenses (bosses), Train Station / rail, Research Laboratory (the Doctor’s alien-research branch), Missile Silo (mentioned in passing).

Specialized refineries and fabricators will multiply over time. “Refinery” and “Fabricator” are categories, not single buildings.