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Codex · Constructions

Construction codex

Buildings are the visible part of an empire. Extraction, storage, power, refinement, phase conversion, and orbital industry all live on the planet surface, and every pad you spend is a decision you keep.

A planet surface is finite. Each entry here tells you what a building produces or enables, what it needs before you can raise it, and what its first level costs, so you can decide whether the pad is worth it now or later.

The chain is deliberately physical. Extractors pull raw ore, gas, liquid, and plasma out of a world; depots decide how much of it you can hold; power plants keep the lights on; refineries - the mid-to-end-game must-have - raise material tier into the stuff that fights, shields, and travels fast; phase converters change matter state; component industry turns all of it into hardware that flies.

Two rules are worth memorising before you build: a refinery raises tier and never changes matter state, and a phase converter changes matter state and never raises tier. Climb the refinement ladder or accept that your rivals will field better protection, harder hits, and faster ships from the same raw veins.

Core & tech

Power

Extractors

Refinement - the must-have ladder

Storage

All reference docs

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