Facilities
Facilities provide local construction, RP income and military support at your selected station.
| Facility | Main purpose |
|---|---|
| Robotics Factory | Speeds buildings; level 2 unlocks Shipyard |
| Shipyard | Unlocks and speeds ships and defenses |
| Research Lab | Produces 10 RP/hour per physical level |
| Nanite Factory | Halves building and unit construction time per level |
| Missile Silo | Stores missiles and supports automatic restocking |
| Sensor Phalanx | Reports eligible fleet movements within range |
| Jump Gate | Moves ships instantly between eligible owned gates |
Choosing your next upgrade
Start with the facilities that support your next action: Robotics 2 for a Shipyard, a physical lab for more RP, or the Shipyard level needed by your chosen hull. A lab is not a research prerequisite; every research node is directly available for RP investment.
Physical Nanite Factory construction and upgrades require Robotics Factory 10, Computer Technology 10 and completed Nanite Technology 1. The research grants no physical factory. Facilities require their displayed materials and Credits.
Active 3.0 galaxies use anchored stations. Sensor Phalanx requires Phalanx Technology 1; Jump Gate requires Hyperspace Technology 7.