- Starting Materials
- 300
- Resource Tick
- 1m — Income cadence
Natural types
A natural type is fixed by the map and becomes public once the outpost is scouted. It decides which specializations are available.
The specialization is the choice: one per capture, made by whoever holds it, and reset when the outpost changes hands. Taking ground from someone does not inherit their economy — you decide what it does for you. An outpost with no specialization pays nothing at all.
Mineral
Raw deposits. Industry or extraction.
| Specialization | Produces | Rate | What it is for |
|---|---|---|---|
| Extraction | MATERIALS | 80 | Strip the deposits for materials. |
| Industrial Support | UNITS | 35 | Feed the war effort. Units muster at your HQ. |
Habitable
Liveable. The flexible type — all three outputs, none of them best.
| Specialization | Produces | Rate | What it is for |
|---|---|---|---|
| Colony | MATERIALS | 60 | Settle it and work the land. |
| Recruitment | UNITS | 20 | Raise troops. Units muster at your HQ. |
| Research Colony | SCIENCE | 9 | A modest research posting. |
| Power Colony | POWER | 4 | A modest grid. Powers your structures while connected to your HQ. |
Ancient
Something was here first. Study it, or strip it.
| Specialization | Produces | Rate | What it is for |
|---|---|---|---|
| Research | SCIENCE | 12 | Excavate carefully. The best science in the game. |
| Reactor | POWER | 6 | Wake what sleeps here. The best power in the game. |
| Salvage | MATERIALS | 70 | Break it down for parts. Nothing is learned. |
Connections
A connection is a built link between two of your own nodes. "Connected" means reachable from your HQ through those links. Connections gate output, not movement — an unconnected outpost still fights and still moves units, it simply pays 50% of its rate.
- Unconnected output
- 50%
- Base cost
- 30
- Cost per distance
- 0.1
- Maximum length
- 2.00 AU