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.

SpecializationProducesRateWhat it is for
ExtractionMATERIALS80Strip the deposits for materials.
Industrial SupportUNITS35Feed the war effort. Units muster at your HQ.

Habitable

Liveable. The flexible type — all three outputs, none of them best.

SpecializationProducesRateWhat it is for
ColonyMATERIALS60Settle it and work the land.
RecruitmentUNITS20Raise troops. Units muster at your HQ.
Research ColonySCIENCE9A modest research posting.
Power ColonyPOWER4A modest grid. Powers your structures while connected to your HQ.

Ancient

Something was here first. Study it, or strip it.

SpecializationProducesRateWhat it is for
ResearchSCIENCE12Excavate carefully. The best science in the game.
ReactorPOWER6Wake what sleeps here. The best power in the game.
SalvageMATERIALS70Break 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