Structures are the only thing you build, and you build them on outposts you already hold. Each type is a single level with a single price — there are no upgrades — and an outpost takes one of each.
Two of them need no research. The rest wait on a technology, and each says below which one.
Relay
A forward waystation, and the whole answer to distance. Fleets leaving a relay outpost travel further in one hop, and supply lines anchored there run further out. Nothing else in the game extends either range — no research, at any point in a match — so a gap wider than your reach is something you BUILD past.
- Cost
- 140 materials
- Per outpost
- 1
- Unlocked by
- Available from the start
- Reach bonus
- +1.50 AU
- It extends reach from ITS OWN outpost only, so where you put the first one decides which frontier opens.
- A chain of relays is a corridor: each hop is measured from wherever the fleet lands, so the second one is what makes the first reach all the way.
- A relay at either end is enough to lengthen a connection — building two to link one pair buys nothing.
Turret
A static defense weapon. On a fixed interval it fires one aimed shot at the nearest enemy fleet within its range, so a fleet crossing the zone takes several hits on the way. With no fleet in range it shoots the nearest enemy structure instead: its garrison first, then the structure itself, which falls after a few hits. It never shoots outposts.
- Cost
- 160 materials
- Per outpost
- 1
- Unlocked by
- Automated Defenses
- Damage per shot
- 2 units
- Range
- 1.60 AU
- One shot every
- 1h 6m 40s at Fast
- Fleets always come first — a turret only turns on structures when nothing is flying past.
- A turret can bring down an enemy Relay or another turret without a single unit sent, so a chain of structures near the enemy needs its own cover.
- A structure under fire shows its owner the shot and where it came from: answer with your own turret, a garrison, or a raid on the turret.
- A turret chips an approaching army rather than deleting it — pair it with a garrison to finish the job.
- It stays charged and fires the instant an enemy enters range, so it always gets a shot on anything passing through.
- It shoots one fleet at a time: several fleets arriving together share its fire.
Radar
Extends your intel, not your sight. Within its radius a radar surfaces enemy fleets beyond your vision as partial contacts — colour and position, never size or role.
- Cost
- 120 materials
- Per outpost
- 1
- Unlocked by
- Radar Network
- Detection range
- 4× normal vision
- Place radar toward the frontier to spot an incoming attack a fleet earlier than vision alone would.
- One is enough for a team: every radar draws a circle at its own outpost, so a second at the same place is an identical circle.
- Radar is countered by the enemy Jammer — a jammed fleet drops off your contacts.
Jammer
The counter to enemy radar. Within its radius a jammer hides your own moving fleets from enemy radar contacts. It does not affect direct vision — a scout that can actually see your fleet still sees it.
- Cost
- 130 materials
- Per outpost
- 1
- Unlocked by
- Signal Jamming
- Jamming range
- 1× normal vision
- Cover an attack lane with a jammer to move fleets past enemy radar unseen.
- Its bubble is deliberately tight — exactly one vision radius, against radar’s two — so it covers fleets near home rather than a whole approach.
Shield
An umbrella over ground you already hold. Every outpost of yours inside its radius absorbs 10 attackers before a single garrison unit dies. Alone among the structures it does not act where it stands, so one shield can cover a whole cluster — and where you put it is a question about which cluster is worth protecting.
- Cost
- 150 materials
- Per outpost
- 1
- Unlocked by
- Deflector Screens
- Shield
- 10
- Covers
- 2.20 AU
- It is spent, not worn. Ten absorbed is ten absorbed: nothing refills a shield, and the only way to get the cover back is to build another or bring the outpost back inside one.
- Shields do not stack. Two overlapping ones give a covered outpost 10, not 20 — spread them rather than piling them up.
- The cover belongs to whoever built it. Take an outpost from under an enemy shield and it protects you not at all; take one under your OWN shield and it is covered the moment it flips.
- It is the Turret’s alternative, at a similar price: a turret thins a fleet on the way in, a shield absorbs what arrives.
Monument
The win condition for Economic games. This unique, expensive wonder steadily produces victory resource — collect enough and you win. Building one reveals its outpost to every player on the map, so it is a race you cannot hide.
- Cost
- 400 materials
- Unlocked by
- Available from the start
- Victory resource
- +5 per tick
- Only buildable in Economic games, and only one per commander — pick its outpost carefully.
- Its outpost is permanently visible to all, so expect it to draw attacks — defend it or lose the investment.
Workshop
A tech building. While it stands and has power, you can build Turrets and Shields and hire Breakers. Lose it, or let it go dark, and you cannot build or hire those until it is back.
- Cost
- 150 materials
- Per outpost
- 1
- What is already standing keeps working without it — only new builds and hires need it.
- It is a target: an enemy who razes it stops your defences from spreading. Keep it where it is hard to reach.
Observatory
A tech building. While it stands and has power, you can build Radar and Jammers and hire Watchers, Stealth and Neutralisers.
- Cost
- 150 materials
- Per outpost
- 1
- Seeing one in enemy ground tells you they are investing in information.
Academy
A tech building. While it stands and has power, you can hire Thieves, Saboteurs and Pirates.
- Cost
- 150 materials
- Per outpost
- 1
- An enemy Academy means raids are coming — Thieves and Saboteurs fly with their waves.
Command Post
A tech building. While it stands and has power, your fleets can carry a second specialist — of a different kind from the first (speed, attack or intel). The second costs 1.5× its usual price.
- Cost
- 200 materials
- Per outpost
- 1
- Pair a fast specialist with a heavy one: a Helmsman buys off Artillery’s half speed.
- Two of the same kind never stack — Artillery and a Breaker cannot fly together.
- Lose its power and the second slot goes with it until it is lit again.