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Codex Entry

Resources & Energy

Mines, power plants and storage — the foundation of any system.

Mines

Resource extraction buildings
BuildingFamilyMetal L1Crystal L1Aeth L1EnergyCost ×Time L1Pop Req
Metal Mine
Produces metal, the workhorse resource. Output scales as 60 · L · 1.1^L per hour.
Resources4512-51.5^L10s100
Crystal Mine
Produces crystal for advanced ship and research costs. Output: 40 · L · 1.1^L per hour.
Resources3819-51.6^L13s150
Aetherium Synthesizer
Refines aetherium for fleet fuel and high-end research. Output: 20 · L · 1.1^L per hour.
Resources16957-101.5^L15s200

Metal Mines, Crystal Mines and Aetherium Synthesizers are your bread and butter — every level produces more per hour, and the exact before/after numbers are shown on the building card before you upgrade. Metal flows freely, crystal is scarcer, aetherium is the rarest and also your fleet's fuel.

Note·No system starts from zero
Every claimed system generates a small baseline income even with no mines built — a fresh colony is never completely broke.

Almost everything draws power — mines and the farm on a curve that grows with their level, and labs, docks, forges and administrations at a flat rate per building. When a system's energy goes negative, metal, crystal and aetherium output throttles down proportionally (food and population are never touched). Keep your power budget in the green; the energy bar tells you at a glance.

Power plants

Energy production buildings
BuildingFamilyMetal L1Crystal L1Aeth L1EnergyCost ×Time L1Pop Req
Solar Plant
The workhorse from the first colony to the late game — ahead of a Fusion Reactor level for level until L31. Energy Tech adds +2% per level: 20 · L · 1.1^L · (1 + 0.02·E).
Energy5722+201.5^L8s75
Fusion Reactor
The endgame plant: expensive to start and worse than Solar level for level until L31, but its cost climbs far more slowly, so from L32 it buys more energy per resource than any Solar level can. Burns 10 · L · 1.1^L aetherium per hour.
Energy618247123+501.4^L20s500
Quantum Power Grid
System-wide load balancer. Each level: +0.5% energy output and -0.5% draw, with bigger jumps every 5 levels. The costliest building to unlock, but the gentlest cost curve — it pays off only once Solar and Fusion levels run into the millions.
Energy11,2007,0003,5001.4^L60s2,000
Tip·Energy is a gate, not a stockpile
Power is the one resource you cannot bank. It is never stored, never traded, and a system running well above its load simply sheds the difference as waste heat — there is no bonus for over-building. Energy does exactly one thing: below your draw it throttles output, at or above it, it stops mattering. Build enough to cover the load you intend to run, plus headroom for the next few upgrades, and spend the rest on something that compounds.
Note·Solar early, Fusion endgame
Solar Plants carry the early and mid game — cheap, dependable, no fuel. The Fusion Reactor is the endgame plant: brutally expensive to start, but its price climbs so gently that deep into the game it becomes the cheapest energy you can buy. It runs on a continuous aetherium burn, so a big reactor wants a Synthesizer to feed it.

Storage

Resource storage buildings
BuildingFamilyMetal L1Crystal L1Aeth L1EnergyCost ×Time L1Pop Req
Metal Storage
Increases metal stockpile cap. Curve: 5 000 · ⌊2.5 · e^(20·L/33)⌋.
Storage1,0002.0^L7s50
Crystal Storage
Increases crystal stockpile cap.
Storage1,0005002.0^L7s50
Aetherium Tank
Increases aetherium stockpile cap.
Storage1,0001,0002.0^L7s50

Warehouses cap how much a system can hold; production stops piling up at the cap. Each level raises the cap steeply — the card shows the next capacity before you build. If your stockpile keeps hitting the ceiling overnight, it's time for another storage level (or time to spend more aggressively).

Quantum Power Grid

A late-game, system-wide load balancer: every level squeezes more output from your reactors and trims the draw of everything else. It is the single most expensive building to unlock in the game, and deliberately so — it does not replace Solar or Fusion, it supports them.

Note·Build it last, not first
The grid's effect scales with the size of your whole system, so it is worth almost nothing on a small one — but on a sprawling late-game system, its steady percentage eventually beats yet another power plant. A true endgame project.