EVERY LAST ONE
Reference

Structures

Structures raise a settlement above its baseline. Costs, build times and outputs are withheld.

Habitat

Category: CommandZone: Core

The settlement's core — its operations crew runs the colony's baseline life support, central stores and comm link, growing from sealed living quarters into a colony operations center.

Field Station

Category: CommandZone: Core

An outpost's core — a sealed crew module with a small life-support pack and a stores bay, and a handful of pads around it for the relay, power and rigs a field base needs. It houses a few names and a small crew whose upkeep post keeps the station standing — no depot, the same crew-and-parts rule as any settlement — and grows only into a habitat when the outpost becomes a camp.

Housing Dome

Category: HabitationZone: Clean

Housing and induction quarters — shelters thousands of settlers and enables recruiting characters from the population.

Mass Housing Block

Category: HabitationZone: Clean

A wide, thin-walled block that roofs many thousands for little. Cramped and barely shielded — growth room now, quality later.

Crew Bunks

Category: HabitationZone: Clean

Stacked cots in a pressurized shell — cheap beds for the named crew. Cramped and thinly shielded, but a bunk beats the corridor.

Maintenance Depot

Category: IndustryZone: Operations

Houses the upkeep crew: its staffed position consumes spare parts and keeps the buildings of a promoted settlement from falling apart.

Manufacturing Workshop

Category: IndustryZone: Operations

Tooling floor — its crewed positions carry standing manufacture orders, building configured products piece by piece.

Surface Mine

Category: IndustryZone: Dirty

Works the open ground from the top: each crew either scrapes the local regolith or digs a discovered surface deposit. Cheap to raise and hungry for hands — the ground decides what it yields.

Surface Liquid Pump

Category: IndustryZone: Dirty

Rocks a beam pump over a shallow liquid deposit and lifts what seeps near the surface. Without a tank standing, the line stops before the first barrel.

Surface Gas Collector

Category: IndustryZone: Dirty

Tents a shallow gas deposit and gathers what the ground breathes out. Nothing holds a gas but a gas storage tank — without one, the line stops.

Volatiles Extraction Plant

Category: IndustryZone: Dirty

Extracts volatiles from regolith — its crewed positions melt ices and condense vapors into refined stock every turn.

Ore Smelter

Category: IndustryZone: Dirty

Breaks raw metal and mineral stock down into refined feedstock for construction and synthesis.

Organics Refinery

Category: IndustryZone: Dirty

Refines raw organic matter — solids are broken down, fluids distilled into usable stock.

Greenhouse

Category: Life SupportZone: Operations

Grows food above what the habitat's core crew provides.

Foraging Station

Category: Life SupportZone: Operations

Gathers the wild growth of the surrounding regions for the table — or cuts it for fodder. Feeds off the living field and thins it.

Oxygen Electrolyzer

Category: Life SupportZone: Operations

Splits stored water into breathable oxygen — the breathe-or-drink decision made into a building.

Food Bioreactor

Category: Life SupportZone: Operations

Cultures food from refined organics and water in a compact closed vessel.

Surface Water Intake

Category: Life SupportZone: Dirty

Pumps standing water and humid air straight into the tanks. Only wet worlds are generous enough for it — and it is the cheapest water there is.

Ice Mine

Category: Life SupportZone: Exterior

Melts near-pure ice out of a discovered field — crater ice, buried permafrost or the crust itself. The cheapest water on a dry world, and it runs out.

Air Water Harvester

Category: Life SupportZone: Exterior

Breathes the sky through a molecular sieve, then bakes the trapped water back out. Works anywhere there is air — and yields in proportion to how much.

Pumping Station

Category: Life SupportZone: Dirty

Pumps that push the settlement’s spare water out over its pipelines. Lifting uphill and keeping a surface pipe from freezing cost energy; without a station a pipeline only brings water in.

Solar Array

Category: Power & ThermalZone: Exterior

Generates energy above what the habitat's core crew provides.

Substation

Category: Power & ThermalZone: Dirty

Switchyard that pushes the settlement’s spare production out over its power lines. Without one, a line only brings energy in; the rungs widen how much may leave per month.

Materials Warehouse

Category: LogisticsZone: Exterior

Racked bulk storage — expands the settlement capacity for solid-phase materials above the habitat stock.

Vehicle Garage

Category: LogisticsZone: Dirty

Roll-up bays for the wheeled fleet — a rover parked here holds together and is serviced while the workshop is staffed; one left outside wears like it would in the field.

Liquid Storage Tank

Category: LogisticsZone: Exterior

Sealed liquid storage — its tank farm carries the settlement capacity for liquid-phase materials.

Gas Storage Tank

Category: LogisticsZone: Exterior

Pressurized gas storage — its vessels carry the settlement capacity for gas-phase materials.

Water Tank

Category: LogisticsZone: Exterior

Potable water reservoir — raises the water reserve above the base module so a growing colony can stockpile.

Oxygen Tank

Category: LogisticsZone: Exterior

Breathing-gas reserve — raises the oxygen reserve above the base module so a growing colony can stockpile.

Food Silo

Category: LogisticsZone: Operations

Specialized granary — raises the food reserve above the base module so a growing colony can stockpile.

Battery Bank

Category: Power & ThermalZone: Operations

Grid storage — raises the energy reserve above the base module, riding out the solar night.

Research Laboratory

Category: ScienceZone: Clean

A research facility — seats research positions, hosts the colony's research projects and enables source analysis.

Training Academy

Category: ScienceZone: Clean

Institution of schooling: the instructor teaches one chosen skill domain they themselves master — students learn at their pace, up to their level.

Medical Clinic

Category: HabitationZone: Clean

A medical facility — its seated medic fights infection every turn: faster recovery, fewer deaths, and care capacity that bounds how many of the sick it reaches.

REDACTED24 entries withheld pending field discovery