Structures
Structures raise a settlement above its baseline. Costs, build times and outputs are withheld.
Habitat
Category: CommandZone: CoreThe 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: CoreAn 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: CleanHousing and induction quarters — shelters thousands of settlers and enables recruiting characters from the population.
Mass Housing Block
Category: HabitationZone: CleanA wide, thin-walled block that roofs many thousands for little. Cramped and barely shielded — growth room now, quality later.
Crew Bunks
Category: HabitationZone: CleanStacked 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: OperationsHouses the upkeep crew: its staffed position consumes spare parts and keeps the buildings of a promoted settlement from falling apart.
Manufacturing Workshop
Category: IndustryZone: OperationsTooling floor — its crewed positions carry standing manufacture orders, building configured products piece by piece.
Surface Mine
Category: IndustryZone: DirtyWorks 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: DirtyRocks 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: DirtyTents 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: DirtyExtracts volatiles from regolith — its crewed positions melt ices and condense vapors into refined stock every turn.
Ore Smelter
Category: IndustryZone: DirtyBreaks raw metal and mineral stock down into refined feedstock for construction and synthesis.
Organics Refinery
Category: IndustryZone: DirtyRefines raw organic matter — solids are broken down, fluids distilled into usable stock.
Greenhouse
Category: Life SupportZone: OperationsGrows food above what the habitat's core crew provides.
Foraging Station
Category: Life SupportZone: OperationsGathers 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: OperationsSplits stored water into breathable oxygen — the breathe-or-drink decision made into a building.
Food Bioreactor
Category: Life SupportZone: OperationsCultures food from refined organics and water in a compact closed vessel.
Surface Water Intake
Category: Life SupportZone: DirtyPumps 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: ExteriorMelts 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: ExteriorBreathes 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: DirtyPumps 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: ExteriorGenerates energy above what the habitat's core crew provides.
Substation
Category: Power & ThermalZone: DirtySwitchyard 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: ExteriorRacked bulk storage — expands the settlement capacity for solid-phase materials above the habitat stock.
Vehicle Garage
Category: LogisticsZone: DirtyRoll-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: ExteriorSealed liquid storage — its tank farm carries the settlement capacity for liquid-phase materials.
Gas Storage Tank
Category: LogisticsZone: ExteriorPressurized gas storage — its vessels carry the settlement capacity for gas-phase materials.
Water Tank
Category: LogisticsZone: ExteriorPotable water reservoir — raises the water reserve above the base module so a growing colony can stockpile.
Oxygen Tank
Category: LogisticsZone: ExteriorBreathing-gas reserve — raises the oxygen reserve above the base module so a growing colony can stockpile.
Food Silo
Category: LogisticsZone: OperationsSpecialized granary — raises the food reserve above the base module so a growing colony can stockpile.
Battery Bank
Category: Power & ThermalZone: OperationsGrid storage — raises the energy reserve above the base module, riding out the solar night.
Research Laboratory
Category: ScienceZone: CleanA research facility — seats research positions, hosts the colony's research projects and enables source analysis.
Training Academy
Category: ScienceZone: CleanInstitution 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: CleanA 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.
