Structures
What structures can I build in a system?
Every claimed system starts with the same five core structures at level 1: Command Center, Reactor, Palladium Extractor, Iridium Extractor, and Resource Depot. Two more begin at level 0 until you build them up: the Trade Hub, and the Shipyard, which stays locked until your Command Center reaches level 3. You grow a system by upgrading what is already there.
Structures are the orbital installations you build inside a star system. They're how a system actually does anything: mining, refining, generating power, storing what you've earned. Every claimed system gets the same starter roster, and you grow each one by upgrading what's already there.
The roster
Every system starts with the same five core structures at level 1: Command Center, Reactor, Palladium Extractor, Iridium Extractor, and Resource Depot. Two more begin at level 0 until you build them up: the Trade Hub, and the Shipyard, which stays locked until your Command Center reaches level 3.
Command Center - the orbital headquarters. Speeds up every build in the system.
Reactor - the power plant. Sets the energy budget the other structures spend.
Palladium Extractor - the palladium mining rig.
Iridium Extractor - the iridium refinery.
Resource Depot - orbital storage. Caps how much you can stockpile.
Trade Hub - the income engine. Produces credits for your empire treasury.
Why upgrade
Levels are the only thing that change. Higher levels mean:
More resource income from extractors.
More storage from depots.
More energy budget from reactors.
Shorter build times from Command Centers.
New and better buildings unlock.
Every upgrade costs palladium and iridium (see Economy & Resources), takes real time, and shifts the energy load in the system (see Energy).
How to pace upgrades
A few rules of thumb:
Keep both extractors leveled together. One ahead of the other just bottlenecks the queue.
Upgrade the Resource Depot a step ahead of your extractors. Otherwise your offline income stalls at cap.
Upgrade the Reactor before you push other structures past your energy budget. A deficit slows everything down.
The Command Center compounds: every level shortens every future build.
The build queue
Each system has its own build queue with three slots. Click upgrade on a structure and the job lands in the next free slot. The slot at the front runs first; the others sit at zero progress until their turn.
You can queue the same structure multiple times and each entry targets one level higher than the last queued one for that structure. Stacking three Reactor upgrades in a row is fine.
Resources are spent the moment you queue, not when the build starts.
The × on a queued job cancels it and refunds 70% of the resources.
Queues run while you're offline. Three Reactor upgrades stacked overnight all complete in order.
When the queue is full (three active jobs), the upgrade button greys out until a slot frees.
Across systems
Every claimed system has its own independent roster and its own queue. A busy queue in one system doesn't block work in another because every system runs in parallel. Claiming a new system means a fresh starter roster and an empty queue to fill.
Building Better Worlds.
Common questions
Why should I upgrade structures?
Levels are the only thing that change. Higher levels give more extractor income, more depot storage, a bigger reactor energy budget, shorter Command Center build times, and unlock better buildings. Every upgrade costs palladium and iridium and takes real time.
How does the build queue work?
Each system has its own queue with three slots. The front slot runs first while the others sit at zero progress. Resources are spent the moment you queue, and cancelling a queued job with the x refunds 70%. Queues keep running while you are offline.
Can I upgrade multiple systems at once?
Yes. Every claimed system has its own independent roster and queue, and they all run in parallel, so a busy queue in one system never blocks work in another. Each new system starts with fresh level-1 structures and an empty queue.
