Reference for game v0.44.1. Upgrades depend on your Citadel level and available resources. The in-game preview shows the final cost, timer and requirements for your colony.
Trade / CITADEL 1Market
Trade resources for Gold. Build up to four Markets, then combine them at Citadel 7. After that, build Supermarkets directly at Citadels 11, 15 and 19. Four Supermarkets combine into one Trade Empire.
2 × 2 tile footprintFixed level
Benefits & progression
Build four Markets, then combine them at Citadel 7. Once combined, build Supermarkets directly at Citadels 11, 15 and 19. Four Supermarkets become one Trade Empire. Offers and purchase limits are shared per player, not per building.
Progression
Market → Supermarket
Trade / CITADEL 19Trade Empire
Combine four Supermarkets into one unique trade capital. Adds 10% to every gathered resource and unlocks 24-hour shields.
5 × 5 tile footprintFixed level
Benefits & progression
One Trade Empire per colony. Adds 10% to all gathered resources. Unlocks 24-hour shields at 300,000 Gold, limited to two per player per day. Special offers can include up to two Rift Beacons daily, when available.
Command / CITADEL 1Hive Citadel
The living heart of your colony. Evolve it to unlock stronger buildings and add 200 army housing per level.
5 × 5 tile footprintLevels 1–30
Benefits & progression
Unlocks building levels, research, missions and territory expansion. Citadel 21–30 adds power and combined-building requirements, sharply higher costs and longer timers. There is one Citadel per colony.
| Level | Benefit | Notes |
|---|
| 1 | 200 troop housing | Plus Brood Houses |
| 5 | 1,000 troop housing | Plus Brood Houses |
| 10 | 2,000 troop housing | Plus Brood Houses |
| 20 | 4,000 troop housing | Plus Brood Houses |
| 30 | 6,000 troop housing | Plus Brood Houses |
Army / CITADEL 3Brood House
Homes for your army. Each level adds 1,000 troop housing. Upgrade or combine houses to support a larger army.
2 × 2 tile footprintLevels 1–30
Benefits & progression
Combination multiplies the housing represented by the four input buildings and applies the combination bonus. Wounded, deployed and reserved training troops all count towards housing.
Combination path
Brood House → Brood Residence → Brood Quarter. Four buildings form the next tier; +5% bonus at 4×, +10% at 16×. Footprints: 2×2 → 3×3 → 4×3 (rotatable).
| Level | Benefit | Notes |
|---|
| 1 | 1,000 troop housing | Base building |
| 5 | 5,000 troop housing | Base building |
| 10 | 10,000 troop housing | Base building |
| 20 | 20,000 troop housing | Base building |
| 30 | 30,000 troop housing | Base building |
Economy / CITADEL 1Worker Nest
A home for your brood. Starts with five workers; each upgrade adds four more (5, 9, 13, 17). Keep one worker free for construction while the others gather.
2 × 2 tile footprintLevels 1–30
Benefits & progression
Worker capacity increases immediately when construction finishes. Each parallel construction or combination needs a builder. Assigned gatherers can be reassigned if no worker is idle.
Combination path
Worker Nest → Worker Hive → Worker Colony. Four buildings form the next tier; +5% bonus at 4×, +10% at 16×. Footprints: 2×2 → 3×3 → 4×3 (rotatable).
| Level | Benefit | Notes |
|---|
| 1 | 5 total workers | +4 per level |
| 5 | 21 total workers | +4 per level |
| 10 | 41 total workers | +4 per level |
| 20 | 81 total workers | +4 per level |
| 30 | 121 total workers | +4 per level |
Economy / CITADEL 1Bio Farm
Cultivate luminous fruit. Each assigned worker gathers food for your growing colony.
2 × 2 tile footprintLevels 1–30
Benefits & progression
Rates below are for a base building before research, combination and Trade Empire bonuses. Hunter Lodge output also depends on the route to the hunting ground. Lower-tier supporting buildings boost the highest tier in that family: +1% per base building, +5% per first combination, capped at 25%.
Combination path
Bio Farm → Bio Garden → Bio Complex. Four buildings form the next tier; +5% bonus at 4×, +10% at 16×. Footprints: 2×2 → 3×3 → 4×3 (rotatable).
| Level | Benefit | Notes |
|---|
| 1 | 75 / min per worker | 4 workers |
| 5 | 375 / min per worker | 20 workers |
| 10 | 750 / min per worker | 40 workers |
| 20 | 1,500 / min per worker | 80 workers |
| 30 | 2,250 / min per worker | 120 workers |
Economy / CITADEL 1Timber Grove
Harvest the resilient trunks of alien trees. Assign workers to keep the timber flowing.
2 × 2 tile footprintLevels 1–30
Benefits & progression
Rates below are for a base building before research, combination and Trade Empire bonuses. Hunter Lodge output also depends on the route to the hunting ground. Lower-tier supporting buildings boost the highest tier in that family: +1% per base building, +5% per first combination, capped at 25%.
Combination path
Timber Grove → Timber Estate → Timber Complex. Four buildings form the next tier; +5% bonus at 4×, +10% at 16×. Footprints: 2×2 → 3×3 → 4×3 (rotatable).
| Level | Benefit | Notes |
|---|
| 1 | 75 / min per worker | 4 workers |
| 5 | 375 / min per worker | 20 workers |
| 10 | 750 / min per worker | 40 workers |
| 20 | 1,500 / min per worker | 80 workers |
| 30 | 2,250 / min per worker | 120 workers |
Economy / CITADEL 1Stone Quarry
Carve ancient rock into building material. More workers mean faster gathering.
2 × 2 tile footprintLevels 1–30
Benefits & progression
Rates below are for a base building before research, combination and Trade Empire bonuses. Hunter Lodge output also depends on the route to the hunting ground. Lower-tier supporting buildings boost the highest tier in that family: +1% per base building, +5% per first combination, capped at 25%.
Combination path
Stone Quarry → Stone Works → Stone Complex. Four buildings form the next tier; +5% bonus at 4×, +10% at 16×. Footprints: 2×2 → 3×3 → 4×3 (rotatable).
| Level | Benefit | Notes |
|---|
| 1 | 75 / min per worker | 4 workers |
| 5 | 375 / min per worker | 20 workers |
| 10 | 750 / min per worker | 40 workers |
| 20 | 1,500 / min per worker | 80 workers |
| 30 | 2,250 / min per worker | 120 workers |
Economy / CITADEL 1Gold Mine
Extract precious ore from the plateau. Gold fuels the evolution of your Citadel.
2 × 2 tile footprintLevels 1–30
Benefits & progression
Rates below are for a base building before research, combination and Trade Empire bonuses. Hunter Lodge output also depends on the route to the hunting ground. Lower-tier supporting buildings boost the highest tier in that family: +1% per base building, +5% per first combination, capped at 25%.
Combination path
Gold Mine → Gold Quarry → Gold Excavator. Four buildings form the next tier; +5% bonus at 4×, +10% at 16×. Footprints: 2×2 → 3×3 → 4×3 (rotatable).
| Level | Benefit | Notes |
|---|
| 1 | 39 / min per worker | 4 workers |
| 5 | 195 / min per worker | 20 workers |
| 10 | 390 / min per worker | 40 workers |
| 20 | 780 / min per worker | 80 workers |
| 30 | 1,170 / min per worker | 120 workers |
Economy / CITADEL 1Hunter Lodge
Send your brood to forage and hunt. A second food source for a thriving colony.
2 × 2 tile footprintLevels 1–30
Benefits & progression
Rates below are for a base building before research, combination and Trade Empire bonuses. Hunter Lodge output also depends on the route to the hunting ground. Lower-tier supporting buildings boost the highest tier in that family: +1% per base building, +5% per first combination, capped at 25%.
Combination path
Hunter Lodge → Hunter Camp → Hunter Preserve. Four buildings form the next tier; +5% bonus at 4×, +10% at 16×. Footprints: 2×2 → 3×3 → 4×3 (rotatable).
| Level | Benefit | Notes |
|---|
| 1 | 75 / min per worker | 4 workers |
| 5 | 375 / min per worker | 20 workers |
| 10 | 750 / min per worker | 40 workers |
| 20 | 1,500 / min per worker | 80 workers |
| 30 | 2,250 / min per worker | 120 workers |
Army / CITADEL 3Infantry Barracks
Train armoured alien Infantry for army expeditions. Each level increases batch size and training speed.
2 × 2 tile footprintLevels 1–30
Benefits & progression
Training is grouped by troop type and uses higher-level buildings first. More buildings allow parallel queues. Housing and resource limits still apply; training materials are paid before the queue starts.
Combination path
Infantry Barracks → Infantry Garrison → Infantry Stronghold. Four buildings form the next tier; +5% bonus at 4×, +10% at 16×. Footprints: 2×2 → 3×3 → 4×3 (rotatable).
| Level | Benefit | Notes |
|---|
| 1 | 25 troops / batch | Faster at higher levels |
| 5 | 125 troops / batch | Faster at higher levels |
| 10 | 250 troops / batch | Faster at higher levels |
| 20 | 500 troops / batch | Faster at higher levels |
| 30 | 750 troops / batch | Faster at higher levels |
Army / CITADEL 4Archery Range
Train Shard Archers wielding crystal bows. Research improves their expedition strength.
2 × 2 tile footprintLevels 1–30
Benefits & progression
Training is grouped by troop type and uses higher-level buildings first. More buildings allow parallel queues. Housing and resource limits still apply; training materials are paid before the queue starts.
Combination path
Archery Range → Archer Enclave → Archer Citadel. Four buildings form the next tier; +5% bonus at 4×, +10% at 16×. Footprints: 2×2 → 3×3 → 4×3 (rotatable).
| Level | Benefit | Notes |
|---|
| 1 | 25 troops / batch | Faster at higher levels |
| 5 | 125 troops / batch | Faster at higher levels |
| 10 | 250 troops / batch | Faster at higher levels |
| 20 | 500 troops / batch | Faster at higher levels |
| 30 | 750 troops / batch | Faster at higher levels |
Army / CITADEL 5Drake Stable
Raise drake mounts and train alien Cavalry. Higher levels train larger batches faster.
2 × 2 tile footprintLevels 1–30
Benefits & progression
Training is grouped by troop type and uses higher-level buildings first. More buildings allow parallel queues. Housing and resource limits still apply; training materials are paid before the queue starts.
Combination path
Drake Stable → Drake Ranch → Drake Sanctuary. Four buildings form the next tier; +5% bonus at 4×, +10% at 16×. Footprints: 2×2 → 3×3 → 4×3 (rotatable).
| Level | Benefit | Notes |
|---|
| 1 | 25 troops / batch | Faster at higher levels |
| 5 | 125 troops / batch | Faster at higher levels |
| 10 | 250 troops / batch | Faster at higher levels |
| 20 | 500 troops / batch | Faster at higher levels |
| 30 | 750 troops / batch | Faster at higher levels |
Army / CITADEL 3Hospital
Treat wounded troops and return them to your army. Each level treats 50 patients per batch and improves healing speed. All battle casualties remain recoverable.
2 × 2 tile footprintLevels 1–30
Benefits & progression
Heal wounded troops with Food and Gold. Higher-level Hospitals receive work first. Queue timers and speed-up controls are in Army → Hospitals.
Combination path
Hospital → Medical Centre → Medical Complex. Four buildings form the next tier; +5% bonus at 4×, +10% at 16×. Footprints: 2×2 → 3×3 → 4×3 (rotatable).
| Level | Benefit | Notes |
|---|
| 1 | 50 patients / batch | Faster at higher levels |
| 5 | 250 patients / batch | Faster at higher levels |
| 10 | 500 patients / batch | Faster at higher levels |
| 20 | 1,000 patients / batch | Faster at higher levels |
| 30 | 1,500 patients / batch | Faster at higher levels |
Decoration / CITADEL 1Astro Monument
Cosmetic colony decoration. Move freely or recycle for a 70% refund. No workers, levels, combinations or production bonuses.
5 × 5 tile footprintFixed level
Benefits & progression
Cosmetic decoration. No workers, upgrades, combination tiers or resource production. Freely move it to personalize your colony.
Decoration / CITADEL 1Alien Guardian
Cosmetic colony decoration. Move freely or recycle for a 70% refund. No workers, levels, combinations or production bonuses.
3 × 3 tile footprintFixed level
Benefits & progression
Cosmetic decoration. No workers, upgrades, combination tiers or resource production. Freely move it to personalize your colony.
Decoration / CITADEL 1Dragon Guardian
Cosmetic colony decoration. Move freely or recycle for a 70% refund. No workers, levels, combinations or production bonuses.
3 × 3 tile footprintFixed level
Benefits & progression
Cosmetic decoration. No workers, upgrades, combination tiers or resource production. Freely move it to personalize your colony.
Decoration / CITADEL 5Alien · Archer Monument
Cosmetic colony decoration. Move freely or recycle for a 70% refund. No workers, levels, combinations or production bonuses.
3 × 3 tile footprintFixed level
Benefits & progression
Cosmetic decoration. No workers, upgrades, combination tiers or resource production. Freely move it to personalize your colony.
Decoration / CITADEL 5Dragon · Rider Monument
Cosmetic colony decoration. Move freely or recycle for a 70% refund. No workers, levels, combinations or production bonuses.
3 × 3 tile footprintFixed level
Benefits & progression
Cosmetic decoration. No workers, upgrades, combination tiers or resource production. Freely move it to personalize your colony.
Decoration / CITADEL 1Crystal Garden
Cosmetic colony decoration. Move freely or recycle for a 70% refund. No workers, levels, combinations or production bonuses.
2 × 2 tile footprintFixed level
Benefits & progression
Cosmetic decoration. No workers, upgrades, combination tiers or resource production. Freely move it to personalize your colony.
Decoration / CITADEL 2Moonwell Fountain
Cosmetic colony decoration. Move freely or recycle for a 70% refund. No workers, levels, combinations or production bonuses.
2 × 2 tile footprintFixed level
Benefits & progression
Cosmetic decoration. No workers, upgrades, combination tiers or resource production. Freely move it to personalize your colony.
Decoration / CITADEL 1Rift Lantern
Cosmetic colony decoration. Move freely or recycle for a 70% refund. No workers, levels, combinations or production bonuses.
2 × 2 tile footprintFixed level
Benefits & progression
Cosmetic decoration. No workers, upgrades, combination tiers or resource production. Freely move it to personalize your colony.
Army / CITADEL 1Legion Nexus
A command ground for one Legion. Build additional Nexuses at Citadels 10, 20 and 30, up to four. Each Nexus level supports 150 troops per hero-led row, plus 50 per hero level, or 50 per Nexus level for a hero-less row. Its training court covers 12 tiles.
4 × 3 tile footprintLevels 1–30
Benefits & progression
Add 50 troops per hero level to each hero-led row. A level-20 hero adds 1,000. Legion slots unlock at Citadel levels 1, 10, 20 and 30. One Nexus unlocks one slot, up to four.
| Level | Benefit | Notes |
|---|
| 1 | 150 / hero-led row | 50 / hero-less row |
| 5 | 750 / hero-led row | 250 / hero-less row |
| 10 | 1,500 / hero-led row | 500 / hero-less row |
| 20 | 3,000 / hero-led row | 1,000 / hero-less row |
| 30 | 4,500 / hero-led row | 1,500 / hero-less row |
Heroes / CITADEL 1Void Cantina
Recruit alien heroes with a free daily call or Rift Beacons. One Cantina per colony, covering 12 tiles.
4 × 3 tile footprintLevels 1–30
Benefits & progression
One Void Cantina per colony. One free call each day, one Beacon per recruit, or 10 Beacons for 11 calls. Duplicate heroes become Echo Shards. See the Heroes guide for chances and ascension.
No buildings match. Try a different name or category.