COLONY ARCHIVE / BUILDINGS

Built to grow.

Know what you are building, what each level changes, and when combining is the better move.

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.
24 entries
Market game artTrade / CITADEL 1

Market

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 Empire game artTrade / CITADEL 19

Trade 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.

Hive Citadel game artCommand / CITADEL 1

Hive 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.

LevelBenefitNotes
1200 troop housingPlus Brood Houses
51,000 troop housingPlus Brood Houses
102,000 troop housingPlus Brood Houses
204,000 troop housingPlus Brood Houses
306,000 troop housingPlus Brood Houses
Brood House game artArmy / CITADEL 3

Brood 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).

LevelBenefitNotes
11,000 troop housingBase building
55,000 troop housingBase building
1010,000 troop housingBase building
2020,000 troop housingBase building
3030,000 troop housingBase building
Worker Nest game artEconomy / CITADEL 1

Worker 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).

LevelBenefitNotes
15 total workers+4 per level
521 total workers+4 per level
1041 total workers+4 per level
2081 total workers+4 per level
30121 total workers+4 per level
Bio Farm game artEconomy / CITADEL 1

Bio 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).

LevelBenefitNotes
175 / min per worker4 workers
5375 / min per worker20 workers
10750 / min per worker40 workers
201,500 / min per worker80 workers
302,250 / min per worker120 workers
Timber Grove game artEconomy / CITADEL 1

Timber 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).

LevelBenefitNotes
175 / min per worker4 workers
5375 / min per worker20 workers
10750 / min per worker40 workers
201,500 / min per worker80 workers
302,250 / min per worker120 workers
Stone Quarry game artEconomy / CITADEL 1

Stone 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).

LevelBenefitNotes
175 / min per worker4 workers
5375 / min per worker20 workers
10750 / min per worker40 workers
201,500 / min per worker80 workers
302,250 / min per worker120 workers
Gold Mine game artEconomy / CITADEL 1

Gold 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).

LevelBenefitNotes
139 / min per worker4 workers
5195 / min per worker20 workers
10390 / min per worker40 workers
20780 / min per worker80 workers
301,170 / min per worker120 workers
Hunter Lodge game artEconomy / CITADEL 1

Hunter 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).

LevelBenefitNotes
175 / min per worker4 workers
5375 / min per worker20 workers
10750 / min per worker40 workers
201,500 / min per worker80 workers
302,250 / min per worker120 workers
Infantry Barracks game artArmy / CITADEL 3

Infantry 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).

LevelBenefitNotes
125 troops / batchFaster at higher levels
5125 troops / batchFaster at higher levels
10250 troops / batchFaster at higher levels
20500 troops / batchFaster at higher levels
30750 troops / batchFaster at higher levels
Archery Range game artArmy / CITADEL 4

Archery 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).

LevelBenefitNotes
125 troops / batchFaster at higher levels
5125 troops / batchFaster at higher levels
10250 troops / batchFaster at higher levels
20500 troops / batchFaster at higher levels
30750 troops / batchFaster at higher levels
Drake Stable game artArmy / CITADEL 5

Drake 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).

LevelBenefitNotes
125 troops / batchFaster at higher levels
5125 troops / batchFaster at higher levels
10250 troops / batchFaster at higher levels
20500 troops / batchFaster at higher levels
30750 troops / batchFaster at higher levels
Hospital game artArmy / CITADEL 3

Hospital

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).

LevelBenefitNotes
150 patients / batchFaster at higher levels
5250 patients / batchFaster at higher levels
10500 patients / batchFaster at higher levels
201,000 patients / batchFaster at higher levels
301,500 patients / batchFaster at higher levels
Astro Monument game artDecoration / CITADEL 1

Astro 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.

Alien Guardian game artDecoration / CITADEL 1

Alien 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.

Dragon Guardian game artDecoration / CITADEL 1

Dragon 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.

Alien · Archer Monument game artDecoration / CITADEL 5

Alien · 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.

Dragon · Rider Monument game artDecoration / CITADEL 5

Dragon · 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.

Crystal Garden game artDecoration / CITADEL 1

Crystal 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.

Moonwell Fountain game artDecoration / CITADEL 2

Moonwell 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.

Rift Lantern game artDecoration / CITADEL 1

Rift 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.

Legion Nexus game artArmy / CITADEL 1

Legion 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.

LevelBenefitNotes
1150 / hero-led row50 / hero-less row
5750 / hero-led row250 / hero-less row
101,500 / hero-led row500 / hero-less row
203,000 / hero-led row1,000 / hero-less row
304,500 / hero-led row1,500 / hero-less row
Void Cantina game artHeroes / CITADEL 1

Void 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.