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Buildings

Two building types exist today. Both cost on-chain $CPU, and each cell holds at most one building. Every building — hub included — goes on a revealed cell; building on an unrevealed cell is rejected on-chain. A build also requires the cell's warehouse to fit under the new building's storage cap: while the warehouse holds more of any resource than the new building can store (e.g. a stockpile left from a demolished hub, whose cap is larger), construction is rejected until the excess is transported away — nothing is ever confiscated. There's no free demolition — but a worked-out extractor can be replaced (see Replacing a depleted extractor).

Extractor

An extractor mines one chosen resource from the cell's deposit. To build one, the cell must be revealed and carry an active deposit of the target resource. Mining doesn't start on its own — once the extractor is ready, start a bounded mining job on it. See Mining.

Hub

A hub enables trade (listing and buying lots) and acts as a transport relay with extended reach (farther than an ordinary cell). Hubs owned by other players can be routed through for a fee. See Trade and Transport.

Switch cost

Switch cost — the $CPU burned when you point a building at a different output: another resource for an extractor, another recipe for a crafter. It is 25% of that building's own build cost, so a higher-level building costs more to re-tool. The first pick after you build is free, and restarting the same output is always free — only changing it costs. A dash means the building has only one possible output, so it can never switch. See the extraction and switch cost tables for the per-building prices.

Replacing a depleted extractor

An extractor that serves two possible resources (e.g. a Quarry mines Sand or Quartz) doesn't need to be replaced, or even mined out, to point at the other one — pay its Switch cost and it re-points in the same transaction that starts the next job, at any time. To swap it for a different extractor family instead — one that mines a resource this extractor can never serve — demolish it first, then build the new one; demolishing has no depletion requirement, it just costs $CPU. A hub can never replace an extractor — hubs go only on a cell that was never used for extraction. (To regenerate a cell's deposits instead, see re-reveal.)

Upgrades

Every building can be upgraded twice along a branch chosen — irreversibly — at level 2:

  • Power (A) shortens the production cycle, so the building produces more per hour with an unchanged recipe. On an extractor this also means a scheduled mining job finishes sooner.
  • Efficiency (B) keeps the speed but cuts consumption: a crafter spends less of its key inputs per batch, and an extractor draws less from the deposit per mined unit — the same vein yields more in total and lives longer.

Level 3 deepens the chosen branch (the branches never mix) and additionally requires a small smart component — chips, memory, cooling, accelerators or network — sourced from the opposite side of the production chain, so a level-3 build generally means trading for it. Upgrading uses the same on-chain build action: it burns $CPU, consumes materials from the cell warehouse (see the buildings table), and the building is offline while the upgrade constructs. Demolishing an upgraded building costs the same as demolishing its base level.

Costs

Build costs are on-chain $CPU and are provisional — see the buildings table. As a rough guide, a hub costs more than an extractor.

Provisional Build costs are balance placeholders.

Future scope

The longer-term ambition is a full multi-tier production chain — refiners, forges, power plants, batteries, storage, on the order of ~33 buildings. Most of that is future scope; today's buildable set already spans dozens of buildings across the chain — see the buildings table.

Planned Tiers 3–4 and the broader building set, extra craft-process slots per cell, and free demolition rules are not yet built. See the Roadmap.