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Dreams Gate · World open · 250

Colony

Modules

All twelve modules: cost, upkeep, build time and the effect of every level.

Updated November 11, 20263 min

A base is built from modules, and each one trades credits for a specific capability. Here are all twelve: the price of level one, the growth multiplier, daily upkeep, build time and the effect of each level.

The command post is not on the list. It is not built like a module; it stands at the centre of the plot and pays 40 cr a day.

How to read the tables

  • Cost — the price of level one.
  • Growth — how much dearer the next level becomes.
  • Upkeep — the charge per level every 24 hours.
  • Build — time in the queue.
  • Effect — what each level adds, up to level three.

Every module caps at level 3. A base runs one queue, so the order of construction matters more than the size of your savings.

Cost and time

Module Cost Growth Upkeep Build
Power plant 1,800 cr ×1.65 30 cr 20 s
Mining plant 2,500 cr ×1.62 45 cr 30 s
Ore storage 2,200 cr ×1.55 25 cr 20 s
Marketplace 6,000 cr ×1.60 55 cr 35 s
War factory 3,800 cr ×1.66 60 cr 45 s
Defence turret 2,800 cr ×1.70 35 cr 25 s
Radar dome 3,200 cr ×1.60 50 cr 35 s
Airforce command 5,200 cr ×1.62 70 cr 45 s
Starport 7,500 cr ×1.70 90 cr 60 s
Repair hangar 3,200 cr ×1.60 50 cr 45 s
Laboratory 9,000 cr ×1.65 80 cr 60 s
Police 4,500 cr ×1.55 25 cr 20 s

Effect per level

Module What each level gives
Power plant +40 base shield, +20 hull
Mining plant +60 cr a minute, +12% salvage, +30 power
Ore storage +20% credits from combat
Marketplace +25% market revenue
War factory No numeric bonus: production branch
Defence turret +18 damage, range 1,450 m plus 150 m per level
Radar dome +250 m turret range
Airforce command No numeric bonus: aviation branch
Starport +80 hull, +30 shield
Repair hangar +25 hull, repair radius 300 m plus 100 m per level
Laboratory +3 shield a second, +5 damage
Police −5% base upkeep, capped at −50%

What to build first

Order beats budget. The first three modules decide whether the base lives.

  1. Power plant. Power is the condition for everything else. In a deficit, production is halved and shields and defences switch off.
  2. Mining plant. It earns credits and adds power. Without income, upkeep eats the starting reserve.
  3. Defence turret. One turret does not win a war, but it sees off a raider and makes the next one count the cost.

After that, the choice depends on the base’s role. Storage and a marketplace turn ore into money. A starport and a repair hangar make the base a rear line. A laboratory and a war factory are investments in fleet strength that pay back slowly.

Power and upkeep

  • Every module level multiplies its upkeep.
  • A missed upkeep cycle cuts power and costs 15 integrity.
  • Zero integrity means RUINED.
  • If you stay away, the base charges up to seven missed cycles.

So “build everything” is a poor strategy. A strong base is a few high-level modules that cover their own upkeep, not twelve level-one structures dragging it down.

What next