Expansion and buildings

Buildings and base roles

confirmedPatch 11.75Build a7b5c7cCore rulesReviewed
Patch
11.75
Build
a7b5c7c
Scope
Core rules
Reviewed

Buildings determine a colony’s production, capacity, logistics, military output, and defensive role. Evidence

Current building names are culture-specific. A role should therefore be identified by its displayed effect, not by carrying terminology from another culture into the article.

Additional copies and maximum levels are not uniform. Standard structures cap at level 20; central infrastructure caps at 25, flagship research at 5, hangars at 10, origin-wormhole and Keystone-vision objectives at 100, and Dyson Sphere at 200. Evidence

Verified culture equivalents

Functional role Astraean Varkon Veil Verification
Vulkron, Aurelite, and Deuterium capacity Solvault Skarncache Nyxvault Current-client mapping
Astra capacity Heliovex Voltforge Gloamwell Current-client mapping
Astraean static attack Solis Battery Not applicable Not applicable Current-client effect

These names and roles come from the current client rather than an older generic building vocabulary. Evidence

Finding a prerequisite or copy unlock

Infrastructure screen
|- select the building row
|- read the detail panel
|  |- current level and copy count
|  |- next cost and queue state
|  `- prerequisite or next-copy unlock
`- confirm the selected colony before queuing

When a building is unavailable, check the selected colony, current copies, level of every existing copy, central infrastructure, local slot capacity, queue state, and the exact detail-panel message. A prerequisite observed for one culture should not be renamed and applied to another without verifying its current equivalent.

Each structure has its own generated resource-cost and build-time curve. Copy unlocks are separate from level caps and should be read from the selected colony’s detail panel; the current audit has not yet established a safe universal copy-threshold table.

Specialization remains a strategic choice: production colonies protect continuous output, shipbuilding colonies protect queues and Astra, logistics colonies shorten supply paths, and fortified colonies combine stationed ships with current defensive infrastructure.

Read effects, not inherited labels

The same functional role has different culture-specific names. Identify production, capacity, logistics, defense, static attack, shipbuilding, siege, or special effects before comparing cultures.

Design around the job

An economy base protects output and capacity horizon. A launch base protects queues, Astra runway, and route coverage. A fortress protects stationed defense and response access. An objective base protects the exact prerequisites shown by its current site.

Revisit specialization

As the front moves, review obsolete structures, vulnerable stockpiles, queue use, and whether the base still shortens a route that matters.

Evidence

Sanitized transcripts from the current client. Raw player captures remain private.

  1. Installed client identityThe installed Windows client reports patch 11.75, build a7b5c7c, built 2026-07-31 15:16:13 UTC.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Riftborne.exe --build-info and Content/build_info.json.
  2. Current economy and storage implementationProduction, storage capacity, upkeep, hidden-resource, and transmutation behavior is taken from the executable paths used by the running client.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of BuildingConfig and EconomySystem.
  3. Current culture-specific building namesThe current client maps Astraean storage to Solvault and Heliovex, Varkon storage to Skarncache and Voltforge, and Veil storage to Nyxvault and Gloamwell. Astraean static attack infrastructure is named Solis Battery.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of BuildingNamingSystem in the installed client.
  4. Current building effectsThe first culture-specific storage building adds capacity for Vulkron, Aurelite, and Deuterium; the second adds Astra capacity. Solis Battery adds flat attack against light and heavy hulls and remains active while standing.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of BuildingConfig.GetEffects and the current Codex renderer.
  5. Current fleet and movement implementationFleet role, movement, infrastructure, and roster statements are limited to behavior exposed by the current client implementation and Codex.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of ShipTravelSpeedSystem, ShipInfrastructureSystem, and Codex ship screens.
  6. Current combat, raid, siege, and espionage implementationPublished combat statements are limited to behavior used by the current CombatSystem and the Codex. Power is an estimate rather than a fixed conversion from ship count.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Read-only inspection of CombatSystem and SiegeTargetCatalog.
  7. Installed 11.75 data tablesDirective and SPU tables were read from the same installed 11.75 build. Values are used only where the current table exposes them directly.Patch 11.75 · build a7b5c7c · verified 2026-07-30 · Content/Data/directive_paths.csv and Content/Data/spu_bonuses.csv.
  8. Building limits and level tablesStandard structures use level 20 unless explicitly specialized. Central infrastructure reaches 25, flagship research 5, hangar 10, origin-wormhole and Keystone-vision objectives 100, and Dyson Sphere 200. Current level tables define resource costs and build times independently by structure.Patch 11.75 · build a7b5c7c · verified 2026-08-01 · Read-only inspection of BuildingConfig initialization and generated level tables.