Game Guide

Learn to Play Age of Space - Complete beginner's guide to Age of Space. Learn how to build, attack, spy, colonize, and dominate the galaxy!

Buildings Reference

Buildings are the backbone of your empire. From resource production to military infrastructure, every structure serves a purpose. This reference covers all 21 buildings available in the game, organized by category.

Resource Production

Resource buildings are the foundation of your economy. They produce the three primary resources: Titanium, Graphene, and Deuterium. Higher levels produce exponentially more resources but also require exponentially more energy. Always keep your mines balanced and your energy positive.

Building Description
Titanium Mine Titanium Mine The primary resource producer. Titanium is the most commonly used resource in the game, required for nearly every building, ship, and technology. Higher levels produce dramatically more Titanium but consume increasing amounts of energy. This should always be your highest-level mine.
Graphene Mine Graphene Mine Produces Graphene, the second most important resource. Required alongside Titanium for most constructions, ships, and research. Graphene mines consume slightly more energy per level than Titanium mines. Keep them roughly one level behind your Titanium Mine.
Deuterium Synthesizer Deuterium Synthesizer Extracts Deuterium from the planet atmosphere. Deuterium is used as fuel for fleet movements, required for advanced technologies, and consumed by the Fusion Reactor. Production is affected by planet temperature: colder planets produce more Deuterium. Keep this mine 2-3 levels behind Graphene.

Energy Supply

Energy buildings power your resource production. Without sufficient energy, your mines operate at reduced efficiency. Solar Plants are your early-game solution, while Fusion Reactors become essential at higher mine levels when Solar Plants cannot keep up with demand.

Building Description
Solar Plant Solar Plant Your primary energy source in the early and mid game. Each level produces a fixed amount of energy that powers your mines. Without sufficient energy, all resource production drops proportionally. Upgrade this whenever your energy goes negative after building a mine.
Fusion Reactor Fusion Reactor An advanced energy source that consumes Deuterium to produce energy. Becomes necessary when Solar Plants can no longer keep up with energy demand (typically around mine level 20+). Each level of Energy Tech increases its output by 10%. Expensive to build and run, but essential for late-game energy needs.

Resource Storage

Storage buildings increase the maximum amount of resources your planet can hold. Once production reaches the storage cap, excess resources are lost. Upgrade storage when your production outpaces your capacity, especially before going offline for extended periods.

Building Description
Titanium Mine Titanium Mine The primary resource producer. Titanium is the most commonly used resource in the game, required for nearly every building, ship, and technology. Higher levels produce dramatically more Titanium but consume increasing amounts of energy. This should always be your highest-level mine.
Graphene Mine Graphene Mine Produces Graphene, the second most important resource. Required alongside Titanium for most constructions, ships, and research. Graphene mines consume slightly more energy per level than Titanium mines. Keep them roughly one level behind your Titanium Mine.
Deuterium Synthesizer Deuterium Synthesizer Extracts Deuterium from the planet atmosphere. Deuterium is used as fuel for fleet movements, required for advanced technologies, and consumed by the Fusion Reactor. Production is affected by planet temperature: colder planets produce more Deuterium. Keep this mine 2-3 levels behind Graphene.

Utility & Infrastructure

Utility buildings provide essential infrastructure. The Command Center is your headquarters, Robot Factory and Nanite Factory speed up construction, the Research Lab enables technology research, and the Terraformer creates additional building slots on your planet.

Building Description
Command Center Command Center Your planetary headquarters, pre-built on every new planet. Provides the basic infrastructure needed to manage your colony. Higher levels unlock additional fleet slots, allowing you to send more fleets simultaneously. Essential for active players who need multiple fleets in motion.
Robot Factory Robot Factory Reduces construction time for all buildings on the planet. Each level decreases build time, making all subsequent constructions faster. One of the most important early-game buildings. Get it to level 2-3 quickly to accelerate your development, and higher before building the Nanite Factory.
Nanite Factory Nanite Factory An advanced construction accelerator that dramatically reduces build times. Each level halves the construction time of buildings, ships, and defenses on that planet. Requires Robot Factory level 10. Extremely powerful but very expensive. Even level 1 cuts all build times in half.
Research Lab Research Lab Enables technology research. Higher levels unlock more advanced technologies and reduce research time. Research is shared across all your planets but can only be conducted at one lab at a time (until you research the Intergalactic Research Network). Build on your main research planet to level 10+ early.
Terraformer Terraformer Creates additional building fields on your planet, allowing you to build more structures. Each level adds new fields. Essential on planets with limited space that need more building slots. Cannot be demolished once built. Requires Nanite Factory level 1.

Military Infrastructure

Military buildings enable ship construction and missile warfare. The Shipyard is where you build all ships and defenses, while the Missile Silo stores interplanetary missiles and interceptors for offensive and defensive missile operations.

Building Description
Shipyard Shipyard Where you build all ships and defenses. Higher levels reduce construction time for ships and defenses, and unlock more advanced units. Required on every planet where you want to build military units. Level 1 is needed early; push to level 7+ for Battleships and higher.
Missile Silo Missile Silo Stores interplanetary missiles (MIPs) and anti-ballistic interceptors. Each level increases storage capacity. MIPs can be launched at enemy planets to destroy specific defenses from a distance, while interceptors automatically defend against incoming MIPs. Essential for advanced warfare.

Alliance

The Alliance Depot enables alliance members to support your planet during combat by stationing their fleets and providing fuel for stationed ally ships.

Building Description
Alliance Depot Alliance Depot Enables alliance fleet support on your planet. When alliance members deploy their fleets to defend you, the Alliance Depot provides fuel for their stationed ships. Higher levels increase the amount of Deuterium available for allied fleets. Useful for cooperative defense strategies.

Moon Structures

Moon buildings can only be built on moons, which are created from debris fields after large battles. Moons provide unique strategic advantages: the Sensor Phalanx lets you scan enemy fleet movements, and the Jump Gate allows instant fleet transfer between your moons.

Building Description
Lunar Base Lunar Base The foundational structure for moon development. Can only be built on moons. Each level provides additional fields for building on the moon. Must be built before any other moon structure. Moons have very limited fields, so plan your moon buildings carefully.
Sensor Phalanx Sensor Phalanx A powerful scanning device that can only be built on moons. Lets you scan any planet within range to see all incoming and outgoing fleet movements. Higher levels increase scan range. One of the most strategically important structures in the game for hunting enemy fleets.
Jump Gate Jump Gate Enables instant fleet transfer between your moons without fuel cost. Only works between two moons that both have Jump Gates. Has a cooldown period between uses. Invaluable for moving fleets quickly across your empire without consuming Deuterium or revealing fleet movements.

Captain Facilities

The Barracks is where you recruit, train, and manage your Captains. Captains provide combat bonuses, stat boosts, and can be assigned to lead fleets into battle for significant advantages.

Building Description
Barracks Barracks The facility for recruiting and managing Captains. Captains are unique officers who provide combat bonuses and stat modifiers when assigned to fleets. Higher Barracks levels unlock better Captain recruitment options and improve training effectiveness.

Building Cost Formula

Cost = Base_Cost x Factor^Level
Each building has a base cost and a growth factor. Costs increase exponentially with each level, typically doubling every 1-2 levels.
Example: Titanium Mine level 5: 60 x 1.5^5 = 456 Titanium, 15 x 1.5^5 = 114 Graphene.
Time = (Titanium + Graphene) / (2500 x (1 + Robot_Factory) x 2^Nanite x GameSpeed)
Build time depends on the resource cost and is reduced by Robot Factory level, Nanite Factory level, and universe game speed.
Example: A building costing 10,000 Titanium + 5,000 Graphene with Robot Factory 5 and no Nanite: (15,000) / (2,500 x 6 x 1 x 1) = 1 hour.

Build Priority Guide

Build Priority Guide
Early game: Titanium Mine > Solar Plant > Graphene Mine > Solar Plant > Deuterium Synth. Get Robot Factory to level 2 quickly. Research Lab to level 1 for Computer Tech, then focus on mines until level 10+.
Important!
Moon buildings are extremely strategic. Prioritize Lunar Base to get enough fields, then Sensor Phalanx for intelligence, and Jump Gate for fleet mobility.
Pro Tip
Nanite Factory is a game-changer. Each level halves all build times. Even level 1 is worth the investment on your main production planet.
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