Starforge MMO Wiki
Buildings & Structures
30 buildings across your colonies — from basic metal mines to alliance stations. All building costs scale as base_cost × 1.5level.
Production
7 buildings
Metal Mine
Extracts metal from planetary crust. Core income source.
Effect / level
Crystal Mine
Harvests crystal lattices from geological formations.
Effect / level
Gas Extractor
Atmospheric gas harvesting platform.
Effect / level
Shipyard
Constructs and repairs ships. Higher level = faster construction.
Effect / level
Requires: Metal Mine, shipbuilding-1
Module Factory
Crafts weapon and defense modules. Required for advanced modules.
Effect / level
Requires: Shipyard, shipbuilding-2
Orbital Shipyard
Constructs Battleship-class and above vessels in orbital dry-docks beyond planetary atmospheric constraints. The only facility capable of building the largest hull classes in the game.
Effect / level
Requires: Shipyard, heavy-shipbuilding-iv
Antimatter Refinery
Processes raw antimatter particles harvested from stellar phenomena into stable fuel-grade and weapon-grade antimatter variants used in the most advanced drives, weapons, and exotic structures.
Effect / level
Requires: Fusion Reactor, mining-3
Energy
2 buildings
Solar Power Plant
Converts star radiation to usable energy. Powers other buildings.
Effect / level
Fusion Reactor
High-output fusion core. Powers entire fleets of ships.
Effect / level
Requires: Solar Power Plant, energy-2
Defense
4 buildings
Defense Turret
Automated kinetic turret. Defends planet from enemy fleets.
Effect / level
Requires: weapons-1
Planetary Shield Dome
Energy dome protecting the entire planet. Absorbs damage before turrets.
Effect / level
Requires: Defense Turret, defense-2
Missile Battery
Long-range planetary defense system that engages enemy fleets before they reach orbital distance. Missiles deal high damage against capital ships and can disrupt fleet formations during approach.
Effect / level
Requires: Defense Turret, missile-doctrine-ii
Ion Disruption Tower
Emits focused ion pulses that disrupt enemy ship electronics — disabling weapon systems, navigation, and shields temporarily. Highly effective against automated and drone-heavy fleets.
Effect / level
Requires: Sensor Tower, ion-weapons-iii
Research
3 buildings
Research Laboratory
Accelerates technology research. Higher level = faster research.
Effect / level
Research Nexus
An advanced multi-disciplinary research center housing quantum computing arrays and AI-assisted simulation chambers that accelerate all technology research across the empire.
Effect / level
Requires: Research Laboratory, advanced-computing
Bio-Laboratory
A biosynthesis research facility that cultivates alien organisms, engineers biological compounds, and produces bio_material used in genetic enhancements, living-ship construction, and xenobiology research.
Effect / level
Requires: Research Laboratory, bio-engineering-1
Trade
1 building
Alliance
3 buildings
Alliance Station
Alliance-owned structure. Provides sector bonuses to all alliance members.
Effect / level
Requires: Command Center, alliance-tech-2
Alliance Forge
A shared crafting station owned and operated by the alliance. All members can contribute materials and queue crafting orders for advanced equipment unavailable through individual production chains.
Effect / level
Requires: Alliance Station
Defense Citadel
A sector-wide fortification that projects defensive fields and command authority across an entire star system cluster. The most powerful defensive structure in the game — requires alliance-level coordination to build and maintain.
Effect / level
Requires: Alliance Station, sector-fortification
Other
10 buildings
Resource Storage Bay
Increases maximum resource storage capacity.
Effect / level
Command Center
Increases maximum number of colonies you can control.
Effect / level
Requires: Shipyard
Sensor Tower
Detects incoming fleets 1-3 sectors away with advance warning.
Effect / level
Requires: espionage-1
Repair Dock
Automatically repairs damaged ships stationed at this planet.
Effect / level
Requires: Shipyard
Component Factory
Produces intermediate components — alloys, chips, and power cores — used in advanced ship construction and module crafting. Higher levels increase output volume and unlock additional component types.
Effect / level
Requires: Shipyard, advanced-manufacturing-i
Commander Academy
Trains and develops commanders, unlocking additional skill slots and accelerating XP gain. Higher academy levels allow training of rarer commander classes and reduce skill cooldowns fleet-wide.
Effect / level
Requires: Research Laboratory
Hyperjump Gate
Enables fast fleet transit between star systems, dramatically reducing travel time across your empire. Higher levels increase transit capacity and reduce the cooldown between jumps.
Effect / level
Requires: Fusion Reactor, jump-gate-theory
Quantum Relay
A quantum-entangled communications hub that allows instant, unjammable coordination between alliance fleets and bases across any distance. Boosts diplomacy effectiveness and grants a sector-wide alliance coordination bonus.
Effect / level
Requires: Command Center, quantum-communications
Void Rift Generator
A Void Syndicate exclusive superstructure that tears a controlled micro-rift in local spacetime, harvesting dark_matter that bleeds through from the void dimension. Requires tier 4 technology and generates the rarest harvestable resource in the galaxy at a steady rate.
Effect / level
Requires: Fusion Reactor, void-rift-theory
Stellar Forge
A titanic manufacturing facility powered by directed stellar plasma that achieves the temperatures required to craft tier 5 modules — the highest-tier equipment available. The only structure capable of working with antimatter at the precision required for legendary-grade fabrication.
Effect / level
Requires: Module Factory, stellar-metallurgy
Cost Scaling Formula
All building costs scale exponentially: cost = base_cost × multiplierlevel. Most production buildings use a 1.5× multiplier, fusion reactors and alliance stations use 2.0–2.5×. Plan your resources accordingly before upgrading to higher levels.