Trains Settlers and caps your branch-outpost slots. Exploration Data also authorizes slots.
Train settlers and support branch slots alongside account-wide Exploration Data. Both the hub's level and authorized slots matter; settlers alone do not remove the expansion cap.
To establish this building, you need 🏛️ Main Building level 1; 📡 Signal Tower level 1.
For later upgrades, the Main Building must also reach the target level. The level table shows the resource and time investment before bonuses.
Direct building dependencies: 👑 Grand Nexus (level 3 required here).
Recruitment roster: Directorate Settler, Brood Seeder, Hegemony Colonist, Colonizer C-100. Each unit's page lists its own research and recruitment needs.
Built draw is the standing load; active draw is additional demand while the building works. Compare both with generation and battery discharge capacity. Higher levels can raise demand as well as output; use the level table rather than assuming a linear power cost.
📸 Screenshot wanted: the Colonization Hub detail panel in a colony (level, upgrade cost and its main controls visible). If the building has a Race name, one shot per Race is ideal.
| Stat | Value |
|---|---|
| Max level | 5 |
| Level 1 cost | 580 Carbon, 460 Silicates, 350 Metals, 180 Gas |
| Cost growth per level | ×1.28 |
| Base build time | 8 s |
| Build time exponent | 2.2 |
| Max per outpost | Unlimited |
| Power draw at level 1 (active) | 2 MW |
Base numbers, before any research, Race, tile or build-speed bonus.
| Level | Cost to reach | Build time | Power draw (built / active) |
|---|---|---|---|
| 1 | 580 Carbon, 460 Silicates, 350 Metals, 180 Gas | 8s | 0 / 2 MW |
| 2 | 740 Carbon, 590 Silicates, 450 Metals, 230 Gas | 10s | 0 / 2.56 MW |
| 3 | 950 Carbon, 755 Silicates, 575 Metals, 295 Gas | 13s | 0 / 3.28 MW |
| 4 | 1215 Carbon, 965 Silicates, 735 Metals, 375 Gas | 17s | 0 / 4.19 MW |
| 5 | 1555 Carbon, 1235 Silicates, 940 Metals, 485 Gas | 21s | 0 / 5.37 MW |
Key: colonization_hub