🏗️ Colonization Hub

Art TODO

Trains Settlers and caps your branch-outpost slots. Exploration Data also authorizes slots.

Strategic role

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.

Requirements and progression

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.

Power planning

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.
StatValue
Max level5
Level 1 cost580 Carbon, 460 Silicates, 350 Metals, 180 Gas
Cost growth per level×1.28
Base build time8 s
Build time exponent2.2
Max per outpostUnlimited
Power draw at level 1 (active)2 MW

Level by level

Base numbers, before any research, Race, tile or build-speed bonus.

LevelCost to reachBuild timePower draw (built / active)
1580 Carbon, 460 Silicates, 350 Metals, 180 Gas8s0 / 2 MW
2740 Carbon, 590 Silicates, 450 Metals, 230 Gas10s0 / 2.56 MW
3950 Carbon, 755 Silicates, 575 Metals, 295 Gas13s0 / 3.28 MW
41215 Carbon, 965 Silicates, 735 Metals, 375 Gas17s0 / 4.19 MW
51555 Carbon, 1235 Silicates, 940 Metals, 485 Gas21s0 / 5.37 MW

Key: colonization_hub