+5% Metal production per level.
Amplify Metal field production for industry and advanced military spending. Check whether the shortage is raw Metals or a finished component before investing.
To establish this building, you need 🏛️ Main Building level 1; 🪙 Rare-Metal Mine level 5; research: Amplifier Engineering.
For later upgrades, the Main Building must also reach the target level. The level table shows the resource and time investment before bonuses.
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 Alloy Foundry 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 | 200 Carbon, 450 Silicates, 510 Metals, 120 Gas |
| Cost growth per level | ×1.8 |
| Base build time | 16 s |
| Build time exponent | 2.2 |
| Max per outpost | Unlimited |
| Power draw at level 1 (built) | 3 MW |
Base numbers, before any research, Race, tile or build-speed bonus.
| Level | Cost to reach | Build time | Power draw (built / active) |
|---|---|---|---|
| 1 | 200 Carbon, 450 Silicates, 510 Metals, 120 Gas | 16s | 3 / 0 MW |
| 2 | 360 Carbon, 810 Silicates, 920 Metals, 215 Gas | 29s | 3.84 / 0 MW |
| 3 | 650 Carbon, 1460 Silicates, 1650 Metals, 390 Gas | 49s | 4.92 / 0 MW |
| 4 | 1165 Carbon, 2625 Silicates, 2975 Metals, 700 Gas | 1m 18s | 6.29 / 0 MW |
| 5 | 2100 Carbon, 4725 Silicates, 5355 Metals, 1260 Gas | 2m 02s | 8.05 / 0 MW |
Key: alloy_foundry