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  User Guide • Structures
 
Headquarters and Outposts
There is where you can dock your ship, if you have to leave for other duties. There is where you can swap into bigger ships, which have been built by your colony. From the Headquarters there is a direct Jump Gate to the Outposts. Your Headquarters and Outposts have a certain scan range and enable you to see the sectors around them. By default your colony has one Headquarter and one Outpost. But your colony is able to build more Outposts on other sectors, using a certain amount of debris. The HQ has to be defended at all costs. If it falls, it’s the end of your colony.

Research Center
Your colony can also build a research center, in exchange for minerals your Research Manager can start developing technologies and items here. Miners can unload their cargo at the research center in exchange for a small reward. See the research section of this user guide for further details.

Shipyard
The Shipyard is used to start the production of the items and ships that your colony has completed the research in, once an item has been produced, pilots can enter the colony shop through the shipyard. Items can then be bought and attached to their ships, for this the pilot needs to spend the credits earned. The shipyard requires minerals for it to produce items.

Mining Facilities
Mining Facilities are placed in sector were each turn a certain amount of minerals are generated. The mining facility also produces minerals and stores these in its internal cargo bay. The cargo bay of the mining facility has a limit of 20.000 cargo units. The Kingfisher Transporter can extract the minerals from the mining facility and deliver these to the colony HQ, RC or SY.
 
[Introduction] • [Actions] • [Colonies] • [Communications] • [Items] • [Research] • [Ships] • [Skills]
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