Purpose: AI-readable reference for all buildable Structs. Stats, costs, power requirements, strategic role, and when to build. Struct types use integer IDs (not type-index format); query via GET /structs/struct_type/{id}.
Struct types belong to categories: fleet, mining, refining, power, combat, defense, utility. Each struct has buildDraw, passiveDraw, buildDifficulty, activateCharge, and category-specific properties.
| Struct | Class | Build | Passive | Strategic Role | When to Build |
|---|---|---|---|---|---|
| Ore Extractor | Miner | 500,000 W | 500,000 W | Mines ore from planet; 1 ore per operation | First priority on new planet; enables refinement chain |
| Ore Bunker | — | 200,000 W | 200,000 W | Stores ore (stealable); buffers mining output | After Extractor; before Refinery; ore is raid-vulnerable |
Mining: struct-ore-miner-complete with proof-of-work (difficulty 14,000). Ore → storedOre (player) → refine to Alpha Matter.
| Struct | Class | Strategic Role | When to Build |
|---|---|---|---|
| Ore Refinery | — | Converts ore → Alpha Matter (1:1); proof-of-work (28,000) | Immediately after Extractor; refine ASAP to secure ore |
Refining: struct-ore-refinery-complete. Alpha Matter is non-stealable; ore is not.
| Struct | Class | Rate | Risk | Strategic Role | When to Build |
|---|---|---|---|---|---|
| Reactor | Reactor | 1g = 1 kW | Low | Baseline power; reliable | First power struct; redundancy |
| Field Generator | — | 1g = 2 kW | High | 2× efficiency | When risk acceptable; diversify |
| Continental Power Plant | — | 1g = 5 kW | High | 5× efficiency | High output needs; backup recommended |
| World Engine | — | 1g = 10 kW | High | 10× efficiency | Maximum output; single point of failure risk |
Reactor vs. Generators: Reactors are safe but inefficient. Generators offer 2–10× output per gram but carry failure risk. Balance redundancy vs. efficiency.
| Struct | Class | Build | Passive | Limit | Strategic Role | When to Build |
|---|---|---|---|---|---|---|
| Planetary Defense Cannon | — | 600,000 W | 600,000 W | 1 per player | Planet shield damage; raid defense | After power grid; before high-value structs |
Shield: planetaryShieldBase + sum(PDC damage). Limit: 1 PDC per player globally.
| Struct | Class | Limit | Strategic Role | When to Build |
|---|---|---|---|---|
| Command Ship | Command Ship | 1 per player | Enables building on planet, raids; must be online | Required for planet ops; build early |
Requirements: Fleet on station + Command Ship online = build on planet. Fleet away + Command Ship online = raid. Without Command Ship, neither possible.
Combat structs have primaryWeapon, primaryWeaponDamage, maxHealth, evasion/blocking. Deploy on fleet for raids or planet defense. See combat.md for damage formulas.
| Struct | Role |
|---|---|
| Substation | Power distribution; connects reactors to players; not a struct type—separate entity (type 4) |
Substations are entities (ID 4-{index}), not structs. Reactors (type 3) feed substations; players connect via substation-player-connect.
| Requirement | Notes |
|---|---|
| Power | BuildDraw + PassiveDraw available; see power.md |
| Resources | Alpha Matter for build cost |
| Location | Correct slot (space/air/land/water) per possibleAmbit |
| Fleet on station | For planet building |
| Command Ship online | For planet building |
| Proof-of-work | struct-build-complete; age-based difficulty |
Charge: activateCharge = 1 for all struct types (v0.10.0-beta).
GET /structs/struct_type/{id} (id = integer, e.g. 1, 2)GET /structs/struct_typeGET /api/struct-type/{id}/full?class={class}schemas/entities/struct-type.md — Full schemareference/action-quick-reference.md — Build actions