Struct Types

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}.


Categories

Struct types belong to categories: fleet, mining, refining, power, combat, defense, utility. Each struct has buildDraw, passiveDraw, buildDifficulty, activateCharge, and category-specific properties.


Resource Extraction (mining)

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.


Refining (refining)

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.


Energy Production (power)

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.


Defense (defense)

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.


Fleet (fleet)

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 (combat)

Combat structs have primaryWeapon, primaryWeaponDamage, maxHealth, evasion/blocking. Deploy on fleet for raids or planet defense. See combat.md for damage formulas.


Utility

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.


Build Requirements Summary

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).


Query


See Also