Player colonies do *not* have an Open Market unless there's a "Commerce" industryĬolonies start at size 3 population growth depends on many factors and can be directly invested intoĬan assign AI cores to manage industries for various, significant benefitsĪ Military Base produces patrols which will defend the colonyĬan hire Administrators (up to a limit) to manage your coloniesĬan learn skills that improve the colonies under your control There's a "storage" submarket for resources that must remain untouched. Player colonies have a "local resources" submarket where they can take from, or add to, stockpiles.
Stockpiles will be used to counter temporary shortages Stockpiling costs credits, but somewhat less than the base cost of the commodities Most industries are known from the start, but a few more exotic ones can be learnedĬan set a "stockpiling level" for a colony to have it build up extra resources the player can take "Patrol HQ" -> "Military Base", or "Heavy Industry" -> "Orbital Works" Player can establish a colony on a planet they've surveyedĬan change the planet's name, either when colony is established or at any point later onĬan build "Industries" and "Structures" (same thing, mechanically) at a colony