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Ceres settlement with no buildings

A settlement can be constructed on each planet in each of the Inner-9 systems (except Janus A) and can generate goods to sell. In order to be able to land on a planet to start a settlement, you will first need to find and purchase a land deed contract from a Space Station Contract Board(the Ceres deed can only be obtained by finishing the storyline). The deeds for grain farming on Ceres and iron mining on Vulcan are available for all players, and the other six premium planets can be mined/farmed for a small monthly premium fee of USD $0.99 or once claim your Steam Package.

To build your settlement, you must first 'plan' a building, supply it with required materials, then wait for construction to finish.

Each settlement specializes in one particular type of item, so you will need to find the blueprint for a Farm or Mine that suits that planet. Once you have completed building your first mine/farm, your settlement will start producing goods for you. Return regularly to collect your goods to sell on the market. Goods are produced every half an hour or so, and the amount generated depends on the fertility/ore-richness of the ground, the amount of mines/farms, and the services available in the settlement.

To access the Inner Settlement interface, click the Inner Settlement bar at the bottom of the page. Clicking the interface header will toggle open and close the interface.

Waervyn's Settlement Planning Video

Sinstrite's Settlements Video (starts at around 8 minutes)


Building Function

Each building will aid the settlement and often increase production. Think of it as a little community that has needs and produces a product.

Transport Grid

Connects buildings together, and must be built next to existing transport grids. Production is increased (e.g. for Grain Farms and Iron Mines) by connecting those buildings with Water, Residential Towers, Power, Water, and Entertainment Complexes. Buildings and grids must be adjacent to one another. They do not connect diagonally.

Water Tower

Delicious water! Provides productivity increase, as long as there is enough to go around. Clicking on a water tower will show the settlement demand and the water currently available from all water towers. Each water tower gives 500 water units. Water towers placed adjacent to farms increase the farm productivity.

Water Towers are not required on Inner System Settlements, but on Farm Settlements, if there is Fertilizer in the Warehouse, they give a better Production Bonus than either Power Plants or Residential Towers.

Fission Power Plant

Delicious fission! Increases productivity: each power plant provides 500 power units. If uranium is stored in the warehouse, the fission plant will consume it and double the power output until the uranium is used up. 10 tons will last a while. It will also start to create nuclear Waste. There is no use in game for this, but there is expectations that it will be used in the future.

Power Plants are not required on Inner System Settlements. The Productivity Bonus they give is the least of the Productivity Bonuses.

Residential Tower

Increases productivity: each tower provides 300 people. When placed adjacent to a farm or mine, it increases the worker productivity immensely. Residential Towers provide the best Productivity Bonus when there is also an Entertainment Complex in the Settlement.


With a warehouse, your goods produced from all farms or mines will be stored in one central location. You can also use it to store any other goods your ship is holding. This can be useful for clearing your hold: then your entire hold can be used for trading. A warehouse provides storage for 10,000 tons of goods per warehouse. Additional warehouses can be built and when accessed appear as one large warehouse (i.e. no need to click on different warehouses to spread your goods out).

A Warehouse needs to be adjacent to a transport grid to able to access it.

Entertainment Complex

Increases the morale of your workers, which in turn increases productivity. The restaurants in the entertainment complex consume a small amount of Vegetables, Meat, Fruit, and Grain so make sure you have stock available in your warehouse. You should keep the warehouse stocked with the 4 food groups for maximum bonus from the entertainment complex.


From Grain Farms to Carbon Harvesters, all farms/mines work in essentially the same way. They will produce an amount of items each day, with productivity increased by supplying water, people, and power. You can click on your mine/farm to fill your ship with it's produce. If you have a warehouse, production from all mines/farms will be stored centrally. Each Settlement can only produce one type of item, so you will need to find a blueprint for the mine or farm that matches that planet as follows:

Grain Farm - Ceres
Iron Mine - Vulcan
Animal Ranch - Apollo
Vegetable farm - Ubertus
Orchard - Pomona
Titanium Mine - Veritus
Aluminium Mine - Vestra
Carbon harvester - Sol Invictus

If the building you are wanting to plan does not show up in your Plan Building list, you have not purchased it and must frequent SS Contract Boards. All blueprints needed for settlement construction are randomly listed in SS contract boards.

  • Note - The mine/farm/harvester will store up to 260 tons of material each when the Warehouse is full or if not grid connected to a warehouse.

Power Buildings On/Off

Allow you to shut down / power up a building on your planet surface if for some reason you wish it to stop / restart producing anything. Select Power On/Off, then click the building you want to toggle power.


The layout of your settlement is crucial for maximum production. As everything must have a transport grid next to it, a lot of real estate is used in the grid

For maximum available space to be used for buildings, one of the following patterns is recommended

* = transport grid, b = building
b * b b * b   b * b b * b   b * b b * b   b b b b b b   b b b b * b   b * b b b b   b * b b * b   b * b b * b   b * b b * b
b * * * * b   b * b b * b   b * b b * b   * * * * * *   * * * * * b   b * * * * *   b * b b * b   b * b b * b   b * b b * b
b * b b * b   b * * * * b   b * b b * b   b * b b * b   b * b b * b   b * b b * b   b * b b * b   b * b b * b   b * b b * b
b * b b * b   b * b b * b   b * * * * b   b * b b * b   b * b b * b   b * b b * b   * * * * * *   * * * * * b   b * * * * *
b * b b * b   b * b b * b   b * b b * b   b * b b * b   b * b b * b   b * b b * b   b b b b b b   b b b b * b   b * b b b b

Also remember Residential Towers, Power plants and Water Towers all give an additional bonus production when placed next to the production farm/mine.

Residential Towers give the most bonus and it is recommended they are placed in the center section so as many farms/mines can be adjacent.

Although the Entertainment Complex gives a worker production bonus, it does not add anything being next to farms/mines.

The Warehouse does not have to be next to a farm/mine to produce a bonus either and these two buildings are best in the corners.

All this of course depends on the quality of the patches of dirt in the different areas which it randomly placed differently for each player.

This picture is an Example only, layouts will vary depending on fertility and ore density.

Settlement example.jpg


  • Each building has an initial cost of materials needed for construction to begin.
  • When built, each building has an effect on the three services: Water, Workers, and Power.
  • Your overall service 'used' figure must be lower than the 'available' figure in order to receive a production gain, so as you build more you may need to build extra power, water, or residential complexes in order to increase your available service figure.
  • Production gains are a percentage of the base level of your farm or mine. You will see the base level when you first plan to build your mine or farm, or once built you can find out your base figure by doing the same: go to plan a new mine/farm on the same spot and it will show you the base production level.
  • The gain from your Residential Complex can be increased by building an Entertainment Complex for your workers.
Initial Build Cost Drain on Services Adjacent bounus
Building Blueprint Fe Ti Al Ca Gn MR FR Ur Workers Water Power % of Base
Transport Grid 1k 10 1 1 1 -1 -1 -10
Water Tower 1k 1 10 -5 +500 -50 +50%
Fission Power Plant 32 - 44k 100 1 10 1 1 -20 -50 +500 +25%
Residential Tower 30k 250 10 100 3 +300 -50 -50 (See Below)
Warehouse 16k 200 10 2 -10 -5 -50
Entertainment Complex 22 - 33k 100 1 20 1 -5 -50 -50
Grain Farm Free* 100 1 1 1 1 -20 -100 -50
Iron Mine 150 1 1 1 1 -30 -50 -100
Carbon Harvester 13mill 150 1 1 1 4 -40 -75 -800
Aluminium Mine 150 1 1 1 2 -35 -50 -150
Animal Ranch 3.5mill 100 1 2 3 -30 -50 -50
Orchard 100 1 1 3 -20 -100 -50
Vegetable Farm 100 1 1 2 -20 -100 -50
Titanium Mine 7.3mill 150 1 1 1 3 -50 -50 -400

Fe = Iron, Ti = Titanium, Al = Aluminum, Ca = Carbon, Gn = Grain, MR = Mining Robots, FR = Farming Robots, Ur = Uranium
* Grain Farm deed for Ceres earned by completing storyline.

Global production bonus for having enough housing for all workers + 225%

Global production bonus for having enough water for all buildings + 125%

Note: Bonuses stack but do not compound.

Residential Tower / Entertainment-Complex Relationship

The bonus gain from a residential tower is dependent on whether or not there is a grid connected Entertainment Complex, and whether or not that complex has functioning restaurants. In order for restaurants to open, there must be supplies of Meat, Grain, Vegetables, and Fruit in your warehouse. They will consume these goods at around 1 - 2 tons a day.

Adjacent bonus from Residential Tower:

Without Entertainment Complex +65%
With All Restaurants in the Entertainment Complex +90%

Extra Helps

Optimization spreadsheet: Settlements Calculator

Waervyn's Research: Enhanced Production Video

Waervyn's Settlement Optimization Video

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