Planetary Base Building
Claim a world. Lay down hex tiles. Chain extractors to refineries to factories. Every base you build feeds the galactic player-driven economy or your own war machine.
Hex Grid System
Every planet surface is divided into a hex grid that varies by planet size, from 19 hexes on a small moon to 72 hexes on a large terrestrial world. Structures snap to hexes, and adjacency matters: buildings within one hex of each other share power grids and resource pipelines automatically. This means layout decisions are strategic, not cosmetic. A well-planned base minimizes wasted hexes on conduits and maximizes adjacency bonuses for production throughput.
Terrain types on each hex (flat plains, mineral ridges, volcanic vents, ice fields) determine which extractors can be placed and what bonus yield they receive. Scouting a planet before committing to colonization is critical for long-term efficiency.
14 Planetary Structure Types
Each structure fills a specific role in your production chain. Master the dependencies between them and your base becomes a self-sustaining engine of expansion.
HQ Module
Command center. Required to claim a planet. Provides base-wide buffs and acts as a respawn point.
Metal Extractor
Harvests ferrous and rare-earth ores from mineral hex tiles. Base yield: 120 units/hr.
Gas Harvester
Collects noble gases and hydrocarbons from volcanic vents and gas giant moons.
Ice Drill
Extracts water ice and cryogenic compounds from ice-field hexes for coolant and fuel production.
Refinery
Processes raw ores into refined metals and alloys. Requires adjacency to extractor or storage.
Chemical Plant
Converts gases and ice into fuels, polymers, and advanced chemical compounds.
Component Factory
Assembles refined materials into ship modules, weapons, and station parts.
Munitions Forge
Produces ammunition, missiles, and charges. High power draw, high strategic value.
Power Generator
Supplies energy to adjacent structures. Solar, fusion, or geothermal variants based on planet type.
Storage Depot
Buffers raw and finished goods. Increases local throughput and protects against supply disruptions.
Shield Generator
Projects a defense shield over nearby structures. Absorbs orbital bombardment damage.
Turret Emplacement
Point defense against ground assault and low-orbit raids. Targets enemy landing craft.
Logistics Hub
Automates cargo transfers between base and orbit. Reduces manual hauling overhead.
Research Lab
Accelerates tech research speed for the owner. Stacks with alliance research bonuses.
Power & Resource Links
Inspired by the logistics systems in Foxhole, Outer Directive uses a physical resource-link model. Resources do not teleport between buildings. Instead, adjacent structures form automatic pipeline connections, and non-adjacent structures require a Logistics Hub or manual hauling by cargo ships.
Power works the same way. Each generator supplies energy to structures within a 2-hex radius. If you spread your base too thin, you will need multiple generators, or invest in power conduits that extend the grid at the cost of a hex slot.
This creates meaningful layout puzzles. Do you cluster everything for efficiency and risk a single siege taking it all out? Or spread across the planet surface for resilience at the cost of throughput? Explore detailed chain setups in the Production Chains Guide.
Orbital Building
Beyond planet surfaces, you can construct orbital stations in any system where you hold sovereignty or pay docking fees. Orbital stations support up to 16 modules and serve as trade hubs, fleet staging points, and refining centers for zero-gravity manufacturing.
Station modules include docking bays (increase traffic capacity), market terminals (enable local trade), defense platforms (point defense and anti-capital turrets), and jump bridges (allow alliance fleets to bypass gate travel). Stations are expensive to build but become the economic hearts of any mature alliance.
Worker System
Structures require workers to operate at full efficiency. Workers are generated by your HQ Module based on the planet's habitability rating and your infrastructure investment. A small outpost might support 8 workers; a fully developed colony world can sustain 40+.
Each structure has a worker slot count. A Metal Extractor needs 2 workers, a Component Factory needs 5. Understaffed structures still operate but at reduced output, yielding 50% with half the required workers, scaling linearly. Managing your worker allocation is the difference between a base that runs smoothly and one that bottlenecks.
3 Upgrade Tiers
Every structure can be upgraded through three tiers. Each tier increases output, durability, and sometimes unlocks new capabilities.
- Tier 1 (Basic): Default construction level. Modest output, low cost, quick to build. Good for establishing a foothold quickly.
- Tier 2 (Advanced): +60% output, +100% durability. Requires Tier 3 refined materials. Unlocks secondary production options on factories.
- Tier 3 (Elite): +150% output over Tier 1, +250% durability. Requires rare materials from Frontier or Lawless space. Unlocks special abilities like the Refinery's batch processing mode or the Shield Generator's overcharge.
Upgrading is not reversible, so plan your tier progression carefully. See our comparison with other base building games to understand what makes this system unique.
Frequently Asked Questions
Start Building Your First Base
Claim a planet, lay down your HQ, and start your production empire. No download required.