Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Engineering Lab: Difference between revisions

From Per Regna
Sync building catalog + capabilities (Engineering Lab)
Local CI auto-sync from Engineering_Lab.wikitext
ย 
(One intermediate revision by the same user not shown)
Line 17: Line 17:


Practical tip: prioritize Engineering Lab on your builder planet before stacking expensive [[Terraformer]] or [[Gravimetric Tower]] projects.
Practical tip: prioritize Engineering Lab on your builder planet before stacking expensive [[Terraformer]] or [[Gravimetric Tower]] projects.
=== Workshop ===
From '''Realm 4''', every Engineering Lab (level 1+, planet or moon) has an '''Open Workshop''' button on its building screen; '''long-pressing''' the Engineering Lab on the planet view opens the Workshop directly. On the Workshop's '''Translocator''' tab, the lab's engineers build Translocators, single-use devices that land in your Inventory as '''[[Colonization#Colony Relocate|Colony Relocate]]''' boosts:
* Cost: '''1T of each resource''', paid by this colony
* Limit: '''2 per 30 days''' (rolling); the second purchase within 30 days costs '''double'''
* The lab '''forges''' it for '''1 day''' (shown under ''Forging in the lab'' with a timer); then it joins your Inventory and expires '''7 days''' later
* Moves with a bought boost block attacks from the moved planet for 72h and asteroid harvests for 48h, and that planet cannot use another bought boost for 14 days. See [[Colonization#Moving with a bought boost|Moving with a bought boost]].
The Translocator tab opens with a stats bar (like the Trading Center): how many you built in the last 30 days, the extra build cost (or the time until the next build once the limit is reached), the forge time and the expiry. Below it are the rules after a move, then the Translocator card (with a badge for how many relocate boosts you hold, the cost, forge time and Build button), and the Translocators still forging. Its info button opens the in-game '''Quick Guides โ†’ Translocator''' guide (building, using and the rules after a move).
=== Engines (Workshop tab) ===
The Workshop's '''Engines''' tab forges [[Engines]]: devices installed in a planet's [[Shipyard]] Engine Bay that speed up ship production or graveyard recovery (passive for 30 days, or overcharged for a week).
* Each grade needs '''this colony's''' Engineering Lab at level '''31''' (Mk I), '''33''' (Mk II) or '''35''' (Mk III), to build it here and to run it on a planet
* The colony pays when you tap '''Build'''; the lab forges each engine for '''4h / 12h / 24h''' (Mk I / II / III), one after another per colony
* Finished engines join this colony's '''Colony Stores''' (Inventory โ†’ Colony Stores), where they can be raided
* Each card shows the selected Mk's art beside the engine's purpose and a guide button, then the Mk chips (each with a badge for how many you hold in this colony / across the empire). Under the chips: '''Passive''' and '''Overcharge''' bubbles (both as +% speed with their duration) and the stats (Engineering Lab level, forge time, calibration time, cargo space), then the build and later overcharge costs. The forging queue is listed with timers
* Stored engines can be '''scrapped''' on a colony with an Engineering Lab for up to 75% of their build price (less the more worn they are)
* While an engine is installed on a planet, that planet's Engineering Lab cannot be downgraded below the engine's level


== Strategy ==
== Strategy ==

Latest revision as of 10:09, 6 October 2026

Engineering Lab

Category Infrastructure
Realm 1
Placement Planet / Moon
Initial Cost

Steel: 1000
Quartz: 400
Gas: 750
Iridium: โ€”
Silicium: โ€”
Elerium: โ€”

Build Time 40s
Build Time Multiplier 2.25
Cost Multiplier 2.02
Base Effects
Improves construction speed of buildings, ships, and defenses.
Requirements
Defense Yard Level 2

Construction Engineering Level 3

Engineering Lab

The Engineering Lab coordinates engineers who accelerate all construction on the colony โ€” buildings, ships, and defenses.

Mechanics

  • Each level speeds upgrades and production on that world
  • Affects building upgrade time, shipyard output, and defense yard output
  • Required for several advanced structures (Radar Station, Gravimetric Tower, etc.)

Special capabilities

Construction speed

  • Levels 1โ€“10: each level adds practical construction speed (roughly +20% effective speed per level in the early phase)
  • Level 10 milestone: approximately doubles overall construction speed vs an unleveled lab โ€” a common empire-wide goal
  • Levels beyond 10 continue improving speed on a steeper curve; see in-game building reference for your current world

Practical tip: prioritize Engineering Lab on your builder planet before stacking expensive Terraformer or Gravimetric Tower projects.

Workshop

From Realm 4, every Engineering Lab (level 1+, planet or moon) has an Open Workshop button on its building screen; long-pressing the Engineering Lab on the planet view opens the Workshop directly. On the Workshop's Translocator tab, the lab's engineers build Translocators, single-use devices that land in your Inventory as Colony Relocate boosts:

  • Cost: 1T of each resource, paid by this colony
  • Limit: 2 per 30 days (rolling); the second purchase within 30 days costs double
  • The lab forges it for 1 day (shown under Forging in the lab with a timer); then it joins your Inventory and expires 7 days later
  • Moves with a bought boost block attacks from the moved planet for 72h and asteroid harvests for 48h, and that planet cannot use another bought boost for 14 days. See Moving with a bought boost.

The Translocator tab opens with a stats bar (like the Trading Center): how many you built in the last 30 days, the extra build cost (or the time until the next build once the limit is reached), the forge time and the expiry. Below it are the rules after a move, then the Translocator card (with a badge for how many relocate boosts you hold, the cost, forge time and Build button), and the Translocators still forging. Its info button opens the in-game Quick Guides โ†’ Translocator guide (building, using and the rules after a move).

Engines (Workshop tab)

The Workshop's Engines tab forges Engines: devices installed in a planet's Shipyard Engine Bay that speed up ship production or graveyard recovery (passive for 30 days, or overcharged for a week).

  • Each grade needs this colony's Engineering Lab at level 31 (Mk I), 33 (Mk II) or 35 (Mk III), to build it here and to run it on a planet
  • The colony pays when you tap Build; the lab forges each engine for 4h / 12h / 24h (Mk I / II / III), one after another per colony
  • Finished engines join this colony's Colony Stores (Inventory โ†’ Colony Stores), where they can be raided
  • Each card shows the selected Mk's art beside the engine's purpose and a guide button, then the Mk chips (each with a badge for how many you hold in this colony / across the empire). Under the chips: Passive and Overcharge bubbles (both as +% speed with their duration) and the stats (Engineering Lab level, forge time, calibration time, cargo space), then the build and later overcharge costs. The forging queue is listed with timers
  • Stored engines can be scrapped on a colony with an Engineering Lab for up to 75% of their build price (less the more worn they are)
  • While an engine is installed on a planet, that planet's Engineering Lab cannot be downgraded below the engine's level

Strategy

Lore

Engineering Labs serve as the operational nerve centers of colonial industry.

Here, engineers constantly redesign manufacturing techniques, automate production lines, and refine construction methods to maximize efficiency.

References