Monuments
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Monuments & Player Classes
Monuments are legendary mega-structures you assemble piece by piece, forge in your inventory, and deploy on your Capital Colony. Once active, they grant empire-wide bonuses—stronger fleets, safer colonies, richer expeditions, or faster industry—across every planet and ship you control.
Unlike ships or buildings, monuments define your long-term identity on the galaxy map. Your chosen path (Warlord, Guardian, Explorer, or Industrialist) should match how you actually play: who you attack, how you defend, whether you live in the nebula, or whether you out-produce everyone else.
Table of contents
- How monuments work
- Core vs Support monuments
- Capital slots and activation
- Collecting pieces and forging
- Leveling monuments
- The four player classes
- Planning your class path
- Recommended combinations
- Full monument catalog
- Frequently asked questions
How monuments work
The journey: pieces → forge → deploy → activate
- Collect pieces — Each monument is a set of unique parts (4–10 depending on the monument). Pieces arrive as rewards from expeditions, pirate content, weekly events, and other high-value activities. Progress is tracked in Inventory → Monuments.
- Forge — When you own every piece in a set, forge the complete monument. It moves to your forged inventory and can be deployed later.
- Deploy on capital — Starting in Realm II, place monuments on dedicated slots on your Capital Colony surface (not on ordinary colonies).
- Activate — After deployment, the monument charges up (about 12 hours for Support, about 24 hours for Core). Until activation finishes, bonuses are not applied.
- Empire-wide power — When active, bonuses affect your entire empire: all colonies, fleets in transit, defenses, expeditions, trade, and combat calculations tied to your account.
Why monuments matter in the late game
Fleet size is capped by tonnage and realm progression. Monuments are one of the main ways experienced commanders keep growing after the shipyard ceiling—through percentage bonuses, extra fleet/expedition/miner/trade slots, and specialized strengths that research alone cannot replicate.
Your profile displays your primary class from your active Core monument. Support monuments add secondary class tags, so allies and rivals can see your specialization at a glance.
Core vs Support monuments
| Role | Purpose | Limit | Activation time |
|---|---|---|---|
| Core | Your main identity and strongest thematic bonuses | Only one Core at a time across all slots | ~24 hours |
| Support | Specialized layer that stacks with your Core | Up to two Supports (with all slots unlocked) | ~12 hours each |
- Core monuments are the headline choice: committing to Titan-Class Mech, Halo Ring, Celestial Orrery, or Dyson Sphere Fragment signals how you intend to win wars, hold territory, explore, or fund your economy.
- Support monuments refine that identity—extra speed for raids, safer storage, faster research, trade efficiency, and so on.
- You may mix Support monuments from different classes than your Core, but the most efficient accounts usually align all three slots toward one playstyle.
Capital slots and activation
| Realm | Monument slots unlocked |
|---|---|
| Realm I | Monuments not available |
| Realm II | 1 slot |
| Realm III | 2 slots |
| Realm IV | 3 slots (typical endgame layout: 1 Core + 2 Support) |
Rules:
- Monuments can only be deployed on your capital (homeworld capital colony).
- Only one Core may be deployed at any time. If a Core is already active, you cannot place a second Core until you remove the first.
- The same monument type cannot be deployed twice.
- Undeploying returns the monument to inventory (activation must complete again on redeploy).
- Swapping before a big war or event week costs another full activation wait—plan changes ahead of time.
In-game flow: Open your capital → tap a monument slot on the surface → choose a forged monument from inventory → wait for activation → bonuses appear in combat reports, colony panels, expedition UI, and trade screens.
Collecting pieces and forging
Where pieces come from
- Nebula expeditions — Primary source over a commander’s career. Explorer-oriented fleets and specialist support ships improve discovery rates for monument-related rewards.
- Pirate content — Raids, strongholds, and convoys can drop specific monument pieces (often tied to a monument key and piece number).
- Weekly and seasonal events — Champion-tier and milestone rewards sometimes include monument pieces or high-rarity piece packs.
- Generic monument drops — Rare packs may grant a random piece toward monuments of a given rarity tier.
Pieces are account-bound and tracked per monument set. If you are missing one piece for months, the game’s pity systems may steer your next drop toward a piece you still need (especially when you are one piece away from forging).
Forging
- Requires 100% of the set (every listed piece).
- Forging is instant once complete; the monument waits in inventory until you deploy.
- You can forge multiple copies of the same monument over time—extra copies become spares for leveling (see below).
Duplicate pieces before forging
If you find a piece you already own, it still counts toward collection progress but does not create a second entry—completion is about owning each unique piece at least once.
Leveling monuments
Forging the same monument again gives a spare copy. Spares are consumed to level up that monument type.
Upgrade cost per level
| Current level | Spares needed for next level |
|---|---|
| 1 → 2 | 2 spares |
| 2 → 3 | 3 spares |
| 3 → 4 | 4 spares |
| … | Current level + 1 |
Upgrades apply to the monument whether it is deployed or in inventory. Many commanders level their intended Core and Supports before locking a long-term layout.
How bonuses scale with level
Percentage bonuses (attack, production, shields, research speed, etc.):
- Each level above 1 adds roughly +50% of the base value to the bonus.
- Example: +15% Fleet Attack at level 1 → about +22.5% at level 2 → about +30% at level 3.
Slot bonuses (+1 fleet slot, +1 expedition slot, +1 miner slot, +1 trade slot):
- Each level above 1 adds +1 to the slot bonus instead of scaling by percentage.
- Example: +1 Fleet Slot at level 1 → +2 at level 2 → +3 at level 3.
A level 3 Warlord Core with leveled Supports often outperforms a fresh high-tier monument swapped in without upgrades—factor leveling into your seasonal plans.
Full monument catalog
Bonuses listed are level 1, active values (empire-wide after activation completes). See Leveling monuments for scaling.
Warlord monuments
Titan-Class Mech — Core (6 pieces)
Role: Flagship war engine—the definitive Warlord identity.
Best for: Commanders who win wars through fleet power and need an extra fleet on the board.
| Piece | Name |
|---|---|
| 1 | Chassis Frame |
| 2 | Reactor Core |
| 3 | Weapon Systems |
| 4 | Neural Interface |
| 5 | Armor Plating |
| 6 | Thruster Array |
Active bonuses:
| Bonus | Value |
|---|---|
| Fleet Attack | +15% |
| Fleet Slot Capacity | +1 |
In-game impact: Offensive battles hit harder; you field one more fleet for simultaneous operations (raids, escorts, debris runs).
Stargate — Support (7 pieces)
Role: Rapid redeployment—infrastructure for a mobile war empire.
Best for: Commanders who raid across distance and need fleets back in action quickly after losses.
| Piece | Name |
|---|---|
| 1 | Gate Ring Segment I |
| 2 | Gate Ring Segment II |
| 3 | Gate Ring Segment III |
| 4 | Gate Ring Segment IV |
| 5 | Chevron Assembly |
| 6 | Power Crystal |
| 7 | Control DHD |
Active bonuses:
| Bonus | Value |
|---|---|
| Ship Speed | +15% |
| Construction Speed | +15% |
In-game impact: Fleets arrive sooner; colonies rebuild ships and structures faster after war—pairs with debris farming and constant harassment.
Mass Relay — Support (6 pieces)
Role: Sustained campaigning—cheaper long-range operations.
Best for: Commanders running repeated cross-galaxy strikes without bankrupting gas reserves.
| Piece | Name |
|---|---|
| 1 | Relay Core |
| 2 | Relay Arm Alpha |
| 3 | Relay Arm Beta |
| 4 | Element Zero Capacitor |
| 5 | Mass Effect Field Generator |
| 6 | Relay Beacon |
Active bonuses:
| Bonus | Value |
|---|---|
| Ship Speed | +12% |
| Fleet Fuel Reduction | +10% |
In-game impact: More attacks per stockpile of gas—critical for alliance wars and multi-target raid schedules.
Guardian monuments
Halo Ring — Core (7 pieces)
Role: Planetary fortress—storage, shields, and mining scale.
Best for: Commanders who must survive offline raids and invest in asteroid economies.
| Piece | Name |
|---|---|
| 1 | Ring Section I |
| 2 | Ring Section II |
| 3 | Ring Section III |
| 4 | Control Room |
| 5 | Firing Mechanism |
| 6 | Life Support System |
| 7 | Phase Pulse Generator |
Active bonuses:
| Bonus | Value |
|---|---|
| Safe Storage | +20% |
| Shield Strength | +20% |
| Miner Slot Capacity | +1 |
In-game impact: Less loot lost when attacked; tougher shields; one more concurrent miner/harvest operation—core Guardian fantasy of hold everything you mine.
Ancient City-Ship — Support (8 pieces)
Role: Citadel in space—defensive structures and hangar depth.
Best for: Commanders stacking planetary defenses and keeping a large garrison at home.
| Piece | Name |
|---|---|
| 1 | Central Spire |
| 2 | Outer Pier Alpha |
| 3 | Outer Pier Beta |
| 4 | Outer Pier Gamma |
| 5 | ZPM Chamber |
| 6 | Shield Generator |
| 7 | Stardrive |
| 8 | Control Chair |
Active bonuses:
| Bonus | Value |
|---|---|
| Defense HP | +20% |
| Hangar Capacity | +20% |
In-game impact: Turrets and defenses last longer; more ships can sit on the colony for defense—discourages casual raiders.
Precursor Forge — Support (5 pieces)
Role: Hold the line under fire—defensive counter-attack and resilience.
Best for: Commanders who are often the defender in wars and need to punish attackers while stunned.
| Piece | Name |
|---|---|
| 1 | Forge Heart |
| 2 | Plasma Conduits |
| 3 | Nanoassemblers |
| 4 | Blueprint Archive |
| 5 | Power Matrix |
Active bonuses:
| Bonus | Value |
|---|---|
| Defender Attack | +15% |
| Stun Duration Reduction | +10% |
In-game impact: When your colony or fleet is attacked, defensive strikes bite harder; you recover from stun effects faster—pairs with Halo Ring for a full defensive stack.
Explorer monuments
Celestial Orrery — Core (7 pieces)
Role: Map the unknown—the expedition engine.
Best for: Commanders who treat the nebula as their primary resource pipeline.
| Piece | Name |
|---|---|
| 1 | Orrery Core |
| 2 | Gravimetric Ring Alpha |
| 3 | Gravimetric Ring Beta |
| 4 | Anomaly Predictor |
| 5 | Stellar Lens Array |
| 6 | Quantum Ephemeris |
| 7 | Navigation Spindle |
Active bonuses:
| Bonus | Value |
|---|---|
| Expedition Duration | −30% (faster completions) |
| Expedition Slot Capacity | +1 |
| Expedition Max Depth | +1 |
In-game impact: More expedition runs per week, deeper nebula progression, faster turnaround—directly increases rolls for loot, pieces, relics, and items.
The Monolith — Support (4 pieces)
Role: Accelerate science—research and anomaly discovery.
Best for: Commanders racing the tech tree while running expeditions.
| Piece | Name |
|---|---|
| 1 | Monolith Base |
| 2 | Monolith Body |
| 3 | Monolith Top |
| 4 | Monolith Shield |
Active bonuses:
| Bonus | Value |
|---|---|
| Research Speed | +15% |
| Anomaly Discovery Chance | +10% |
In-game impact: Faster laboratories; more special expedition events—feeds both military and economic branches indirectly.
Crystalline Spire — Support (4 pieces)
Role: Expedition reliability—sensors and success rate.
Best for: Commanders pushing difficult nebula zones who want fewer failed or empty runs.
| Piece | Name |
|---|---|
| 1 | Base Crystal |
| 2 | Energy Resonator |
| 3 | Amplification Matrix |
| 4 | Apex Shard |
Active bonuses:
| Bonus | Value |
|---|---|
| Sensor Range | +15% |
| Expedition Success Rate | +20% |
In-game impact: Better scouting intelligence; more consistent expedition payouts—ideal second Support for Orrery Core.
Industrialist monuments
Dyson Sphere Fragment — Core (10 pieces)
Role: Stellar-scale industry—the largest set and strongest economic identity.
Best for: Commanders who win by out-producing and out-trading entire alliances.
| Piece | Name |
|---|---|
| 1 | Collector Panel I |
| 2 | Collector Panel II |
| 3 | Collector Panel III |
| 4 | Collector Panel IV |
| 5 | Energy Relay |
| 6 | Matter Converter |
| 7 | Structural Frame Alpha |
| 8 | Structural Frame Beta |
| 9 | Stabilization Field |
| 10 | Quantum Battery |
Active bonuses:
| Bonus | Value |
|---|---|
| All Resource Production | +20% |
| Trade Efficiency | +15% |
| Trade Slot Capacity | +1 |
In-game impact: Every mine works harder; market play improves; one more trade operation—endgame Industrialist ceiling.
The Pyramids — Support (5 pieces)
Role: Ancient productivity—balanced output and construction.
Best for: Commanders growing infrastructure while maintaining strong mine income.
| Piece | Name |
|---|---|
| 1 | Sphinx |
| 2 | Great Pyramid of Nezum |
| 3 | Pyramid of Tempest |
| 4 | Black Pyramid |
| 5 | Golden Pyramid |
Active bonuses:
| Bonus | Value |
|---|---|
| All Resource Production | +10% |
| Construction Speed | +15% |
In-game impact: Steady resource curve plus faster building—excellent Support for Dyson Core or hybrid Warlord rebuild strategies.
Interstellar Trade Nexus — Support (6 pieces)
Role: Galactic commerce—convoys and market efficiency.
Best for: Commanders active on the trade hub and alliance logistics.
| Piece | Name |
|---|---|
| 1 | Trade AI Core |
| 2 | Quantum Broker Array |
| 3 | Convoy Optimizer |
| 4 | Market Prediction Matrix |
| 5 | Hyperlane Router |
| 6 | Logistics Spindle |
Active bonuses:
| Bonus | Value |
|---|---|
| Convoy Speed | +15% |
| Trade Efficiency | +20% |
In-game impact: Faster trade missions; more profit kept per deal—turns production surplus into strategic flexibility.
Frequently asked questions
Can I deploy monuments on a regular colony?
No. Only your Capital Colony has monument slots.
Do bonuses apply only on the capital?
No. Once active, bonuses apply empire-wide to all colonies and relevant fleet missions.
Can I run two Core monuments?
No. Only one Core may be deployed at a time.
What happens if I undeploy during activation?
Cancel or undeploy rules depend on in-game controls on the slot—assume you may lose activation progress if you cancel mid-charge. Plan deployments before starting timers.
Should I level Support or Core first?
Usually Core first (biggest identity bonus), then Supports you will keep for several months. Level Supports you swap often only if you have excess spares.
How do monuments interact with weekly events?
Event weeks reward the activities each class already favors (Fleet Commander for Warlords, Expedition Pioneer for Explorers, Ship Builder for Industrialists, etc.). Aligning your Core with the current season’s activity multiplier is a common advanced strategy.
Quick reference — all monuments
| Monument | Class | Role | Pieces | Key bonuses (level 1) |
|---|---|---|---|---|
| Titan-Class Mech | Warlord | Core | 6 | +15% Fleet Attack, +1 fleet slot |
| Stargate | Warlord | Support | 7 | +15% ship speed, +15% construction |
| Mass Relay | Warlord | Support | 6 | +12% ship speed, +10% fuel reduction |
| Halo Ring | Guardian | Core | 7 | +20% safe storage, +20% shields, +1 miner slot |
| Ancient City-Ship | Guardian | Support | 8 | +20% defense HP, +20% hangar |
| Precursor Forge | Guardian | Support | 5 | +15% defender attack, +10% stun reduction |
| Celestial Orrery | Explorer | Core | 7 | −30% expedition time, +1 expedition slot, +1 max depth |
| The Monolith | Explorer | Support | 4 | +15% research, +10% anomaly discovery |
| Crystalline Spire | Explorer | Support | 4 | +15% sensor range, +20% expedition success |
| Dyson Sphere Fragment | Industrialist | Core | 10 | +20% all production, +15% trade efficiency, +1 trade slot |
| The Pyramids | Industrialist | Support | 5 | +10% all production, +15% construction |
| Interstellar Trade Nexus | Industrialist | Support | 6 | +15% convoy speed, +20% trade efficiency |
Last updated for live monument data (12 monuments, production boosts).