Missile Silo

The Missile Silo stores and launches Interplanetary Missiles (IPMs) and Anti-Ballistic Missiles (ABMs). It is the only way to destroy another player's defences remotely without a fleet battle.
Base Stats
| Property | Value |
|---|---|
| Base cost | 20,000 Metal · 20,000 Crystal · 1,000 Deuterium |
| Cost factor | 2× per level |
| Prerequisites | Shipyard level 1 |
Cost Formula
Cost Table
| Level | Metal | Crystal | Deuterium |
|---|---|---|---|
| 1 | 20,000 | 20,000 | 1,000 |
| 2 | 40,000 | 40,000 | 2,000 |
| 3 | 80,000 | 80,000 | 4,000 |
| 4 | 160,000 | 160,000 | 8,000 |
| 5 | 320,000 | 320,000 | 16,000 |
| 6 | 640,000 | 640,000 | 32,000 |
Storage Capacity
Each level stores:
- 2 Interplanetary Missiles (IPMs)
- 5 Anti-Ballistic Missiles (ABMs)
A level 4 silo stores 8 IPMs and 20 ABMs.
Missile Mechanics
- IPM: travels to a target planet in the same system and destroys defence structures. Range limited by Impulse Drive level.
- ABM: intercepts incoming IPMs at a 1:1 ratio. Each IPM intercepted destroys one ABM.
Interplanetary Missiles bypass Shield Domes and destroy defences directly. A well-stocked silo can devastate a turtle's defences before a fleet attack.
Tips
Fire IPMs to destroy the most cost-efficient defences (e.g., Rocket Launchers) then follow with a fleet. Saves on ship losses.
Each ABM intercepts one IPM. To ensure damage, send more IPMs than your target has ABMs. Scout with Espionage Probes first.
Keep a few ABMs stocked even on offensive planets. IPM raids are a cheap harassment tactic.
See Also
Interplanetary Missile · Anti-Ballistic Missile · Impulse Drive · Shipyard