Missile Silo

Missile Silo

Overview

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

PropertyValue
Base cost20,000 Metal · 20,000 Crystal · 1,000 Deuterium
Cost factor2× per level
PrerequisitesShipyard level 1

Cost Formula

Cost(L)=base×2L1\text{Cost}(L) = \left\lfloor \text{base} \times 2^{L-1} \right\rfloor

Cost Table

LevelMetalCrystalDeuterium
120,00020,0001,000
240,00040,0002,000
380,00080,0004,000
4160,000160,0008,000
5320,000320,00016,000
6640,000640,00032,000

Storage Capacity

Each level stores:

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.
IPM range=Impulse Drive level×5 systems\text{IPM range} = \text{Impulse Drive level} \times 5 \text{ systems}
IPMs Ignore Shields

Interplanetary Missiles bypass Shield Domes and destroy defences directly. A well-stocked silo can devastate a turtle's defences before a fleet attack.

Tips

Combine with Fleet Attack

Fire IPMs to destroy the most cost-efficient defences (e.g., Rocket Launchers) then follow with a fleet. Saves on ship losses.

ABM Counter-play

Each ABM intercepts one IPM. To ensure damage, send more IPMs than your target has ABMs. Scout with Espionage Probes first.

Planet Defence

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

Updated 16 May 2026