Colony Ship

Colony Ship

Overview

The Colony Ship establishes new colonies on uninhabited planets. You need one Colony Ship per colonisation mission. The number of colonies you can maintain is determined by Astrophysics level.

Base Stats

PropertyValue
Cost10,000 Metal · 20,000 Crystal · 10,000 Deuterium
DriveImpulse Drive
Base speed2,500
Cargo7,500 units
Fuel1,000 deuterium/hour
Base weapons50
Base shield100
Base hull30,000
PrerequisitesShipyard level 4

Requirements

Rapid Fire

AgainstRF Value
Espionage Probe×5
Solar Satellite×5
Crawler×5

Takes rapid fire from: Deathstar (×250)

Colonisation

  1. Send the Colony Ship to an uninhabited planet slot
  2. Mission type: Colonise
  3. On arrival, the colony is established and the Colony Ship is consumed
  4. The colony starts with 0 buildings on empty fields
Planet Fields

The number of fields on the new planet is randomly determined within the slot's range. Inner slots (1–3) tend to have fewer fields; outer slots (10–15) tend to have more fields but are colder.

Tips

One-Time Use

The Colony Ship is destroyed when it successfully establishes a colony. You need one for each new planet.

Scout First

Use Espionage Probes to check the planet is truly unoccupied and note its field count before sending a Colony Ship.

Expansion Priority

Every new colony is a multiplier on your mine income. Expanding to 3–5 planets is the highest-ROI activity in the first weeks of an account.

Cold Outer Planets

Planets in slots 12–15 have lower temperatures, boosting Deuterium Synthesizer output significantly. Ideal for dedicated deut farms.

See Also

Astrophysics · Espionage Probe · Deuterium Synthesizer · Getting Started

Updated 16 May 2026