Colony Ship

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
| Property | Value |
|---|---|
| Cost | 10,000 Metal · 20,000 Crystal · 10,000 Deuterium |
| Drive | Impulse Drive |
| Base speed | 2,500 |
| Cargo | 7,500 units |
| Fuel | 1,000 deuterium/hour |
| Base weapons | 50 |
| Base shield | 100 |
| Base hull | 30,000 |
| Prerequisites | Shipyard level 4 |
Requirements
- Shipyard level 4
- Impulse Drive level 3
Rapid Fire
| Against | RF Value |
|---|---|
| Espionage Probe | ×5 |
| Solar Satellite | ×5 |
| Crawler | ×5 |
Takes rapid fire from: Deathstar (×250)
Colonisation
- Send the Colony Ship to an uninhabited planet slot
- Mission type: Colonise
- On arrival, the colony is established and the Colony Ship is consumed
- The colony starts with 0 buildings on empty 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
The Colony Ship is destroyed when it successfully establishes a colony. You need one for each new planet.
Use Espionage Probes to check the planet is truly unoccupied and note its field count before sending a Colony Ship.
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.
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