Lets you make your planets warmer in the economy view (Thermo-Synth). Warmer planets get more energy from your Solar cells – good for power-hungry empires.
- 5 °C
- 10 °C
- 20 °C
- 40 °C
- 80 °C
- 150 °C
Several nodes of this kind are added together.
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Storage, energy, build times, research, scanners, raid colonies and asteroids: colony nodes strengthen your empire behind the scenes.

The colony category is the largest and most varied in the network. Most of its nodes sit in the economy branch and improve everything that keeps your planets running.
Builders and miners get storage, energy and build time here. Researchers benefit from the research and Supercomputer nodes. Raiders and asteroid collectors find powerful ultimate nodes at the end of the economy branch: the raid colony warp, the scanner slot, the asteroid lab and a cooling node that starts straight at orange. The asteroid resource warp, however, sits in the fleet branch.
Lets you make your planets warmer in the economy view (Thermo-Synth). Warmer planets get more energy from your Solar cells – good for power-hungry empires.
Several nodes of this kind are added together.
Lets you make your planets colder. Colder planets produce more Spice. One of the three nodes is an ultimate node and starts straight at orange.
1 nodes of this kind start fixed at orange.
Several nodes of this kind are added together.
More space in your Pig iron warehouse. Helps when your Pig iron output fills storage faster than you can expand it.
Several nodes of this kind are added together.
More space in your Metal warehouse, so your Metal doesn't hit the limit overnight.
Several nodes of this kind are added together.
More space in your Kryptonite warehouse. Handy when you're saving up Kryptonite for a big research project.
Several nodes of this kind are added together.
More space in your Spice warehouse. Important for fleeters who keep a lot of Spice in reserve as fuel.
Several nodes of this kind are added together.
Enlarges all four storage buildings at once. The best storage pick for players who are rarely online.
Several nodes of this kind are added together.
More energy from your Fusion plant. Saves power plant levels when your mines need more power.
Several nodes of this kind are added together.
More energy from your Thermosolar plant. Worth it if it's your main source of energy.
Several nodes of this kind are added together.
Your Solar cells deliver more energy. Strong on warm planets with lots of solar cells.
Several nodes of this kind are added together.
Your thermo plants use less Spice. Saves Spice continuously if you draw a lot of energy from your Thermosolar plant.
Several nodes of this kind apply one after another (multiplicatively) – each additional node adds a little less.
Once a day, your running research is shortened by the stated number of hours. Especially strong for long research projects.
Several nodes of this kind are added together.
The Supercomputer becomes cheaper. Worth it for researchers who use it regularly (Super Computer).
Several nodes of this kind are added together. At most 90 % in total.
The Supercomputer works more efficiently and saves you even more research time. Ideal if you speed up a lot of research with it.
Several nodes of this kind are added together.
All buildings are built faster. A strong node in every phase of the game, especially when developing new colonies.
Several nodes of this kind apply one after another (multiplicatively) – each additional node adds a little less. At most 90 % in total.
Your Galaxy scanner reaches a few systems further, so you can scan more planets around you.
Several nodes of this kind are added together.
An extra scanner slot: you can watch more targets at the same time (Galaxy scan).
Ultimate node: starts at orange right away and cannot be upgraded further.
More fleet slots for your raid colonies. Important for raiders who send many fleets from there at the same time.
Several nodes of this kind are added together.
Buildings on your raid colonies are built faster, so new raid colonies are ready for action sooner.
Several nodes of this kind apply one after another (multiplicatively) – each additional node adds a little less. At most 90 % in total.
Once a week you can teleport a raid colony to a nearby planet. Perfect for moving closer to new targets.
Ultimate node: starts at orange right away and cannot be upgraded further.
Raises the chance that an asteroid forms. Interesting for anyone who deliberately goes after asteroids.
Several nodes of this kind are added together.
Lets you warp resources from your planet to your asteroid – no Teleporter needed, with a cooldown of 1 hour.
Ultimate node: starts at orange right away and cannot be upgraded further.
Lets you build a Research lab on asteroids. An ultimate node for players with many asteroids.
Ultimate node: starts at orange right away and cannot be upgraded further.