Structural Materials
Bulk metals, ceramics, composites, and general construction mass extracted directly from solid stellar objects. The most widely used raw resource in the game — consumed in large quantities at every stage of expansion.
Tier
Tier 1 — Extraction. Produced directly from the stellar object's composition. Requires no external resource inputs to operate.
Source Objects
Structural Materials occur on dense solid bodies:
- Rocky planets
- Metallic asteroid belts
- Shattered or barren moons
- Dense debris fields
Occurrence rating varies per object. A metallic asteroid belt may have a very high occurrence rating but few slots overall. A large rocky planet offers more development breadth, but may have a lower occurrence rating for this specific resource.
Slot Class matters too. An object with one Prime extraction slot can outperform a larger object with more mediocre extraction sites.
Produced By
An Extraction Sector on any holding with a non-zero Structural Materials occurrence rating.
Output rate per cycle = base extraction rate × occurrence rating × sector level.
Consumed By
- Industrial Alloys production (Tier 2) — Structural Materials are the primary raw input for refinery and processing sectors that produce alloys
- Sector construction — building or upgrading sectors on any holding requires Structural Materials as a build cost
- Holding tier upgrades — advancing a holding from Claim to Frontier or Frontier to Colony requires a stockpile of Structural Materials
Strategic Notes
Structural Materials are the entry point to the industrial production chain. A region with high-occurrence rocky planets and asteroid belts will attract early development and become a natural raw supply hub for alloy production elsewhere.
Because this resource is also consumed in construction, a holding developing quickly will consume a significant share of what it produces. Supply decisions — keep for local development or ship to processing holdings — emerge early.
Open Questions
- Should Structural Materials be a single unified resource, or split into subtypes (e.g. raw metal vs. ceramics) at a later expansion stage?
- Is the construction cost for sectors and holding upgrades paid from the holding's own resource pool, or sourced directly from the player's empire-wide inventory?