Worlds & colonies
Colonies, faults & loyalty
Manage each colony’s buildings, ships and repairs. Learn how faults and defeats reduce loyalty and when a colony becomes neutral.
How it works
Each colony has separate buildings, stock, ships and instruments. Completed research is shared across all your planets. Developed colonies can suffer faults that interrupt production, leak stored resources or disable equipment and actions.
Possible faults affect producers, the Store, Command Core, Telescope, Shipyard or Prospectors. Open the affected item to see the specific consequence and repair. A Command Core fault and a Shipyard fault do not disable the same functions.
Active faults reduce loyalty; several faults make it fall faster. Loyalty recovers when faults are cleared. A lost raid or EMP hit can also reduce it. At zero loyalty, you lose the colony and it becomes neutral. A decisive ordinary raid does not directly give ownership to its attacker.
Your next decision
Check both the blocked action and the time until loyalty runs out. Paying for a repair does not finish it immediately. The fault remains active until repair completes. Colony faults and damaged ships use different repair processes.
Check notifications and Base warnings. Transfer resources or ships to a colony that needs help. Keep enough stock for repairs before spending everything on upgrades.
Reference values
| Rule | Value |
|---|---|
| Faults possible from local Core | 6 |
| Full loyalty | 100 |
| Loyalty points lost after a decisive defeat | 30 |
| Loyalty points lost after a partial breach | 15 |
| Fault repair queue depth | 3 |
| Fault repair time range | 5–15 min |