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Space constructions

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Space constructions

Space constructions are megastructures built in space on specific celestial bodies such as suns, black holes, pulsars, or foundations. They are large-scale projects that require enormous amounts of resources and provide unique bonuses that cannot be obtained any other way.

To build them, you need to send a fleet with enough resources to the desired location, put it in orbit, and start the construction from the fleet menu. Construction time is 24 hours.

Destroying a space construction will cause it to lose its owner. The result varies by type:

  • Dyson Sphere → becomes a free sun again.
  • Wonder → becomes a rebuildable foundation.
  • Artificial Wormhole → becomes a black hole again.
  • Citadel → becomes a free pulsar again.
  • Sector Defense, Mothership, and Bank → leave ruins on which a new structure (Sector Defense, Mothership, or Bank) can be rebuilt.

When a Bank is destroyed, active credits and investments are automatically processed. Installed modules are lost when any space construction is destroyed.

Once the round is sufficiently advanced, standard space constructions, including Prospecting, and remote enclaves may be targeted by visible and interceptable pirate incursions against empires with enough presence. These offensives never target Wonders, special foundations, or necronexos, skip locations covered by a Sector Defense, always travel for 12 hours, and only destroy or conquer the target if the pirates win the battle.

How do they work?

To build a space construction, follow these steps:

  1. Locate the right spot: Each type of construction can only be built in specific places in the universe (black holes, suns, pulsars, empty space, ruins, or foundations). Check each construction's section to know exactly where it can be built.
  2. Send a fleet with resources: Load the necessary resources into your fleet's cargo hold and send it to orbit the chosen location. Resources are deducted from the cargo hold, not from your planets.
  3. Start the construction: Once in orbit, access the space constructions menu from the fleet and select the desired structure. If you meet all requirements, construction will begin.
  4. Wait for completion: Construction takes 24 hours. Once completed, the structure will be under your control and you can start installing modules.

Important requirements

  • The location cannot have an owner (must be free).
  • Each construction type requires a specific celestial body (sun, black hole, pulsar, foundation, ruins, or empty space).
  • Only one construction can be in progress per location.
  • Resources are deducted from the fleet's cargo hold, not from the planet.
  • You need enough free Empire Points (EP) (except for the Wonder which costs no EP).
  • Maximum one Sector Defense per alliance and sector (or one per solo player with no alliance).
  • Sector Defense, Mothership, and Bank can be built in empty spaces or on ruins of destroyed constructions.
  • If you cancel the construction, you will recover part of the resources (according to the cancellation loss policy).

Empire Points (EP)

Space constructions consume Empire Points (EP) from your total limit. Each structure has a different EP cost. Remember that a standard planet costs 10 EP.

Space construction
EP Cost
Base mineral
Equivalence
Points
Artificial worm hole
Artificial worm hole
1
300.000
10% of a planet
7.335
Dyson Sphere
Dyson Sphere
2
1.800.000
20% of a planet
44.010
Sector defense
Sector defense
2
2.400.000
20% of a planet
58.680
Bank
Bank
2
600.000
20% of a planet
14.670
Citadel
Citadel
3
4.500.000
30% of a planet
110.025
Mothership
Mothership
10
60.000.000
Same as a planet
1.467.000
Wonder
Wonder
0
10.000.000
No EP cost
244.500
Prospecting
Prospecting
0
10.000
No EP cost
245

The costs shown are base costs. The actual cost may vary depending on active event policies.

Artificial Wormhole Artificial Wormhole

The Artificial Wormhole is the cheapest space construction and one of the most useful for your alliance's logistics. It's built on a black hole and works as a fast travel point between wormholes.

Key data
  • Build on: Black hole
  • Points given: 978
  • EP cost: 1 (10% of a planet)
  • When destroyed: Becomes a black hole again
Available modules
  • Wormhole fleet dispatch: Allows sending and receiving allied fleets between wormholes (natural and artificial). Higher level means better times at greater distances.
  • Defense: Adds a defensive shelter to the structure.

Only alliance members can use an artificial wormhole. External players cannot enter or exit through it.

Dyson Sphere Dyson Sphere

The Dyson Sphere is a megastructure that envelops a sun and harnesses all its energy to propel fleets at factorial speed. It's the ideal option for long-range military operations.

Key data
  • Build on: Sun
  • Points given: 7,335
  • EP cost: 2 (20% of a planet)
  • When destroyed: Becomes a free sun again
Available modules
  • Factorial fleet dispatch: Travel time is exponentially reduced the farther the fleet is sent.
  • Specializations (×5): Fighters, corvettes, cruisers, battleships, titans. Reduce ship production cost and time.
  • Shipyard: Allows building ships directly from the Dyson.
  • Defense: Adds a defensive shelter to the structure.

The Dyson is especially powerful for long-range attacks: the farther the destination, the greater the factorial speed advantage over normal travel.

Sector Defense Sector Defense

The Sector Defense is a structure that automatically takes part in every battle of your alliance within the same sector: it defends attacked allies and also supports allies who attack. It's a key piece in territorial control.

Key data
  • Build on: Empty space or ruins
  • Points given: 5,868
  • EP cost: 2 (20% of a planet)
  • When destroyed: Leaves ruins (rebuildable)
  • Limit: 1 per alliance and sector (or 1 per player with no alliance)
  • Requirement: Have at least one non-conquerable planet in the sector
Available modules
  • Sector Defense: Enters combat on your alliance's side in any battle in the sector, whether your alliance attacks or defends, and also defends itself if attacked.
  • Mothership Inhibitor: Prevents non-allied motherships from jumping to this sector.

If a Sector Defense is attacked directly, its own sector-defense module participates and no other allied sector defenses are added. The Heavy Defense module cannot be built on this structure.

Prospecting Prospecting

Prospecting is a light space structure installed on a free asteroid. It grants a technical owner to the asteroid without blocking other players from collecting there.

Key data
  • Built on: Free asteroid
  • Points: 55
  • EP cost: 0
  • Resource cost: Based on 10,000 mineral with the rest derived from that equivalence
  • When destroyed: Leaves ruins
Available modules
  • Defense: The only module allowed on Prospecting.

If the owner or allied collectors are attacked on that asteroid, the Prospecting defense joins the battle.

Mothership Mothership

The Mothership is the most versatile and expensive space construction. It's essentially an enhanced mobile planet: it can jump between systems, build ships, research technology, and launch its own fleets through wormholes.

Key data
  • Build on: Empty space or ruins
  • Points given: 146,700
  • EP cost: 10 (same as a planet)
  • When destroyed: Leaves ruins (rebuildable)
Available modules
  • Wormhole fleet dispatch: Connects to the allied wormhole network.
  • Research: Lab for reducing research times.
  • Specializations (×5): Fighters, corvettes, cruisers, battleships, titans.
  • Shipyard: Direct ship manufacturing.
  • Heavy Defense: Additional enhanced defense.
  • Mothership Jump: Jump to another system. Higher level means more distance and less cooldown.
  • Fleet Quantum Jump: Allows a fleet to travel in a fraction of the time. Higher level means greater time reduction.

The Mothership is the ultimate endgame construction. It combines mobility, military production, research, and force projection in a single structure.

Wonder Wonder

The Wonder is the victory condition of the game. It's the most expensive construction in the game and the first alliance to build and hold it for 7 days will receive a reward of 500 Novas per member at the end of the round.

Key data
  • Build on: Foundation (appears in advanced game)
  • Points given: 0
  • EP cost: 0 (no EP cost)
  • When destroyed: Becomes a foundation again
  • Hold time: 7 days to win
Available modules
  • Victory Points: Grants victory points to all members of the owning alliance.

The Wonder only appears in advanced gameplay. The alliance that holds it for 7 consecutive days wins. If destroyed, the timer resets and it becomes a foundation available to everyone.

The foundation system contains only a single foundation; the rest of its orbits are a Dead zone, where no space construction can be built. The same applies around remote enclaves: the system's free orbits are Dead zone to prevent building structures next to the enclave.

Bank Bank

A space bank that allows players to request credits, make investments, and optimize trade operations. It can be built in empty space or on the ruins of destroyed structures.

Citadel Citadel

The Citadel is a fortress built on a pulsar that harnesses its energy. It offers modules similar to the allied enclave but at 50% effect, and its bonuses apply only to the owner player.

Key data
  • Build on: Pulsar
  • Points given: 11,003
  • EP cost: 3 (30% of a planet)
  • When destroyed: Becomes a free pulsar again
Available modules (50% of enclave effect)
  • Production: Mines, industries, mining.
  • Military: Ship attack, ship defense, ship cargo.
  • Speed: Maximum hyper speed, hyper speed, impulse speed.
  • Defense: Adds a defensive shelter to the structure.

The Citadel is ideal when you don't have access to an allied enclave or want an additional personal bonus. Its 9 modules are equivalent to enclave modules at 50%, and don't compete with your alliance's enclave modules.

Special modules

Once built, each space structure can be equipped with special modules that enhance its capabilities. These modules are unique to each type of construction and can grant bonuses to you or your entire alliance.

Modules are organized into the following categories:

  • Travel: Factorial fleet dispatch (Dyson) and wormhole travel (Artificial Wormhole, Mothership).
  • Production: Planetary resource modules (robots, mineral, crystal, gas, plastic, ceramic, liquids, microchips, fuel, M-A). Planets only.
  • Defense: Basic defense (various), heavy defense (Mothership), sector defense (Sector Defense), mothership inhibitor (Sector Defense).
  • Research: Lab module that reduces research times (Planet, Mothership).
  • Shipyard specialization: Fighters, corvettes, cruisers, battleships, and titans. Reduces cost and production time (Planet, Dyson, Mothership).
  • Alliance bonus (Enclave): Mine and industry production, mining, attack, defense, cargo, and ship speeds. Benefits the entire alliance.
  • Commercial (Bank): Credits, investments, commission optimization, and alliance bank.
  • Mothership: Mothership jump between systems and fleet quantum jump.
  • Citadel: 9 modules equivalent to enclave but with 50% effect. Benefits the entire alliance.

Tips for new players

  • Start with the Artificial Wormhole: It's the cheapest construction (400,000 mineral, 1 EP) and creates a fast travel network for your alliance. Place them strategically to move fleets quickly.
  • Coordinate with your alliance: Space constructions benefit all allies. Plan with them where to build to maximize coverage.
  • Load enough resources: Resources are deducted from your fleet's cargo hold, not your planets. Make sure you load everything you need before sending the fleet.
  • Protect your constructions: If an enemy destroys your space construction, you will lose all invested modules. Keep defenses nearby.
  • The Bank is useful from mid-game: With only 1,200,000 mineral and 2 EP, the Bank gives you access to credits, investments, and optimized trade operations.
  • The Mothership is endgame: At 60,000,000 mineral and 10 EP it's very expensive, but it's a mobile planet with shipyard, lab, and quantum jump.
  • The Wonder means victory: If your alliance manages to build and maintain the Wonder for 7 days, each member will receive 500 Novas at the end of the round.

Advanced strategies

  • Wormhole network: Distribute artificial wormholes at strategic map locations to create fast travel routes. They connect to each other and to natural wormholes, but only allies can use them.
  • Dyson for long-range raids: The Dyson's factorial dispatch reduces travel time more the farther you send the fleet. Ideal for surprise attacks at long range and for quickly moving fleets to distant conflict zones.
  • Position Sector Defenses wisely: You can build only one per alliance and sector (or one per solo player with no alliance), and you need one owned non-conquerable planet there. Since it takes part in every battle of the alliance within the sector —both attacking and defending—, place it in sectors with high allied activity and install the mothership inhibitor to prevent enemy jumps.
  • Mothership as mobile operations base: Combine the mothership jump for repositioning, the shipyard with specializations for building ships on site, and the fleet quantum jump for quick raids from any position.
  • Citadel as personal alternative: If your alliance has no nearby enclave or you want bonuses just for yourself, the Citadel offers the same modules as the enclave at 50% effect without occupying an allied enclave slot.
  • Alliance Bank: The Alliance Bank module allows funding shared research with a +2% bonus per level on deposited resources, up to +20% at level 10. Prioritize this module to accelerate the group's technological progress.
  • Defending the Wonder: Holding the Wonder for 7 days requires total coordination. Surround it with sector defenses, keep defensive fleets in orbit, and coordinate watch shifts with your alliance.
  • Pirate: You can use wormholes as places to ambush other players fleets since they are strategic transit points, and they also provide a quick escape with the loot.
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