5Dim Wiki Planet

Planet

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Planet Guide

Welcome to your colony!

Your planet is the heart of your empire. Here you will produce resources, construct buildings, manufacture ships, and defend yourself from enemy attacks.

In this guide you will find all the information needed to manage your colony efficiently.

What is a Planet?

A planet is a habitable colony that belongs to you. Each planet has:

  • Resources - Produced automatically with your mines and industries
  • Constructions - Buildings that improve production, defense, or manufacturing
  • Shipyard - Where you manufacture your spaceships
  • Research - Where you research new technologies with your personnel
  • Modules - Special upgrades that amplify performance
  • Shelter - Protects part of your resources and defends you from attacks

Your first planet is your capital, which cannot be conquered by other players.

Resources and Production

Your planet produces 11 types of resources that are essential for all game activities: building, researching, manufacturing ships, and trading.

Resources are produced automatically every hour through your mines (raw resources) and industries (processed resources). The higher the level of your production buildings, the more resources you will generate.

Robots Mineral Crystal Gas Plastic Ceramics Liquids Micros Fuel M-A Nanofiber

Production calculation

The total production per hour for each resource is calculated by adding several sources:

  1. Mines and Industries — Base production from your buildings
  2. Technology bonus — Bonus from your mining and industry research
  3. Resource modules — Bonus from the resource module installed on the planet
  4. Enclaves — Bonus from your alliance's enclave production module
  5. Citadels — Bonus from your alliance's citadel modules
  6. Free fleet points — Bonus for having unused fleet points

You can see the full breakdown in the Colony tab of your planet.

Universe Objects

Planet

Planet

Habitable colonies where you produce resources, build buildings, and manufacture ships. They are the core of your empire.
Asteroid

Asteroid

Rocky bodies rich in resources. Send mining fleets to extract valuable materials. Asteroids have specialties (mineral, crystal, gas, etc.).
Ruins

Ruins

Colonies that belong to pirates. You can attack them easily and take the resources they generate. They are very useful at the beginning as a source of income, and you can conquer them.
Wormhole

Wormhole

Space portals that allow fast travel over great distances. There are natural ones (for everyone) and artificial ones (only you and allies).
Vestigio

Vestigio

Remains of ancient civilizations. Send fleets to explore them to obtain unique rewards like components for your starships.
Sun

Sun

The stars of the system. Advanced players can build Dyson structures around them to gain advantages (see space structures and modules).
Necronexus

Necronexus

Ancestral structures of advanced technology controlled by pirates. They possess formidable defensive and offensive properties. However, they are where you can obtain Necroids, a special resource for improving components.
Pulsar

Pulsar

Neutron stars that emit pulsating radiation. They are where Citadels are built — allied fortresses that grant bonuses to the entire alliance.
Foundation

Foundation

Unique locations where Wonders are built. They appear at the center of the universe and controlling them is key to victory.
Singularity

Singularity

Remnants of collapsed stars with extreme gravitational fields. Fleets orbiting a singularity are invisible to other players. Advanced players can build Artificial Wormholes on them to create rapid teleportation portals.

Space Constructions

Beyond your planet's buildings, you can build structures in space that greatly expand your empire's capabilities. They are built by sending a fleet with resources to the appropriate point on the map.

Dyson

Dyson Sphere — Built around a star. Allows installing factorial dispatch and shipyard specialization modules. Consumes 2 EP.

Wormhole

Artificial Wormhole — Built on a black hole. Allows fast fleet teleportation. Includes a fleet dispatch module. Consumes 1 EP.

Mothership

Mothership — Mobile factory built in empty space. Can research, manufacture ships, and install jump and heavy defense modules. Consumes 10 EP (equivalent to one planet).

Sector defense

Sector Defense — Defensive structure in empty space. Protects the sector with sector defense and mothership inhibitors. Limit of 1 per player and sector, and requires one owned non-conquerable planet in that sector. Consumes 2 EP.

Bank

Bank — Built in empty space. Allows requesting credits, making investments, reducing fees, and installing the alliance bank. Consumes 2 EP.

Citadel

Citadel — Built on a pulsar. Grants bonuses to the entire alliance (production, ships, speed) at 50% of an enclave's power. Consumes 3 EP.

Wonder

Wonder — Alliance megastructure built on a foundation. When completed, starts a 7-day victory timer. Does not consume EP.
Important: Resources for construction are paid from the fleet's cargo in orbit, not from your planet's storage. Each structure consumes empire points (EP).

Module System

Modules are special upgrades you can install on your planets and space constructions to amplify their performance. Non-asteroid modules have a maximum level of 10, while asteroid modules remain at level 4, and all of them use a fixed construction time.

Production

Production Modules — One for each resource type (robots, mineral, crystal, gas, plastic, ceramics, liquids, micros, fuel, anti-matter). They directly increase the resource production on that planet. There are also three special modules:
  • Deep Mining — Allows mines to exceed level 100
  • Heavy Industry — Allows industries to exceed level 100
  • Military Expansion — Allows shipyard and shelter to exceed level 100
If you destroy deep mining, heavy industry, or military expansion, buildings above level 100 will be reset.

Defense

Defense Modules — Improve the defensive capabilities of your positions:
  • Bunker — Increases shelter protection on planets
  • Defense — For asteroids, dyson, wormholes, banks, and citadels
  • Heavy Defense — For motherships and sector defenses
  • Sector Defense — Exclusive to sector defense structures
  • Mothership Inhibitor — Prevents enemy motherships from jumping into the sector

Research

Research Module — Installed on planets and motherships. Speeds up research at that location.

Shipyard

Shipyard Specialization — Speeds up manufacturing of a specific ship type: fighters, corvettes, cruisers, battleships, or titans. In addition, each module creates a separate production queue for that size. Installed on planets, Dyson spheres, and motherships.

Special

Special Modules:
  • Fleet dispatch (wormhole) — Allows teleporting fleets through artificial wormholes
  • Factorial dispatch — Factorial fleet dispatch from Dyson spheres
  • Mothership jump — Allows the mothership to jump to another location
  • Fleet jump — Quantum jump for fleets from the mothership
  • Bank modules — Credit, investment, fee reduction, alliance bank
  • Enclave modules — Victory points, production, ship improvements for the alliance
Each new module (level 0→1) consumes empire points. Asteroid modules do not consume EP and appear directly at level 4. You can queue multiple levels at once.

Actions on your Planet

Change Vision

You can toggle between vision (others see you on the map) and occlusion (you are invisible).

Advantages of occlusion:
  • Your planet does not appear on the map for other players
  • When spied, enemies cannot see your fleets or technologies
Hidden planets consume more empire points.
There is a cooldown between changes.

Move Colony

You can move your planet to another location in the universe only once.

Requirements:
  • No fleets outside your planet
  • No enemy neighbors in the area
  • The new location must be available

Transfer Colony

You can transfer a planet to another member of your alliance.

Transfer requirements:
  • Only recently conquered planets can be transferred (within the allowed period)
  • The planet must have no ships on it
  • You cannot transfer your capital
  • The recipient must be a member of your alliance
Useful for reorganizing your alliance's territory or helping new members.

Destroy Colony

You can abandon a planet by destroying it.

Warning! You will lose all buildings, ships, and resources on the planet.
You cannot destroy your capital or recently conquered planets.

Colonization and Conquest

Colonize

You can colonize empty planets in the universe by sending a fleet with the Colonize mission.

Requirements to colonize:
  • Have enough available empire points (EP)
  • Have passed the waiting time since your last colonization
  • Send a fleet with cargo capacity
Look for strategic positions near your planets or in areas of interest.

Conquer

You can take planets from other players or pirates through combat with the Conquer mission.

Conquest process:
  1. Send an attack fleet to the target planet
  2. Defeat the defenses and defending fleets
  3. Exceed the minimum number of combat rounds
  4. The planet becomes yours if you have available EP

Destroy

You can destroy enemy space constructions by sending a fleet with the Destroy mission.

This mission is only available against space constructions (Dyson Spheres, Artificial Wormholes, Motherships, Sector Defenses, Banks and Citadels). It cannot be used against planets.

Destruction process:
  1. Send an attack fleet to the target space construction
  2. Defeat the defenses and defending fleets
  3. If the fleet wins the battle, the construction is destroyed
  4. The enemy recovers the empire points the structure consumed
Destroying key enemy space constructions (motherships, citadels, wormholes) can be decisive in alliance conflicts.

Planet Protection

Your planet is protected in these cases:
  • Capital - Your capital planet can never be conquered
  • New planet - Newly colonized planets have a protection period
  • Old planet - After a certain time, planets become unconquerable

You can see your planet's conquest status in the Colony tab.

Tip: Build a good shelter to protect your resources even if you lose the battle.

Empire Points

Empire points (EP) determine how many planets and structures you can have. The base EP is 10.

EP cost per structure:
  • Visible planet10 EP
  • Hidden planet10 EP + extra occlusion cost
  • Module (level 1) — Fixed cost per new module
  • Artificial Wormhole1 EP
  • Dyson / Sector Defense2 EP
  • Bank2 EP
  • Citadel3 EP
  • Mothership10 EP (equivalent to one planet)
  • Wonder0 EP (no cost)
To see your detailed balance and how to increase them, visit the Empire section.

Tips for New Players

First steps

  1. Level up your mines and industries — They are the foundation of your economy. Without resources you can't do anything.
  2. Build a shipyard — You need ships to explore, mine, and defend yourself.
  3. Research technologies — They improve everything: production, ships, speed...
  4. Join an alliance — Allies protect you and share knowledge.
  5. Explore the map — Look for ruins to conquer and asteroids to mine.
  6. Complete weekly missions — They appear each week and give you useful rewards.

Defense

  • Level up your shelter to protect resources from raids
  • Don't accumulate too many resources without spending them
  • Build bunker modules when you can
  • Shelter defenses fully regenerate after each attack

Expansion

  • Colonize new planets when you have enough empire points
  • Don't conquer ruins — they're not planets, they're pirate colonies that produce limited resources
  • Specialize your planets: one for ships, another for research...
  • Send fleets to collect from asteroids for extra resources

Advanced Tips

Empire Points

  • Keep your planets visible unless occlusion is strictly necessary — hidden ones cost extra EP
  • Evaluate the EP cost of each module vs. the benefit it provides
  • The most expensive space constructions in EP are motherships (100%) — plan carefully before building one
  • Research Empire Administration to increase your available EP

Production

  • Specialize planets by resource: install the resource module you need most on each planet
  • Use deep mining, heavy industry, and military expansion to exceed level 100
  • Keep free fleet points to get production bonuses on all your planets
  • Build Dyson spheres as soon as possible to speed up your fleet dispatches

Defense

  • Distribute bunker modules across your most valuable planets
  • Build sector defenses in strategic areas (1 per player and sector, if you have a non-conquerable planet there)
  • Use mothership inhibitors to prevent enemies from jumping directly into your sector
  • Shelter defenses have infinite range and fire at the nearest group
  • Set up behaviors so your fleets automatically react to attacks

Expansion

  • Build artificial wormholes to create teleport routes between your sectors
  • Motherships are costly but allow researching, manufacturing, and jumping anywhere
  • Use citadels on pulsars to buff your entire alliance
  • Conquer enclaves to get alliance bonuses and extra victory points
  • Coordinate with your alliance to build wonders for the victory condition

Bank

The Bank is a space construction built in empty space. It provides advanced financial services for your empire. To use it, you need to build it by sending a fleet with resources to empty space and selecting the construction mission.

Credits

Request resource credits from the bank. The bank loans you resources that you must repay with interest. Very useful for financing urgent constructions or ship manufacturing.

Investments

Deposit resources in the bank as an investment. After a period of time you will receive your resources back with profits. The longer the term, the higher the return.

Fees

The fee reduction module decreases the interest on your credits and improves the return on your investments. Each module level reduces the applied fee.

Alliance Bank

The Alliance Bank is a module installed in a Bank. It allows alliance members to contribute resources to fund joint research. Each module level grants a +2% bonus on deposited resources, up to a maximum of +20% at level 10.

Deposit

From the Alliance Bank tab of your Bank you can deposit resources from your fleet's cargo in orbit to the alliance common fund. Deposited resources become available to fund collective research.

Research

The alliance bank balance is automatically consumed when performing alliance research. Each member can view the transaction history and see the totals contributed per player.
Requirement: You need to have the Alliance Bank module installed in a Bank to access this feature. You must belong to an alliance.

Pirate Assaults

Pirate assaults are a series of pirate fleet waves that attack your position. Each assault is harder than the last, with more powerful fleets and better rewards. This is cooperative content exclusive to alliances.

  • Requirements: belong to an alliance and have the alliance module installed in a Bank space construction. Access from the 'Pirate Assaults' tab on your Bank planet.
  • When starting an assault, several pirate fleets are launched against your position with several hours between them. The second mission of each fleet is to orbit your position after the attack.
  • If the bank from which you launch the assault has the Optimization module installed, pirate fleet power is reduced by 2.8% per level of that module (up to -28% at level 10).
  • Pirate assaults do not generate debris.
  • Each destroyed fleet grants rewards to all players on the winning side: components, victory points, and necroids.
  • After starting an assault, your alliance advances to the next level. Defense and rewards scale progressively.
Put what you have learned into practice: conquer the galaxy.
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