The Missile Silo is the building that stores and launches your missiles. It holds Interplanetary Ballistic Missiles (IBMs) and Anti-Ballistic Missiles (ABMs), and its level decides how many of them a planet can keep.
It has nothing to do with the Missile Battery, which is an ordinary defense that shoots at ships.
Slots
A silo holds 10 slots for every level. Level 1 gives 10 slots, level 6 gives 60, level 10 gives 100.
- An ABM takes 1 slot
- An IBM takes 2 slots
You can mix the two any way you like as long as the total fits. A level 6 silo holds 60 ABMs, or 30 IBMs, or 40 ABMs and 10 IBMs, or anything else that adds up to 60.
Missiles that are queued or still building count against the silo right away, not when they finish.
The Buildings page shows how full the silo is and what the next level adds.
Building the silo
The silo is built on the Buildings page. The planet needs a Shipyard at level 1 or better before it shows up in the list.
Each level takes one field, the same as any other building. A planet runs one structure job at a time, so a silo upgrade blocks other buildings, mines and power plants on that planet while it runs. It does not block ships or defenses. Build time is worked out from the ore and crystal cost, so it drops as your Capitol and Foundry go up.
The Missile Silo is a planet building. Moons cannot have one, so a moon never holds missiles.
There is no level cap. The only real limit is how many fields your planet has.
Building missiles
The missiles themselves are built on the Defense page, not on the Buildings page. What the silo controls is whether they are unlocked and how many will fit.
- Level 2 unlocks Anti-Ballistic Missiles
- Level 4 unlocks Interplanetary Ballistic Missiles, which also need Pulse Drive level 1
Each missile row on the Defense page carries a Silo line and a Max figure. Max is the most you can fit in the space you have left and still pay for.
In the shot above a level 6 silo has 14 of its 60 slots in use. That leaves 46 free, so the game offers 46 more ABMs or 23 more IBMs.
Range
The silo does not set how far a missile can fly. Pulse Drive does. Range is (5 x Pulse Drive level) - 1 solar systems, and the target has to be in the same galaxy. See Interplanetary Ballistic Missiles for the rest of how a strike works.
Costs and slots
Every level costs twice as much as the one before it.
| Level | Ore | Crystal | Hydrogen | Slots |
|---|---|---|---|---|
| 1 | 20,000 | 20,000 | 1,000 | 10 |
| 2 | 40,000 | 40,000 | 2,000 | 20 |
| 3 | 80,000 | 80,000 | 4,000 | 30 |
| 4 | 160,000 | 160,000 | 8,000 | 40 |
| 5 | 320,000 | 320,000 | 16,000 | 50 |
| 6 | 640,000 | 640,000 | 32,000 | 60 |
| 7 | 1,280,000 | 1,280,000 | 64,000 | 70 |
| 8 | 2,560,000 | 2,560,000 | 128,000 | 80 |
| 9 | 5,120,000 | 5,120,000 | 256,000 | 90 |
| 10 | 10,240,000 | 10,240,000 | 512,000 | 100 |
The doubling carries on past level 10 for as long as you have fields to spend. The More Info panel on the silo lists the next several levels for you.
Tearing it down
The silo has a Teardown button at the bottom of its More Info panel. It drops the building one level and costs a third of what that level cost to build, with the time scaled to match.
Teardown does not touch your missiles. If you tear down below what you are already storing, the missiles stay put and still work, but the silo reads as over full and the Build button on the Defense page turns into Silo Full until you clear space.
To get rid of missiles, open that missile's More Info on the Defense page and use the Deconstruct Missiles box. It happens instantly and you get nothing back for the missile.
Quests
Three quests pay out for silo levels:
- The Launch Codes I: build a Missile Silo
- The Launch Codes II: reach level 4
- The Launch Codes III: reach level 6
Dependencies
Requirements
- Shipyard (level 1)
Required for
- Level 2: Anti-Ballistic Missiles
- Level 4: Interplanetary Ballistic Missiles
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