Missile Silos: Meet the Raid Before It Lands

21 October 2026
Your cities can now build, store and fire missiles. Their first job is defence: send a salvo across the system to meet a raid in flight, long before it reaches your world. Their second is a strike on any world in your star system where your enemies sit. And the world menu on a phone has been rebuilt from the ground up.

A raid used to be a countdown: you watched it cross the system and waited for it to land. Now your cities can reach out and meet it. The Missile Silo builds single-use missiles, keeps them ready, and fires them at ships in flight or at a world, by your hand or on its own.

The Missile Silo

  • A new city building, unlocked at Weapons 5. It has that level to itself: the Fusion Detonator moves up to Weapons 6, the Weapons Station to 7 and the Mega Destroyer to 8.
  • The first level costs 120 metal and 80 credits; each level after costs 1.6 times the one before.
  • Each level holds 5 missiles and adds a build line, so a level-3 silo builds three missiles at once.
  • A missile costs 40 metal and 40 credits and takes 12 ticks to build. You pay when you order it; cancelling refunds it in full.

What a missile does

  • 10 damage to every ship in the blast, and missiles stack: a salvo of five deals 50.
  • The blast spares nobody, your own ships included. The silo warns you before you launch into your own fleet.
  • Missiles are fast: half the trip time of a two-engine ship, at full thrust the whole way and never braking. Earth to Mars takes 7 ticks.
  • They reach anywhere in their own star system, and each one is single use.

Defend: intercept in flight

  • The DEFEND tab lists every raid flying at your world: who, how many ships, when it lands, and the earliest tick a salvo can meet it.
  • LAUNCH sends a salvo on one straight burn to the meeting point, where it bursts and hits every ship within 40 units.
  • Ships in flight cannot change course, so a meeting cannot be dodged. If a Gravity Sink holds the target back, the salvo re-aims.
  • The silo tells you when the missiles already in the air will finish a raid, so you do not waste a salvo.
  • When a raid is inbound, the alert itself carries a LAUNCH button.
  • The raiders are warned too: their owner learns missiles are coming.

Strike

The STRIKE tab fires at a world in your system, hitting everything in its orbit, or at enemy ships flying elsewhere in the system, with a search box for long lists. You must be at war to fire: missiles only launch at empires you are at war with, and a world strike needs one of them in that orbit.

Auto-defence

  • OFF: missiles fire only when you launch them.
  • MISSILES: shoots down enemy salvos aimed at your world, one missile for one, in flight on long trips and as they land on short hops.
  • SHIPS + MISSILES: also sends a salvo at each raid as soon as missiles can catch it. A raid that lands uncaught is struck in orbit.
  • KEEP IN RESERVE sets how many missiles auto-defence never spends; SALVO PER GROUP sets how many it sends at each raid.
  • Auto-defence only fires at empires you are at war with, and holds fire rather than catch anyone else in the blast.

Salvos fly on the map, meet their targets on their drawn courses and burst where they hit. Every launch, shoot-down and strike is in the log.

A world menu built for phones

The world menu on a phone was a squeezed-down copy of the desktop. It is now its own thing. The world fills the screen and its buildings are pins on the horizon; tap one for its card. One sheet slides up from the bottom with a card for each part of the world, City, Station, Shipyard, Silo and Overview, and those cards ride along as tabs on every sheet, so any of them is one tap away. Your station is drawn in the sky over its world, and the bottom bar stays put.

On a desktop the station is drawn at a proper size now, framed on the modules it actually has.

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