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Two player-built bases on the same planetary surface in Zero-G

Alpha 5.7

Terra Firma

For most of this year the planets have been places you fly to. From 5.7 they are places you live on. This is how to claim a hundred metres of one and build on it.

Player guide · Zero-G — free browser space MMO, open alpha

What changes in 5.7

Planetary bases are built entirely by players, on real ground, and they are permanent. That single change pulls several others along with it.

Where you build matters. Not as a preference — as a cost, a view, a defensive position and, later, as access to things that can only be reached from certain places. Choosing a site is a decision with consequences you will discover over time.

A base is shared space. It is yours, but you choose who else can use it: keep it private, open it to your venture, or open it to everyone. Other pilots can land at a base that invites them.

And it is all rendered in 3D, in real time, with other people in it. You fly to your base, descend, land on your own pad, and watch other ships arrive and leave while you are standing there. The ship models are still crude and we know it — what matters is that the engine underneath is finished and running. Better models from here are a matter of time.

This guide

  1. Before you start
  2. How land works
  3. Buy a land licence
  4. Buy a Pharus
  5. Place the Pharus
  6. Install your structures
  7. Wire and power the base
  8. Land at your base
  9. Using your base
  10. Expanding
  11. If something goes wrong
  12. What is coming next

Before you start

Four things, and it is worth having all of them before you set off rather than discovering the gap halfway through.

How land works

Land is sold as a licence, from a General Land Office. There are two at the moment: one at the Moon HQ and one at Ceres Ophir Port.

A licence grants you a circle 100 metres across, at coordinates you choose yourself. It is owner-only land: your own licences may overlap each other, another player's may not overlap yours.

Published quadrants

You can only buy land in a quadrant that has been published — and a quadrant becomes published when a pilot fully surveys it and sells that survey data to a land office, making it public for everybody.

So every piece of land that anyone can ever buy exists because another player went and found it first. The richer the ground, the more that survey is worth — which means every surveyor has a choice to make between publishing a good quadrant and keeping quiet about it to mine it alone.

If the body you want has nothing available, nobody has published anything there yet. Surveying it yourself is how that changes.

Prices rise as you buy

Each additional licence on the same planet costs double the one before it. Nobody is buying a planet. Plan your claims before you spend.

Prices also differ by body. The Moon is usually the cheapest, which makes it a sensible place to learn on without committing a fortune.

Step 1 · Buy a land licence

Send a pilot to a General Land Office — the Moon HQ or Ceres Ophir Port. Look at the available bodies and their prices, then work inward: choose the planet, choose a published quadrant, then choose the exact spot inside it and buy the licence for that 100-metre circle.

The land licence purchase panel, showing the chosen body, quadrant and coordinates
The licence panel names the body, the quadrant and your coordinates in metres. This is a real location, not a slot on a list.
A claim circle marked on the surface of a planet in the 3D view
You pick your ground by looking at the actual terrain and clicking it. The circle is your claim.

Which location is best?

This is a game inside the game, and most of it is yours to work out. Three things we will tell you:

Relief costs money. The platform your base stands on has to be made level, so the more the ground varies inside your circle, the more material has to be packed around it. A flat plain or an ice field is cheap. The side of a tall mountain is not.

Expensive ground is not wasted ground. A base on a high peak costs a fortune and looks extraordinary — and anyone who sees it knows what it cost. It is also harder to reach, which cuts both ways: harder to land on, and easier to defend when something hostile arrives. Flat is sensible. High is a statement, and sometimes a tactic.

The terrain type decides what is underneath. Different quadrant terrains hold different rare compounds. Learning which ground is worth standing on, for reasons other than the view, is experience you accumulate.

And more will come. Base offices will offer missions in a future release, which will make some things possible from a well-placed base that are not possible at all today. If you want hints before everyone else, they tend to appear on Discord first.

Step 2 · Buy a Pharus and carry it to orbit

A licence marks your land. A Pharus claims it.

Go to the General Store at Grottaglie and buy a Pharus Alpha. At launch this is the only place that stocks base modules.

It needs 77.5 m³ of ship bay, so bring something with room — a Trucker will do it comfortably, and will also carry the rest of your starter base in the same trip if you buy everything at once.

Then fly to the orbit of the body where you bought your licence.

The General Store at Grottaglie showing the Pharus Alpha
The General Store at Grottaglie. Buy the Pharus here, and anything else you plan to install.
The Land and Bases page with the licence registry and the Build Base button
With your ship in orbit, open Land and Bases under the Assets menu, open the licence registry, and click Build Base.

Step 3 · Place the Pharus

This is the decision that costs the most money in the whole process, so take your time over it.

You are now in the 3D view of your land. Drag the Pharus from the left column onto the ground, and move it anywhere inside your red circle. As you move it, watch the cost estimate at the bottom left: it changes with the amount of terrain that has to be filled to make your platform level.

When the Pharus is placed, it lays a platform 100 metres across around itself. Everything below that level gets filled in. Anything higher stands through it.

A base platform placed on a narrow high peak, with a very large cost estimate
The same claim, placed on a thin high peak: tens of millions of UNc, because almost the entire platform has to be built up from nothing. Spectacular, defensible, and not a beginner's purchase. Move the Pharus a few dozen metres onto flatter ground and the estimate collapses.

If the number frightens you, move the beacon. You have a hundred metres of choice, and the cost can vary by orders of magnitude inside it. Pick a flat surface for your first base and the platform will be close to free.

Choosing your floor

When you save, you choose what the platform surface is made of, and confirm payment. Floor types differ in cost and in appearance, and the better ones are sturdier — which matters later, because a better floor reduces what maintenance and re-cabling cost you down the line.

Choosing the base floor material, with cost breakdown and payment confirmation
Floor material, the fill volume underneath it, and the total. Nothing is charged until you confirm.

At this point your base exists and is active. The Pharus powers itself — it needs no reactor and no cable.

The base access toggles for private, venture and public
Use Edit base and select your Pharus to set who may use the base: just you, your venture, or every pilot in the game. The toggles are top right.

Step 4 · Install your structures

A base needs four things to actually work: power, a habitat, a landing pad and a store.

The smallest working configuration is one of each:

ModuleWhat it doesPowerCargo
Fornax AlphaReactor — powers everything else+500 kW9.5 m³
Domus AlphaHabitat — shelters 1 pilot, carries the base services100 kW26.8 m³
Horreum MinusStore — 150 m³ of warehouse space100 kW14.7 m³
Pulvinar MediumLanding pad — 20 × 10 m140 kW14.1 m³
With the Pharus Alpha340 / 500 kW142.6 m³

That fits one reactor with a little to spare, and fits one Trucker.

The pad is the choice worth thinking about

A Pulvinar Medium at 20 × 10 m will berth a Driller, but not a Trucker and not a Caronte. It is enough to start with.

A Pulvinar Maior at 35 × 25 m takes almost every ship in the game, Truckers included — but it draws 400 kW, which one Fornax Alpha cannot carry alongside a habitat and a store. You will need a second reactor.

Two Fornax Alphas are considerably cheaper than one Fornax Maior and give you 1 MW instead of 2. The larger reactor costs more per kilowatt and earns it back in platform space and hauling, which only starts to matter once your base is crowded. Start small, upgrade the pad as soon as you can afford it.

To install anything, buy it, carry it to orbit, and place it exactly as you placed the Pharus.

The construction catalogue showing available base modules and their sizes
The construction catalogue lists each module with its footprint, its power and how many you are carrying.
A small base with its structures placed on the platform, borders still red
Four structures placed and saved. Note the red borders — they are built, but not yet connected to power. The Pharus is the one with a green border, because it powers itself.

Step 5 · Wire and power the base

Buildings do not run because a reactor is nearby. The power has to physically reach them.

Choose Edit Underground for a top-down view with your generators highlighted in blue. Click wire, then connect a generator to a structure.

The underground wiring view with generators highlighted and cables being drawn
The wiring view. Each cable has a cost shown before you commit to it.

Cabling is expensive, and the layout is the game. A cable's price depends on its length and on the power drawn at the far end — so the direction you run it matters as much as the distance. Try several arrangements and read the estimate before confirming any of them.

Star, chain, or a mix

You can run every structure back to one reactor in a star, or chain them one to the next in a line, or combine the two.

A chain is cheaper. It is also more fragile: if a structure in the middle goes off, everything after it loses power too.

A star costs more and fails gracefully. One building going dark takes nothing else with it.

And because moving a building means wiring it again, the layout you choose now has a cost later. A better floor material reduces what that re-wiring costs — which is the reason to spend on the floor.

The base with structures switched on and yellow power lines active
Back on the base edit page, switch the structures on. Yellow power lines appear as each one comes alive.
The finished base with green borders around every structure
Save, and return to View base. Green borders mean working. While you are here, use the Screenshot button at the top right — the image you take is what other players see of your base in the game.

Step 6 · Land at your base

If you have never flown a planetary descent before, learn that first — the cruise and landing tutorial covers it in four and a half minutes. Landing at a base uses the same controls.

You cannot lose a ship landing at a base. Missing the pad, or coming in too fast, takes your shields down first and then your armour, scaled by the mass and speed of the ship exactly as cruise does. Armour stops at 1. There is no destruction. Go and try it.

Two ways to arrive

With a Semita Alpha installed, you can drop straight from orbit into the landing approach without cruising there at all. Find the base in the quadrant page, click it, and the card tells you whether auto-cruise is available.

A base card in the quadrant page showing that auto-cruise is available
A base with a Semita advertises auto-cruise on its card. Without one, you fly there yourself.

Without one, fly to the area in normal cruise mode, and when the base Pharus appears in your right-hand view, double-click it to enter the local 3D navigation around the base.

You will be assigned a pad. Use the usual cruise controls — WASD to move, Q to stabilise, E to brake, V for constant descent — and set down on the pad you were given. When the pad number turns green you are properly berthed, and the base habitats open to you.

A ship berthed on a landing pad with base habitat access available
Berthed. Enter an available Domus to reach the base services.

Using your base

When your pilot is landed and has entered a habitat, the base services open. Some are live now and others arrive in later releases. Two matter from day one.

The base services menu showing Home and Store
Home and Store are the services available at launch.

Home shows you everything the base contains and lets you change the settings of each structure individually. If you make a pad non-public, for instance, it is reserved for you even on an otherwise open base.

Store is your local personal office storage. You can drop items there — and you can mark each item individually as sellable, and set its discount.

The base store showing stored items
Your local store. What sits here is available at this base, on this planet, where you are working.
Per-item settings for sellable status and discount level
Each item is set individually: sellable or not, and at what discount.

Expanding your base

A base grows as far as your funds allow. Check your Assets and Bases page: the Increase level button buys you an additional Pharus and extends the base.

The Increase level button on the bases page
Increase level buys another licence and another Pharus for the same base.

It works like building a new base: you pay for the additional licence, then place the new Pharus. The one rule is that the new platform must partially overlap an existing one, or it will not place.

A second Pharus placed so its platform overlaps the first
The second platform overlapping the first. Remember that each licence on the same planet costs double the last.

You will have neighbours

Zero-G is one universe, shared by everyone. Other players can build near you — to share services, to be near the same resources, or to compete for them. A base is not a private instance. It is a place, in a landscape, with other people in it.

If something goes wrong

What you seeWhat it means
A red border round a structureIt is built but not powered. Wire it in Edit Underground, then switch it on from the base edit page. Green means working.
The platform cost is enormousYou have picked dramatic terrain. Move the Pharus within your circle and watch the estimate — flat ground costs a fraction as much.
Your ship took damage landingYou missed the assigned pad or came in too fast. Shields absorb it first, then armour, and armour stops at 1. Go around and try again.
No land is available on the body you wantNo quadrant there has been published yet. Someone has to survey it and sell the data first — and that someone can be you.
You cannot place a second PharusThe new platform has to partially overlap an existing one.
You bought a Pharus and cannot carry itIt folds to 77.5 m³. Bring a Trucker, or make several trips.
A structure will not switch onYour reactors do not have the capacity. Check the power figures on the base card and add a Fornax.

What is coming next

Income from your base. Deep core automatic mining systems are built and finished — we are holding them back so they get a release of their own, because there is a great deal more to them than a single module. That is the next thing that happens to bases.

Prospecting towers, which find and extract rare compounds in the ground around your base, and faction hyperlinks, which let you take faction missions without leaving home.

Craftable modules. Base structures are bought today. Later you will be able to build them.

Ventures claiming quadrants. Player-owned ventures will be able to claim sovereignty over a whole quadrant and build structures on the scale of the current HQs, providing industrial services and bonuses to every member with a base in that quadrant.

Maintenance. Real structures wear, and in time bases will need maintaining — more so on worlds with harsh conditions, extreme cold or heat or turbulence. Nothing decays today. When it does, it will be documented before it arrives, not after.

One more thing

Planetary bases are here to stay and they are going to carry a large part of this game. We are still at the point where the shape of them can change, which is the best moment to tell us what you think.

Ideas, suggestions, complaints and arguments are all welcome, and the place for them is our Discord.

Play Zero-G Join the pilots on Discord

A full video tutorial follows shortly.