# Colony Field The sprawl of a lost colony: habitats, streets, dead fields, silos, a landing pad and a cemetery. Colony fields are the least dangerous ruins and the richest in logs. ## Where it generates (requires Nerospace) | Size | Where | | --- | --- | | **Citadel** | Glacira (and its spires and methane shore). Rare. | | Complex | Greenxertz (and its spore marsh and fungal depths) | | Outpost | Mars, Glacira and Greenxertz | ## The citadel A landing pad with a wreck opens onto a street of habitats, a generator, a school, a store and a dead field. At the end stands the **council hall**: a Ruin Spawner, a **conduit-routing** gate and the council vault. Behind the vault, a sanctum holds the chapter's last log and a **relic socket** that opens a reliquary. The council vault always holds the relic the socket asks for. Satellites — hab rings, fields, silos, a cemetery and wrecks — spread out to roughly 200 blocks. ## Complexes and outposts - The **complex** has its own chapter of logs and a vault sealed by **Ballast Plates** in a guarded room. - **Outposts** are small: a keycard in a chest, a card reader, a Sealed Door and a vault. ## Guardians Mostly Sentinel Mk I; colonies are the gentlest ruins ([Guardians](Guardians.md)). ## Protection In the citadel the council hall, the passage beyond it, the sanctum and the reliquary are enclosed in Reinforced Survey Hull; the outpost's vault room too. The complex's plate-sealed vault room is mineable, like the bunker. Streets, homes and satellites are mineable. ## Not yet included Cemetery markers carry no names yet, and colony farms use vanilla plants rather than NeroAgriculture planters. [Home](Home.md)