Please help with verifying or updating older sections of this article. At least some were last verified for
version 3.7.
This article is for the PC version of Stellaris only.
A
building represents a collection of facilities scattered across a world that create
Jobs that generate different kinds of resources that are not suitable to large-scale resource gathering. If a world's population is completely wiped out (either by resettlement or warfare), all existing buildings are removed.
Buildings are constructed in a colony's
building slots. A colony can have up to 12 building slots, although most of them are initially unavailable and the first one is dedicated to the colony's capital building. Additional building slots are unlocked by upgrading the capital building, constructing urban districts, researching technologies, and some civics.
Ecumenopolises,
Ring Worlds,
Hive Worlds, and
Machine Worlds start with all building slots unlocked.
Habitats have far fewer ways to unlock building slots than other colony classes, and can't normally unlock all 12.
Source
|
Building slots
|
 |
|
Adaptive Ecology tradition
|
+1
|
Modular Superstructures tradition
|
— |
+1
|
Voidborne ascension perk
|
— |
+2
|
 Infrastructure technology (each)
|
+1
|
  Planetary housing district (each)
|
+1 |
n/a
|
 Functional Architecture / Constructobot civic
|
+1
|
Agrarian Idyll civic
Every 4 Agriculture districts (+0.25 each)
|
+1 |
n/a
|
Subterranean origin
Every 3 Mining districts (+0.34 each)
|
+1 |
n/a
|
 Masterful Crafters / Mastercraft Inc. civic
Every 3 Industrial districts (+0.34 each)
|
+1 |
—
|
|
+1 |
n/a
|
With Dimensional Manipulation Device
Every 2 Order's Demesne (+0.5 each)
|
n/a |
+1
|
 Tier 1 capital
|
+1
|
  Tier 2 capital
|
+2
|
 Tier 3 capital
|
+3 |
n/a
|
  Tier 4 capital
|
+4 |
n/a
|
  Imperial capital
|
+11
|
Governor's Palace / Resort Administration
|
+5 |
n/a
|
Governor's Estates / Resort Capital-Complex
|
+11 |
n/a
|
The
planetary build speed modifier reduces the
time it takes to construct all buildings. This modifier can be very useful, as it also affects building upgrades, and higher level buildings often take longer to build. Note that this modifier actually increases the rate of construction, thus a 100% increase in build speed is equal to a 50% reduction in build time.
Source |
Planetary build speed
|
Architectural Renaissance edict |
+100%
|
Construction Templates technology |
+50%
|
Nanite Entity governor trait |
+40%
|
Standard Construction Templates tradition |
+25%
|
Assembly Patterns technology |
+25%
|
Assembly Algorithms technology (repeatable 5 times) |
+10%
|
Master's Teachings: The Greater Good edict |
+10%
|
Industrial Development resolution 3 |
+10%
|
Secrets of the First League empire modifier |
+10%
|
Architectural Sense ruler trait |
+10%
|
Architectural Interest governor trait |
+10%
|
Brain Slug Host governor trait |
+10%
|
Ecological Protection resolution 2 |
−5%
|
Subterranean origin |
−10%
|
Ecological Protection resolution 3 |
−15%
|
The capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defense armies, as well as other jobs which vary depending on empire authority and civics. Upgrading the capital is one of the ways of unlocking additional building slots. Capital buildings cannot be demolished, downgraded or disabled, and will automatically be converted to the appropriate type if traded, ceded, or conquered by another empire with a different authority or if the planet designation is changed.
Capital buildings can generally be categorized into 4 tiers by which technology unlocks that tier,[1] what other buildings require them,[2] and the max general productivity bonus that they can apply. The standard capitals line up on these criteria neatly, however other types do not. With
Nemesis, the
Galactic Emperor can upgrade their capital planet or habitat with a "fifth" tier imperial capital building.
Capital tier
|
Required technology
|
Job Productivity
|
Output
|
Upkeep
|
Required technology
|
2 |
Planetary Government |
+10% |
+10% |
Improved Production
|
3 |
Colonial Centralization |
+20% |
+20% |
Efficiencies of Scale
|
4+ |
Galactic Administration |
+30% |
+30% |
Maximized Productivity
|
Tier 4 and imperial capitals convert one tier lower, other tiers convert directly except as noted below.
The standard set of capitals are built on planets without a special designation as well as ringworlds by 



non-gestalt empires.
Habitats have their own capital buildings, which are used by all empires. If the
Galactic Emperor has a habitat as their capital, they can upgrade the capital to the respective Imperial capital. Habitat Administration counts as tier 2, except for job productivity, for which it has no bonus. Habitat Central Control counts as tier 4 for building requirements and tier 2 for job productivity.
Void Dwellers with finished
Domination tradition tree pay 20% less
alloy upkeep.
Special designation capitals[edit | edit source]
Resort Worlds and Thrall Worlds have their own unique capital buildings. For each designation, the basic capital acts as tier 2, except for job productivity, for which it has no bonus; the upgraded capitals convert as tier 3 and count as tier 2 for job productivity and as tier 4 for building requirements.
Hive Mind empires only have two regular capital buildings. The Hive Core is tier 2 for all purposes, except that it also converts from tier 1 capitals. The Hive Nexus acts as tier 4 for job productivity and building requirements, but converts to tier 3.
Machine Intelligence capitals[edit | edit source]
Machine Intelligence empires have the same four capital tiers as regular empires. Capital conversion works normally, except that the Administrative Array (tier 2) will convert to a Reassembled Ship Shelter (tier 1) if the planet is conquered by a non-Gestalt empire.[3] Also, the Planetary Processor (tier 3) counts as tier 4 for building requirements.[4]
Driven Assimilators' capitals have one less
Replicator and, after tier 1, one more
Maintenance Drone than other
Machine Intelligence empires' capitals.
Each regular building has up to 3 tiers, which determine its number of jobs, upkeep, construction time and cost. Tier II and III buildings also require a certain strategic resource for construction and upkeep.
Tier
|
Jobs
|
Monthly upkeep cost
|
Building cost
|
Energy
|
Strategic resources
|
Time
|
Minerals
|
Strategic resources
|
I |
+2 |
−2 |
0 |
360 |
400 |
0
|
II |
+4 |
−5 |
−1 |
480 |
600 |
50
|
III |
+6 |
−8 |
−2 |
600 |
800 |
100
|
If a world is conquered by an empire that uses a different set of buildings for the same primary resource, the existing buildings will be converted into new ones of the same tier. Tiered buildings cannot be constructed on Thrall Worlds.
Primary resource
|
Tier I building (2 Jobs)
|
Tier II building (4 Jobs)
|
Tier III building (6 Jobs)
|
Jobs
|
Strategic resource
|
Requirements
|
Research
|
Research Labs
|
Research Complexes
|
Advanced Research Complexes
|
Researcher if not Gestalt Consciousness
Brain Drone if Hive Mind
Calculator if Machine Intelligence
|
Exotic Gases
|
Resort World designation
Crucible World
Exotic Materials Labs for tier II
Multi-Dimensional Studies for tier III
|
Unity
|
Administrative Offices
|
Administrative Park
|
Administrative Complex
|
Bureaucrat if not Corporate
Manager if Corporate
|
Rare Crystals
|
 Gestalt Consciousness
  Spiritualist
 Holy Covenant level 5
Colonial Bureaucracy for tier II
Galactic Bureaucracy for tier III
|
Unity
|
Uplink Node
|
Network Junction
|
System Conflux
|
Coordinator
|
Rare Crystals
|
Machine Intelligence
 Rogue Servitor
Colonial Bureaucracy for tier II
Galactic Bureaucracy for tier III
|
Unity
|
Synaptic Nodes
|
Synaptic Clusters
|
Confluence of Thought
|
Synapse Drone
|
Exotic Gases
|
Hive Mind
Clustered Synapses for tier II
Confluence of Thought for tier III
|
Amenities
|
Holo-Theatres
|
Hyper-Entertainment Forums
|
|
Entertainer if not Warrior Culture
Duelist if Warrior Culture
|
Exotic Gases
|
 Gestalt Consciousness
Hyper-Entertainment Forum for tier II
|
Food
|
Hydroponics Farms
|
|
|
Farmer if not Gestalt Consciousness
Agri-Drone if Gestalt Consciousness
Void Dwellers get an additional Farmer
- On wet worlds,
 Anglers get +1 Angler instead
|
|
Hydroponics Farming technology
Machine World
Resort World designation
|
Housing buildings provide
Housing and come in two tiers. The advanced resource used to upgrade their tier is
Rare Crystals. If the world is conquered by an empire with different government each housing building will be converted into the equal tier counterpart of the new owner.
Tier I
|
Tier II
|
Requirements
|
|
Building
|
Housing
|
Amenities
|
|
Building
|
Housing
|
Amenities
|
|
Luxury Residences
|
+3
|
+5
|
|
Paradise Dome
|
+6
|
+10
|
 Shared Burdens
Thrall World designation
Idyllic Architecture technology for tier II
Habitat (tier I)
- Advanced
Habitat (tier II) for Luxury Residences
Voidborne ascension perk and Advanced Habitat for Paradise Dome
|
|
Communal Housing
|
+5
|
+3
|
|
Utopian Communal Housing
|
+10
|
+6
|
Shared Burdens
Thrall World designation
Idyllic Architecture technology for tier II
Habitat (tier I)
- Advanced
Habitat (tier II) for Communal Housing
Voidborne ascension perk and Advanced Habitat for Utopian Communal Housing
|
|
Hive Warren
|
+3
|
+5
|
|
Expanded Warren
|
+6
|
+10
|
Hive Mind
Anti-Gravity Engineering technology for tier II
|
|
Drone Storage
|
+4
|
+3
|
|
Upgraded Drone Storage
|
+8
|
+6
|
Machine Intelligence
Micro-Replicators technology for tier II
|
|
Slave Huts
|
+8
|
0
|
|
Thrall World designation
|
Planet unique buildings can only be constructed once per planet and may contain effects beyond the creation of Jobs. Many of them require the capital to have reached a certain level.
|
Building
|
Jobs
|
Effects
|
Upkeep
|
Cost
|
Requirements
|
|
Planetary Shield Generator
|
|
−50% Orbital bombardment damage
|
−5
|
600
600
|
Tier 2 capital
Planetary Shields technology
 Orbital Shield Generator on orbital ring
|
|
Military Academy
|
+2 Soldier if not 
+2 Warrior Drone if 
|
+100 Army starting experience
|
−2
|
480
400
|
Tier 2 capital
Centralized Command technology
 Reanimators
|
|
Dread Encampment
|
+2 Necromancer
|
+100 Army starting experience
|
−2
|
480
600
|
Tier 2 capital
Reanimators
|
|
Chamber of Elevation
|
+1 Necrophyte
- If expected organic
pop growth per year is:
- 0.2 or more:
+1, total +2
- 0.3 or more:
+1, total +3
|
|
−2
|
360
400
|
Necrophage origin
Culture Shock modifier
|
|
House of Apotheosis
|
+6 Necrophyte
|
|
−5
−1
|
|
Glandular Acclimation technology
|
|
Gene Clinic
|
+2 Medical Worker
|
|
−2
|
360
400
|
 Gestalt Consciousness
Genetic Healthcare technology
Thrall World designation
|
|
Cyto-Revitalization Center
|
+4 Medical Worker
|
|
−5
−1
|
|
Tier 2 capital
 Gestalt Consciousness
Cyto-Revitalization technology
Thrall World designation
|
|
Galactic Stock Exchange
|
+2 Merchant
|
+20% Trade value
|
−5
−1
|
|
Tier 3 capital
Galactic Markets technology
 Orbital Stock Exchange on orbital ring
Resort World designation
Thrall World designation
|
|
Noble Estates
|
+1 Noble
|
+1 Housing
|
−2
|
480
400
|
Tier 2 capital
Aristocratic Elite civic
 Noble Estates on orbital ring
Thrall World designation
|
|
Ranger Lodge
|
+2 Ranger
|
+2 Unity per Natural Blocker
Creates a Nature Preserve blocker
Natural Blockers can no longer be removed, even if Ranger Lodge is disabled.
|
−2
|
360
400
|
Environmentalist civic
At least 1 free District slot
Thrall World designation
Ecumenopolis
Tomb World
Relic World
Hive World
Machine World
|
|
Slave Processing Facility
|
|
+5% Slave pop resource output
−25% Slaves political power (multiplicative)
−50% Automatic resettlement chance
Unemployed slaves automatically resettle
Permits recruiting slave armies
|
−2
|
360
400
|
Tier 2 capital
Allowed Slavery policy
Neural Implants technology
 Orbital Slave Processing Hub on orbital ring
Resort World designation
|
|
Psi Corps
|
+2 Telepath
|
+5 Stability
|
−5
|
480
500
|
Tier 3 capital
Psi-Corps tradition
 Orbital Psi Corps on orbital ring
Resort World designation
Thrall World designation
|
|
Mutagenic Spa
|
+2 Mutagenic Spa Attendant
|
|
−2
|
360
400
|
 Mutagenic Spas civic
|
|
Mutagenic Permutation Pool
|
+2 Permutation Attendant Drone
|
|
−2
|
360
400
|
Permutation Pools civic
|
|
Hyper Lubrication Basin
|
+2 Lubrication Terminal
|
|
−2
|
360
400
|
Hyper Lubrication Basin civic
|
Monuments are planet unique buildings that increase
Unity output and produce it themselves based on the number of taken Ascension Perks. If the world is conqured by a different empire monuments will be converted accordingly.
|
Building
|
Jobs
|
Other effects
|
Capital tier
|
Upkeep
|
Time
|
Cost
|
Requirements
|
|
- Autochthon Monument
Corporate Culture Site
|
+2 Culture Worker
|
+5% Unity from Jobs
+1 Unity per Ascension Perk
|
1
|
|
360
|
400
|
 Gestalt Consciousness
 Memorialists
Thrall World designation
|
|
- Heritage Site
Business Management Nexus
|
+4 Culture Worker
|
+10% Unity from Jobs
+2 Unity per Ascension Perk
|
2
|
|
480
|
600
|
Heritage Sites technology
|
|
- Hypercomms Forum
Synergy Forum
|
+6 Culture Worker
|
+15% Unity from Jobs
+3 Unity per Ascension Perk
|
3
|
|
600
|
800
|
Local Hypercommunication technology
|
|
Sensorium Site
Simulation Site
|
+2 Evaluator
|
+5% Unity from Jobs
+1 Unity per Ascension Perk
|
1
|
|
360
|
400
|
Gestalt Consciousness
  Memorialist
Thrall World designation
|
|
Sensorium Center
Stimulation Center
|
+4 Evaluator
|
+10% Unity from Jobs
+2 Unity per Ascension Perk
|
2
|
|
480
|
600
|
Heritage Sites technology
|
|
Sensorium Complex
Stimulation Complex
|
+6 Evaluator
|
+15% Unity from Jobs
+3 Unity per Ascension Perk
|
3
|
|
600
|
800
|
Local Hypercommunication technology
|
|
Sanctuary of Repose
|
+2 Death Chronicler
|
+5% Unity from Jobs
+1 Unity per Ascension Perk
+20% Governing Ethics Attraction on Tomb and Relic worlds if individualist
−20 Deviancy on Tomb and Relic worlds if gestalt
|
1
|
−2
|
360
|
400
|
  Memorialist
Thrall World designation
|
|
Pillar of Quietus
|
+4 Death Chronicler
|
+10% Unity from Jobs
+2 Unity per Ascension Perk
+20% Governing Ethics Attraction on Tomb and Relic worlds if individualist
−20 Deviancy on Tomb and Relic worlds if gestalt
|
2
|
−5
−1
|
480
|
600
50
|
Heritage Sites technology
|
|
Galactic Memorial
|
+6 Death Chronicler
|
+15% Unity from Jobs
+3 Unity per Ascension Perk
+20% Governing Ethics Attraction on Tomb and Relic worlds if individualist
−20 Deviancy on Tomb and Relic worlds if gestalt
|
3
|
−8
−2
|
600
|
800
100
|
Local Hypercommunication technology
|
Job output buildings increase the output of certain jobs.
Pop assembly buildings provide assembly points towards either organic or robotic Pops. Only one pop assembly building can be active at a time; if a second one is constructed it will remain inactive.
|
Building
|
Produces
|
Upkeep
|
Cost
|
Requirements
|
Description
|
|
Robot Assembly Plants
|
+1 Roboticist
|
−5
|
360
600
|
Thrall World designation
 Gestalt Consciousness
Robotic Workers policy is not Outlawed
Robotic Workers technology
|
High-tech factories where skilled Roboticists assemble the latest robot models.
|
|
Robot Assembly Complex
|
+2 Roboticist
|
−8
−2
|
600
800
100
|
Robotic Workers policy is not Outlawed
Robotic Assembly Systems technology
|
An advanced assembly plant where skilled Roboticists assemble the latest robot models.
|
|
Machine Assembly Plants
|
+1 Replicator
|
−2
|
360
400
|
Machine Intelligence
|
A production line assembly plant where new units are constructed.
|
|
Machine Assembly Complex
|
+3 Replicator
|
−8
−2
|
600
800
100
|
Mega-Assembly Systems technology
|
An advanced assembly plant where new units are constructed.
|
|
Spawning Pools
|
+1 Spawning Drone
+2 Augmentation Drone with Modular Cybernetics
|
−2
|
360
400
|
Hive Mind
|
Tended by the scientific and gentle care of specialists, these pools stimulate our spawn into faster growth.
|
|
Clone Vats
|
+3 Monthly Organic Pop Assembly without Stem Cell Stimulation
+4.5 Monthly Organic Pop Assembly with Stem Cell Stimulation
|
−2
−30 if not 
−30 if
|
360
500
500 if not 
500 if
|
Adopted the Genetic tradition tree
Resort World designation
|
Clone Vats break down simple organic materials like food to generate Organic Pop Assembly.
|
|
Posthumous Employment Center
|
+1 Reassigner
- All assembled pops gain the
Zombie trait, even if building is disabled.
|
−2
|
360
400
|
Permanent Employment
|
At the Posthumous Employment Center, carcasses bereft of consciousness can find new purpose and a new opportunity to pay off their debts.
|
|
Offspring Nest
|
+1 Offspring Drone
+2 Augmentation Drone with Modular Cybernetics
|
−2
|
360
400
|
Progenitor Hive origin
|
This fortified nest safely harbors the local Offspring while also accelerating growth for the rest of the nearby hive.
|
|
Ancient Clone Vat
|
+2 Monthly Organic Pop Assembly if Pops per vat is 19+
+5 Monthly Organic Pop Assembly if Pops per vat is 16-18
+7 Monthly Organic Pop Assembly if Pops per vat is 12-15
+10 Monthly Organic Pop Assembly if Pops per vat is 8-11
+15 Monthly Organic Pop Assembly if Pops per vat is 0-7 (after 2210)
|
−5
|
90
600
|
Clone Army origin
- Max 5 per empire
|
Lost technology left behind by the Creators. Can be taken apart and reassembled, but its inner components and workings are too much advanced to replicate.
|
Gaia Seeders can only be constructed by empires with the 
Idyllic Bloom civic. Building and upgrading Gaia Seeders takes
480 days for each phase and requires a tier 2 or above capital and the following planet classes:
- Initially, the planet class must match that of the primary species' homeworld. Upkeep on such worlds is not increased.
- If the
Terrestrial Sculpting technology is researched, the planet needs to match the climate of the primary species' homeworld. Upkeep on such worlds is increased by +25%.
- If the
Ecological Adaptation technology is researched, the planet can be of any class except
Tomb World. Upkeep on such worlds is increased by +50%.
- If the
Climate Restoration technology is researched, the planet can be a
Tomb World as well. Upkeep on such worlds is increased by +75%.
- Gaia Seeders cannot be built on planet classes that cannot be terraformed (Gaia, Ecumenopolis, Hive, Machine, Relic, and artificial worlds). If the world is terraformed into such a class, the building is removed.
|
Phase
|
Effects
|
Base Upkeep
|
Cost
|
|
Phase 1
|
+10% Pop Growth Speed
|
−20
|
1500
|
|
Phase 2
|
+5% Pop Growth Speed
+10% Habitability
|
−20
−1
|
1500
50
|
|
Phase 3
|
+20% Habitability
|
−20
−2
|
1500
100
|
|
Final Phase
|
Planet is terraformed into a Gaia World
+10% Happiness for 6 months
+50% Immigration Pull for 6 months
|
Building removed
|
1500
200
|
The following buildings can only be constructed once per empire.
|
Building
|
Produces
|
Capital tier
|
Upkeep
|
Cost
|
Requirements
|
Description
|
|
Embassy Complex
|
+1 Available envoys
|
2
|
−5
−1
|
480
600
50
|
Empire Capital designation
Xeno Diplomacy technology
 Orbital Embassy Complex on orbital ring
|
This building forms the heart of the empire's diplomatic efforts.
Due to the need to be close to the seat of the government, it can only be built at our capital.
|
|
Grand Embassy Complex
|
+2 Available envoys
|
3
|
−8
−2
|
600
800
100
|
Empire Capital designation
Xeno Relations technology
|
The complex is intended to awe the viewer, rendering them compliant in negotiations.
Due to the need to be close to the seat of the government, it can only be built at our capital.
|
|
Omega Alignment
|
+16 Physics research
|
1
|
−8
|
900
1000
|
Empire Capital designation
Omega Theory technology
|
The surface of this object angles space. The interior is not visible to any sensor or imaging technology available. But we all know that what's in there.
|
|
Faculty of Archaeostudies
|
+100% Research Speed (Archaeostudies)
- Without
Archaeo-Engineers:
+3 Archaeo-engineer Jobs if not Gestalt Consciousness
+3 Archaeo-engineering Drone Jobs if Hive Mind
+3 Archaeo-engineering Unit Jobs if Machine Intelligence
- With
Archaeo-Engineers:
+5 Archaeo-engineer Jobs if not Gestalt Consciousness
+5 Archaeo-engineering Drone Jobs if Hive Mind
+5 Archaeo-engineering Unit Jobs if Machine Intelligence
|
1
|
−20
|
480
600
50
|
Archaeostudies technology
Crucible World designation
Resort World designation
Thrall World designation
|
A series of laboratories dedicated to the studies of technological applications of minor artifacts retrieved from elder empires.
|
|
Sanctum of the Composer
|
+10% Habitability empirewide
+5% Resources from Jobs empirewide
+3 Telepath Jobs
|
3
|
−8
−2
|
600
600
75
|
20 Favor with Composer of Strands
|
The Sanctum is a place dedicated to communion with the Composer. Here, flesh roams as freely as thought. Who knows what changes the Shroud might impart upon your mortal form?
|
|
Sanctum of the Eater
|
+10% Weapons Range
−10% Ship Upkeep
+3 Telepath Jobs
|
3
|
−8
−2
|
600
600
75
|
20 Favor with Eater of Worlds
|
The Sanctum is a place dedicated to communion with the Eater. Here, war is prepared as we plan for the next feast.
|
|
Sanctum of the Instrument
|
+5% Happiness empirewide
+10% Trade value empirewide
+3 Telepath Jobs
|
3
|
−8
−2
|
600
600
75
|
20 Favor with Instrument of Desire
|
The Sanctum is a place dedicated to communion with the Instrument. Here, riches are hoarded then traded away in a comsumptive frenzy that brings us no closer to fulfillment.
|
|
Sanctum of the Whisperers
|
+1 Envoy
+15% Infiltration Speed
+3 Telepath Jobs
|
3
|
−8
−2
|
600
600
75
|
20 Favor with Whisperers in the Void
|
The Sanctum is a place dedicated to communion with the Whisperers. Here, secrets are traded in hushed tones, new knowledge is brought to be sealed away, and our murmurs join the chorus.
|
|
Ministry of Culture
|
+15% Unity from Jobs
+3 Culture Worker Jobs if not Gestalt Consciousness
+3 Evaluator Jobs if Gestalt Consciousness
|
1
|
−2
|
480
|
Artisans deal
Thrall World designation
|
A fashionable headquarters for the Ministry of Culture, helping to spread knowledge, entertainment and art to the masses.
|
|
First League Filing Offices
|
- +50 Edict Fund without
Archaeo-Engineers
- +100 Edict Fund with
Archaeo-Engineers
+1 Unity from Administrators
+1 Unity from Priests
+1 Unity from Managers
+2 Bureaucrat Jobs
+2 Manager Jobs if Corporate
+2 Priest Jobs if Spiritualist
+2 Priest Jobs in a Holy Covenant federation with Level 5 perks
+1 Manager Job & +1 Priest Job if Corporate & Spiritualist
+2 Coordinator Jobs if Machine Intelligence
+2 Synapse Drone Jobs if Hive Mind
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3
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−5
−1
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First League Filing Offices technology
Thrall World designation
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The sprawling empire of the First League dwarfed our own at its peak, and relied on implacable bureaucracy to keep the wheels of the state in motion. The quantic filing arrays they used afforded them unprecedented efficiency in the sorting and storing of documents.
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The following buildings can only be found on the homeworlds of empires with the
Broken Shackles origin. If another empire conquers the homeworld they are removed. All buildings have an upkeep cost of 1
Energy.
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Building
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Effects
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Upgrades to
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Upgrade Requirements
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Description
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Command Center
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+4 Housing
+7 Amenities
+1 Building Slots
+1 Militia job
+2 Colonist jobs
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Planetary Administration
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Planetary Government technology
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The bridge of our former masters' ship, hastily refashioned into a command center.
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Administrative Hub
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+2 Administrator jobs if not  Spiritualist and not Corporate
+2 Preacher jobs if  Spiritualist and not Corporate
+2 Supervisor jobs if Corporate
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Administrative Offices
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Planetary Government technology
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The state cabins and living quarters of our former masters, repurposed into offices.
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Laboratory Complex
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+2 Scientist jobs
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Research Labs
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Scientific Method technology
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Experiments in multiple disciplines take place in what was once an engineering bay.
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Makeshift Farms
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+10 Homesteader jobs
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3 Agriculture Districts
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Memorial to the Unshackled decision
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Hardscrabble farmsteads tilling the soil for meager returns.
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Power Plant
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+2 Reactor Engineer jobs
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1 Generator Districts
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Memorial to the Unshackled decision
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A jerry-rigged assemblage of solar cells linked to the fusion reactor in our former masters' ship.
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Scrap Refinery
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+2 Labourer jobs
+2 Prospector jobs if not Lithoid
+4 Prospector jobs if Lithoid
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2 Mining Districts
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Memorial to the Unshackled decision
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A small-scale refinery making use of scrap salvaged from our former masters' ship.
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Military buildings produce
defense armies and are vital for the protection of a world. Once constructed they will always be placed at the top of the buildings order to be the last buildings destroyed by orbital bombardment. Fortresses can also contain an FTL inhibitor if the
FTL Inhibition technology has been researched. Upgrading Strongholds into Fortresses requires the
Global Defense Grid technology.
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Building
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FTL Inhibitor
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Regular jobs
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Capital tier
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Upkeep
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Cost
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Description
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Stronghold
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+2 Soldier/Warrior Drone
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1
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−1
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240
400
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A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion.
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Fortress
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+4 Soldier/Warrior Drone
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2
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−1
−1
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360
400 50
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A massive fortress complex with an expanded garrison and training facilities for soldiers.
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Law enforcement buildings produce
defense armies and
Unity and, most importantly, reduce
Crime or Deviancy.
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Building
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Jobs
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Upkeep
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Cost
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Requirements
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Description
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Precinct Houses
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+2 Enforcer
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−2
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360
400
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 Gestalt Consciousness
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Monuments to law and order. Enforcers are based here.
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Hall of Judgment
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+5 Enforcer
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−1
−1
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480
600 50
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Colonial Centralization technology
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A massive complex dedicated to courts and law enforcement.
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Sentinel Posts
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+2 Hunter-Seeker Drone
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−2
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360
200
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Gestalt Consciousness
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These are the outposts from which Patrol Drones scan the Consciousness for signs of deviancy and malfunction.
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Refinery buildings produce 

strategic resources. They are less efficient than the extraction buildings that require planetary features, but refineries can be built on planets without those features. They cannot be built on Resort Worlds, Thrall-Worlds, or Crucible Worlds.
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Building
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Jobs
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Upkeep
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Cost
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Requirements
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Description
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Chemical Plants
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+1 Chemist/Chem-Drone
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−3
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480
500
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Volatile Material Plants technology
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The unpredictable and sometimes unstable Volatile Motes are produced here artificially. No open flames are permitted within a five kilometer radius of the plants.
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Exotic Gas Refineries
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+1 Gas Refiner/Refinery Drone
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−3
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480
500
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Exotic Gas Refining technology
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These advanced refineries work day and night to produce exotic gases.
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Synthetic Crystal Plants
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+1 Translucer/Lensing Drone
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−3
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480
500
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Rare Crystal Manufacturing technology
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Nearly identical to the real thing, the crystals produced here are of the highest quality.
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Kha'lanka Crystal Plant
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+3 Translucer/Lensing Drone
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−3
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800
1000
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Whispers in the Stone archaeology site
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The discovery of new crystal manufacturing techniques, far below the surface in the city of the Kha'lanka lithoids, has effectivized artificial crystal manufacturing through oxidation of rapidly growing silicon-based cell clusters.
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Temple buildings are only available to 
Spiritualist empires or non-Gestalt empires in level 5
Holy Covenant federations. They produce
Amenities,
Unity and
Spiritualist Ethics Attraction.
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Building
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Jobs
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Ethics Attraction
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Capital tier
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Upkeep
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Cost
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Requirements
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Description
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Temple
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+2 Priest
1 🠚 Manager: +1
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+5% Spiritualist
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1
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−2
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360
400
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Simple constructs erected since time immemorial, temples are places of quiet contemplation and communion with that which unites us all.
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Holotemple
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+10% Spiritualist
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2
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−5
−1
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Holographic Rituals tech
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An enhanced form of its rough-hewn predecessors, the latest in Spiritualist technology creates a mutable reality inside the Holotemple - all for deeper meditation and more intense devotion.
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Sacred Nexus
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+6 Priest
3 🠚 Manager: 3
+1 High Priest with Holy Covenant level 4
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+15% Spiritualist
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3
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−8
−2
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Consecration Fields tech
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The latest developments in field technology allow worshipers to directly experience the divine influence of sacred ground.
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Sacrificial Temple
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+1 Death Priest
+1 Mortal Initiate
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+5% Spiritualist
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1
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−2
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360
400
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 Death Cult
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A revered site in which solemn preachers and dedicated pupils pray and work towards each prosperous yet bloody cycle.
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Grim Holotemple
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+2 Death Priest
+2 Mortal Initiate
 1 🠚 Manager: 2
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+10% Spiritualist
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2
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−5
−2
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 Death Cult
Holographic Rituals tech
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Technological enhancements to this consecrated building allow for more rigorous study, and a more tangible sense of devotion to causes beyond its mutable walls.
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Temple of Grand Sacrifice
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+3 Death Priest
+3 Mortal Initiate
 1 🠚 Manager: 2
+1 High Priest with Holy Covenant level 4
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+15% Spiritualist
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3
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−8
−2
−1
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 Death Cult
Consecration Fields tech
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A site of suprement consecration in which multi-sensory immersion fields allow the faithful to honor every sacrifice - past, present and future.
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Trade Buildings create Clerk and Merchant Jobs, which generate Trade Values and Amenities. While Clerk Jobs have a poor yield of only 4 Trade Value per Jobs, Commerce Buildings provide a significant number of them. Upgrading Commercial Zones into Commercial megaplexes requires the
Interstellar Economics technology.
Gestalt Consciousness empires do not have civilian trade and cannot build these buildings. They also cannot be built on Thrall-Worlds.
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Building
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Jobs
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Upkeep
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Cost
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Description
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Commercial Zones
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+3 Clerk
+1 Merchant with Commercial Enterprise
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−2
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360
400
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These commercial zones are home to towering office buildings and business complexes.
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Commerce Megaplexes
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+6 Clerk
+1 Merchant without Commercial Enterprise
+2 Merchant with Commercial Enterprise
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−5
−1
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480
600
50
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Great commercial spires and towers rising up towards the sky, blotting out the light.
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Rogue Servitor empires need organic safekeeping buildings to provide
Bio-Trophy Jobs for
Unity. These buildings are converted into
Housing buildings of equal tier if the planet is conquered by an empire that lacks the civic. Upgrading Organic Sanctuaries to Organic Paradises requires the
Idyllic Architecture technology.
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Building
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Jobs
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Upkeep
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Cost
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Description
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Organic Sanctuary
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Bio-Trophy +10
Artisan Drone +1
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−2
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360
400
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This sanctuary provides a sealed environment where organics can thrive in a safe and above all controlled manner.
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Organic Paradise
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Bio-Trophy +20
Artisan Drone +2
Maintenance Drone +1
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−5
−1
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480
600
50
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An AI-controlled artifical paradise designed to satisfy every need a sapient organic being might have, just so long as it does not express a need for self-determination.
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Feature buildings can only be built based on the number certain rare Planetary Features allow. Except for the Alien Zoo, they cannot be built on Resort Worlds or Crucible Worlds. The Alien Zoo can also be constructed on planets with pre-sapient pops if their policy is set to Protected.
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Building
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Jobs/output
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Upkeep
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Cost
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Required technology
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Planetary feature
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Description
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Betharian Power Plant
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+10 Energy
+4 Technician/Tech-Drone
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360
200
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Betharian Refining
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Betharian Fields
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Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits.
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Alien Zoo
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+1 Zookeeper
+1 Entertainer if not Warrior Culture
+1 Duelist if Warrior Culture
All pre-sapient pops on the planet gain a Conserved Fauna job if not Warrior Culture
All pre-sapient pops on the planet gain a Gladiatorial Beast job if Warrior Culture
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−1
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360
200
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Xenology
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Isolated Valley
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A preserve dedicated to the conservation and study of local fauna.
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Crystal Mines
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+1 Crystal Miner/Crystal Mining Drone
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−1
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360
200
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Rare Crystal Mining
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Crystalline Caverns
Crystal Forest
Crystal Reef
Rare Crystal Deposit
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Great care must be taken when excavating these mines to avoid damaging the crystals.
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Mote Harvesting Traps
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+1 Mote Harvester/Mote Harvesting Drone
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−1
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360
200
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Mote Stabilization
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Dust Caverns
Dust Desert
Volatile Mote Deposit
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These intricate facilities trap Volatile Motes within energy fields, funneling them into special containment zone below ground where they can be stabilized and harvested.
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Building
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Effects
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Upkeep
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Cost
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Requirements
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Description
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Resource Silos
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+5000 Resource Storage Capacity without Construction Templates
+10000 Resource Storage Capacity with Construction Templates
+1 Clerk if not Gestalt Consciousness
+1 Maintenance Drone if Gestalt Consciousness
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−1
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180
200
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Resort World designation
Thrall World designation
 Crucible World
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Massive resource silos and storage facilities where large quantities of resources can be safely kept.
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Bio-Reactor
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+20 Energy
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−25
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240
200
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Main species does not require Food
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A facility where organic matter is converted into energy at a highly efficient rate.
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Nanite Transmuter
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+2 Exotic Gases
+2 Rare Crystals
+2 Volatile Motes
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−5
−1
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600
1000
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Nanite Transmutation
Tier 2 capital
Resort World designation
Thrall World designation
Crucible World
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This factory mass-produces a variety of rare resources using extremely advanced nanites. A Nanite Deficit will halt production.
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Overseer Residences
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+2 Slave Overseer job
+2 Housing
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−1
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240
200
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Thrall World
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These homes are reserved for the relatively privileged slave overseers.
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Order's Keep
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+1 Squire job
+1 Knight job
+1 Knight job per 10 Pops
+5 Immigration pull
+100% Automatic Resettlement Destination Chance
Habitat can construct Order's Demesne Districts
Habitat cannot construct Leisure Districts
Cannot be disabled or demolished
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N/A
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180
1000
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Knights of the Toxic God origin
Habitat orbiting the homeworld moon
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The seat of the Order is the home of its knights. It boasts vast archives of data, and is filled with trophies collected over its long and illustrious history.
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Order's Castle
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+1 Squire job
+2 Knight job
+1 Immigration pull
+20% Automatic Resettlement Destination Chance
Habitat can construct Order's Demesne Districts
Habitat cannot construct Leisure Districts
Cannot be disabled or demolished
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N/A
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Consecrate Habitat decision
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The Order of the Toxic God has established a castle on this habitat. A contingent of knights and squires have set up base here.
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Numistic Shrine
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+2 Merchant job
+2 Priest job
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N/A
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180
1000
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Caravan deal
 Gestalt Consciousness
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A shrine devoted to the worship of Numa, goddess of fortune.
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Waste Reprocessing Center
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+2 Tech-Drone job
+10 Energy
+10 Minerals
+5 Amenities
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N/A
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480
100
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Caravan deal
Gestalt Consciousness
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A planet's one stop center for converting industrial and biowaste into mostly clean, mostly reusable energy and minerals. Designed by the Racket Industrial Enterprise, its construction is somewhat arcane, and largely non-reverse- engineerable.
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Pre-FTL buildings can be found on planets owned by pre-FTL civilizations. They have negligible output and no upkeep and are removed or converted if the civilization is conquered or discovers FTL.
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Building
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Produces
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Jobs
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Requirements
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Description
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Crude Huts
Simple Nests
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+4 Housing
+5 Amenities
−10 Crime/Deviancy
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Stone Age planet capital
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- Primitive shelters constructed out of stone, clay or whatever other materials were available.
Using the simplest and low effort material available, these nests are barely enough to keep drones from freezing during the nights.
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Stone Palaces
Stone Hive
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+3 Housing
+25 Amenities
−10 Crime/Deviancy
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+1 Feudal Noble if not Hive Mind
+1 Scholar if not Hive Mind
+1 Cleric if not Hive Mind
+1 Warrior if not Hive Mind
+1 Nacent Synapse Drone if Hive Mind
+1 Cerebellum Drone if Hive Mind
+1 Spawning Drone if Hive Mind
+1 Simple Warrior Drone if Hive Mind
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Bronze Age – Steam Age planet capital
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- Primitive Palaces built out of stone, where the local ruling elite resides.
In a world where you need to compete against your own species for survival, having stone walls is an advantage.
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Regional Capitals
Continental Nexus
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+5 Housing
+25 Amenities
−20 Crime/Deviancy
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+2 Bureaucrat if not Hive Mind
+2 Researcher if not Hive Mind
+2 Priest if not Hive Mind
+2 Entertainer if not Hive Mind
+2 Soldier if not Hive Mind
+2 Synapse Drone if Hive Mind
+2 Brain Drone if Hive Mind
+2 Spawning Drone if Hive Mind
+2 Warrior Drone if Hive Mind
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Industrial Age – Early Space Age planet capital
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- The regional capital buildings of the various nation-states inhabiting this primitive world.
The typical central point of the continent spanning hives vying for control over this world.
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Junkheap
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+15 Housing
+20 Amenities
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+10 Scavenger
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Junk Ratling planet capital
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A rusting, irradiated jumble of collapsed infrastructure, destroyed buildings. and decaying wreckage from an unknown civilization.
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Primitive Dwellings Early Colony
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+6 Housing
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Bronze Age – Renaissance Age
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- These small buildings provide a minimal amount of shelter, but they keep out the worst of the elements.
Starting to optimize the space available, these hexagon shaped buildings can house what could moderately be called a colony.
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Urban Dwellings Drone Storage
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+24 Housing
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Steam Age – Early Space Age
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- Cramped and often polluted jungles of concrete.
A utilitarian solution for housing drones when they are undergoing their rest cycle. There are separate entrances and exits to maximize the hive's recharge process.
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Primitive Factory
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+2 Labourer if not Hive Mind
+2 Factory Drone if Hive Mind
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Steam Age – Early Space Age
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Primitive, inefficient factories spewing pollution while producing goods.
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Primitive Mine
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+2 Miner if not Hive Mind
+2 Mining Drone if Hive Mind
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Steam Age – Early Space Age
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Primitive mining tunnels that snake through the ground.
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Primitive Farms
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+10 Farmer if not Hive Mind
+10 Agri-Drone if Hive Mind
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- Industrial Age – Early Space Age
 Lithoid
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Primitive farmsteads working the soil for meager returns.
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Primitive Power Plant
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+2 Technician if not Hive Mind
+2 Tech-Drone if Hive Mind
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Steam Age – Early Space Age
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A primitive and somewhat unreliable power plant that relies on coal or early atomic power.
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Great Pyramid
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+2 Food
+2 Society Research
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Observation event
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A pyramid constructed by the local population to appease a deity descended from the sky.
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Radio Telescope Array
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Increased chance of gaining Awareness
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+2 Researcher if not Hive Mind
+2 Brain Drone if Hive Mind
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Observation event
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An array of radio telescopes in pursuit of discovering intelligent alien life.
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Gaia Seeders
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+10 Content Terraformer
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Habinte Unified Worlds
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Perfected atmospheric controls maintaining this planets pristine status.
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Grand Sapling
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+2 Food from Farmers
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+5 Content Terraformer
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Habinte Unified Worlds
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A titanic sapling, the result of centuries of floral research and manipulation, capable of feeding millions.
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Hanging Cities
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+20 Housing
+5 Building Slots
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+5 Content Terraformer
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Habinte Unified Worlds
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Cities covered in grand forests, bringing the inhabitants closer to nature.
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Nature Preserve Lodge
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+5 Content Terraformer
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