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Buildings

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This article is for the PC version of Stellaris only.

A building provides variety of jobs that generate different kinds of resource that are not suitable to large-scale resource gathering. They are limited by the planet's population and capped to 16 buildings at 75 pops, with the first slot always being occupied by the colony's capital building. Each additional Pop.png 5 pops unlock a new building slot. If the number of pops falls below the number required tor a building slot any constructed building will go into disrepair and stop producing jobs. If a planetary population is completely wiped out (either by resettlement or warfare), all pre-existing buildings will be completely destroyed.

Contents

Planet build speedEdit

  Planet Build Speed is a modifier that lowers the building time for all buildings. This modifier can be very useful, as it also affects building upgrades, and higher level buildings can take longer to build.

Source Bonus
  Master's Teachings: The Greater Good edict +10%
  Architectural Interest governor trait +10%
  Architectural Sense ruler trait +10%
  Brain Slug Host governor trait +10%
  Assembly Algorithms repeatable technology +10%
  Assembly Patterns technology +25%
  Standard Construction Templates / Prefabricated Buildings prosperity tradition +25%
  Construction Templates technology +50%
  Architectural Renaissance ambition +100%

Colony capitalEdit

The Colony Capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defence armies, and other jobs which vary depending on empire authority and civics. Many other buildings require a sufficiently high-level capital building before they can be built or upgraded, which gates your colony's development. Capital buildings cannot be demolished, downgraded, ruined, or disabled.

Standard capitalsEdit

The standard set of capitals are built on planets without a special designation as well as ringworlds by       authorities. The base capital provides   Colonist jobs that produce food and amenities to assist with the initial upkeep of a newly settled colony, they are removed upon upgrading.

Capital Produces Jobs Upkeep Time Cost Requirements
  Reassembled Ship Shelter
  •   Housing +3
  •   Amenities +3
  •   +1 Colonist
  •   +1 Colonist if not   Robot as primary species
  •   +1 Roboticist if   Robot as primary species
  −1 0 0 The remains of a Colony Ship, reassembled for planetside form and function.
  Planetary Administration
  •   Housing +5
  •   Amenities +5
  •   Enforcer: +1
  •     Roboticist +1
  • (Default)   Administrator: +2
  •     Administrator +1,   Noble +1
  •     Administrator +1,   High Priest +1
  •     Administrator +1,   Merchant +1
  •     Administrator +1,   Science Director +1
  •     Executive +2
  −3   480   500 Seat of the local ruling elite
  •   Planetary Government technology
  • At least   10 pops
  Planetary Capital
  •   Housing +8
  •   Amenities +8
  •   Enforcer: +2
  •     Roboticist +2
  • (Default)   Administrator: +3
  •     Administrator +2,   Noble +1
  •     Administrator +1,   High Priest +2
  •     Administrator +2,   Merchant +1
  •     Administrator +2,   Science Director +1
  •     Executive +3
  −5   600   1000 A sprawling complex of bureaucratic structures that acts as the administrative center for a major colony.
  •   Colonial Centralization technology
  • At least   40 pops
  System Capital-Complex
  •   Housing +10
  •   Amenities +10
  •   Enforcer: +3
  •     Roboticist +3
  • (Default)   Administrator: +5
  •     Administrator +3,   Noble +2
  •     Administrator +2,   High Priest +3
  •     Administrator +2,   Merchant +2
  •     Administrator +3,   Science Director +2
  •     Executive +5
  −10   900   2000 A towering configuration of administrative bureaus and networked infrastructure, allowing the construction of highly demanding facilities.
  •   Galactic Administration technology
  • At least   80 pops

Habitat capitalsEdit

Habitats have their own capital buildings.

Capital Jobs   Housing   Amenities Upkeep Time Cost Requirements Description
  Habitat Administration
  •   +1 Administrator if      default authority
  •   +1 Executive if   Corporate authority
  •   +1 Synapse Drone if   Hive Mind authority
  •   +1 Coordinator if   Machine Intelligence authority
  •   +1 Replicator if   Machine Intelligence authority
  •   +1 Roboticist if   Synthetic Evolution ascension perk
+3 +3 0 0 The administrative hub of the Habitat, serving as its capital and the seat of the local government.
  Habitat Central Control
  •   +1 Enforcer if    Gestalt Consciousness
  •   +2 Roboticist if   Synthetic Evolution ascension perk
  •   +2 Executive if   Corporate authority
  •   +2 Synapse Drone if   Hive Mind authority
  •   +2 Coordinator if   Machine Intelligence authority
  •   +1 Replicator if   Machine Intelligence authority
  •   +1 Administrator if      default authority
  •   +1 Administrator if no      administration civic
  •   +1 Noble if   Aristocratic Elite civic
  •   +1 High Priest if   Exalted Priesthood civic
  •   +1 Merchant if   Merchant Guilds civic
  •   +1 Science Director if   Technocracy civic
+5 +5   480   500   10 Pops An extensive complex of bureaucratic offices that oversees the administration of a highly-populated habitat.

Special designation capitalsEdit

Resort Worlds and Thrall Worlds have their own unique capital buildings.

Capital Produces Jobs   Upkeep   Time   Upgrade Cost Requirements Description
  Resort Administration
  •   Housing +5
  •   Amenities +5
  •   +1 Entertainer
  •   +1 Administrator if not   Corporate authority
  •   +1 Executive if   Corporate authority
  •   +1 Roboticist if   Synthetic Evolution ascension perk
−2 0 0   Resort World designation The central complex from where this planet-wide resort is administrated.
  Resort Capital-Complex
  •   Housing +10
  •   Amenities +10
  •   +2 Entertainer
  •   +1 Administrator if not   Corporate authority
  •   +1 Executive if   Corporate authority
  •   +1 Roboticist if   Synthetic Evolution ascension perk
−4 480 500
  •   Resort World designation
  •   10 pops
A huge sprawling complex capable of administrating an even greater number of resorts and tourist attractions.
  Governor's Palace
  •   Housing +5
  •   Amenities +5
  •   Stability +5
  •   +2 Slave Overseer
  •   +2 Administrator if not   Corporate authority
  •   +2 Executive if   Corporate authority
−2 0 0   Thrall World designation The lavish palace from which this Thrall-World is governed.
  Governor's Estates
  •   Housing +10
  •   Amenities +10
  •   Stability +10
  •   +3 Slave Overseer
  •   +2 Administrator if not   Corporate authority
  •   +2 Executive if   Corporate authority
−4 480 500
  •   Thrall World designation
  •   10 pops
Sprawling and luxurious palaces that house the ruling elite of the Thrall-World.

Hive Mind capitalsEdit

  Hive Mind empires only have two capital buildings. They are the equivalent to the level 2 and 3 capitals of other empires for conversion purposes, even if the world previously contained a level 1 or 4 capital.

Capital Jobs   Housing   Amenities   Upkeep   Time   Upgrade Cost Requirements Description
  Hive Core
  •   +2 Synapse Drone
  •   +2 Maintenance Drone
  •   +1 Hunter-Seeker Drone
+8 +8 −2 0 0 The organizational core from which the Hive Mind coordinates planetside functions.
  Hive Nexus
  •   +3 Synapse Drone
  •   +5 Maintenance Drone
  •   +2 Hunter-Seeker Drone
+15 +15 −4 480 1000
  •   Colonial Centralization technology
  •   40 pops
A sprawling capital complex from which the Hive Mind focuses planetary organization, coordination, and planning.

Machine Intelligence capitalsEdit

  Machine Intelligence empires use buildings similar to regular empires and will convert to or from them if a planet is conquered by an empire with different authority. The number of jobs offered depends on whether the empire has the   Driven Assimilator civic.

Capital Jobs (not   Driven Assimilator) Jobs (  Driven Assimilator)   Housing   Amenities   Upkeep   Time   Upgrade Cost Requirements Description
  Deployment Post
  •   +1 Hunter-Seeker Drone
  •   +1 Maintenance Drone
  •   +2 Replicator
  •   +1 Hunter-Seeker Drone
  •   +1 Maintenance Drone
  •   +1 Replicator
+5 +5 −1 0 0 The initial deployment post from which we will expand on this world.
  Administrative Array
  •   +1 Hunter-Seeker Drone
  •   +2 Maintenance Drone
  •   +2 Replicator
  •   +1 Hunter-Seeker Drone
  •   +3 Maintenance Drone
  •   +1 Replicator
+8 +8 −3 480 500
  •   10 pops
  •   Planetary Government technology
A semi-autonomous computer network that handles the various administrative functions on a planet.
  Planetary Processor
  •   +2 Hunter-Seeker Drone
  •   +3 Maintenance Drone
  •   +2 Replicator
  •   +2 Hunter-Seeker Drone
  •   +4 Maintenance Drone
  •   +1 Replicator
+10 +10 −5 600 1000
  •   40 pops
  •   Colonial Centralization technology
A powerful administrative computer that has been designed to manage and oversee the various functions of a complex planetary settlement.
  Primary Nexus
  •   +3 Hunter-Seeker Drone
  •   +4 Maintenance Drone
  •   +4 Replicator if above 39 pops
  •   +3 Replicator if 10-39 pops
  •   +2 Replicator if below 10 pops
  •   +3 Hunter-Seeker Drone
  •   +5 Maintenance Drone
  •   +3 Replicator if above 39 pops
  •   +2 Replicator if 10-39 pops
  •   +1 Replicator if below 10 pops
+12 +12 −10 900 2000
  •   80 pops
  •   Galactic Administration technology
The administrative heart of the system. Hundreds of AIs process requests and manage the minute but critical details that are involved in running an efficient interstellar civilization.

Population growthEdit

All population growth buildings are planet unique and are used to gain a high number of Pops faster. They cannot be built on Thrall-Worlds.

Biological growthEdit

Biological growth buildings create jobs that accelerate the population growth of biological species.

Building Produces Jobs Upkeep Time Cost Requirements Description
  Gene Clinic   +2 Medical Worker   −2   360   300
  •    Gestalt Consciousness
  •   Genetic Healthcare technology
Gene Clinics can offer advanced medical treatments, which statistically lead to a significantly healthier and longer-living population.
  Cyto-Revitalization Center   +5 Medical Worker   −2
  −1
  480   500
  50
  •    Gestalt Consciousness
  •   Cyto-Revitalization technology
  •   Planetary Administration
Cyto-Revitalization Centers can offer advanced medical treatments to a large population. Treatments on a cellular level lead to a significantly healthier and longer-living population.
  Spawning Pools   +1 Spawning Drone   −2   360   300   Hive Mind Tended by the specific and gentle care of specialists, these pools stimulate our spawn into faster growth.
  Clone Vats   +33% Pop Growth Speed   −2   360   200   Engineered Evolution Ascension Perk Clone Vats allow for a remarkable increase to population growth speed.

Assembly plantsEdit

Assembly plant buildings create the Jobs that enable robotic pops to grow. If the planet is conquered, they will be destroyed if the conqueror is a   Hive Mind or has banned robotic workers, or otherwise converted if the conqueror has the wrong authority.

Building Jobs Upkeep Time Cost Requirements Description
  Robot Assembly Plants   +1 Roboticist   −5   360   400
  •    Gestalt Consciousness
  •   Robotic Workers technology
  •   Robotic Workers policy is not Outlawed
High-tech factories where skilled roboticists assemble the latest robot models.
  Machine Assembly Plants   +1 Replicator   −2   360   300   Machine Intelligence A production line assembly plant where new units are constructed.
  Machine Assembly Complex   +3 Replicator   −8
  −2
  360   600
  75
  •   Machine Intelligence
  •   Mega-Assembly Systems technology
An advanced assembly plant where new units are constructed.

DefenseEdit

Defense buildings produce   defense armies and are vital for the protection of a planet. Once constructed they will always be placed at the top of the buildings order to be the last buildings destroyed by orbital bombardment.

MilitaryEdit

Military buildings protect a world from external threats. They can also help improve   Stability with certain decisions. They are placed above law enforcement buildings in the buildings order.

Building Produces Regular jobs   Gestalt Consciousness jobs Upkeep Time Cost Description & Requirements
  Stronghold   +1 Housing   +1 Soldier   +1 Warrior Drone  −1   240   200 A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion.
  • Planetary Defense technology
  Fortress   +3 Housing
  FTL Inhibitor with the FTL Inhibition tech
  +3 Soldier   +3 Warrior Drone   −1
  −1
  360   400
  50
A massive fortress complex with an expanded garrison and training facilities for soldiers.
  • Global Defense Grid technology
  Military Academy   +100 Army Starting Experience   +1 Soldier   +1 Warrior Drone   −2   480   400 Military Academies improve local recruitment rates and offer a higher standard of training.
  • Centralized Command technology
  •   Drone Command Center technology
  •   Maintenance Command technology
  Planetary Shield Generator   -50% Orbital Bombardment Damage   −5   600   500 Generating a strong energy shield within a planetary atmosphere is a greater challenge than in the vacuum of space, but it offers a potent defense against orbital bombardment.
  • Planetary Shields technology

Law enforcementEdit

Law Enforcement buildings protect a world from internal threats, namely Crime and Deviancy. They will also help protect the planet against invasions. They are placed below military buildings in the buildings order. They cannot be built on Thrall-Worlds.

Building Jobs Upkeep Time Cost Requirements Description
  Precinct House
  •   +2 Enforcer
  −2   360   400
  •    Gestalt Consciousness
  •   Planetary Government technology
Monument to law and order. Enforcers are based here.
  Hall of Judgement
  •   +5 Enforcer
  −4
  −1
  480   600
  50
  •    Gestalt Consciousness
  •   Colonial Centralization technology
A massive complex dedicated to courts and law enforcement.
  Sentinel Posts
  •   +2 Hunter-Seeker Drone
  −2   360   400
  •   Gestalt Consciousness
  •  Planetary Government technology
These are the outposts from which Patrol Drones scan the Consciousness for signs of deviancy and malfunction.

GovernmentEdit

Government buildings have special requirements and can only be built once per planet. Of these three, the only one that can be built on a Thrall-World is the Slave Processing Facility.

Building Produces Jobs   Upkeep   Time   Cost Requirements Description
  Noble Estates   +1 Housing   +1 Noble −2 480 500   Aristocratic Elite civic Palaces and mansions, resplendent in their glory, owned by the nobility. The surrounding countryside and the peasants that inhabit it are theirs as well.
  Slave Processing Facility
  •   +5% Slave Output
  •   −25% Slave Political Power
−2 360 400
  •   Allowed Slavery policy
  •   Neural Implants technology
  •     Resort World planet specialization
This large and imposing facility is used to process slave labor and extinguish any trace of free will. A Slave Processing Facility is required for the creation of slave armies.
  Psi Corps   +5 Stability   +2 Telepath −5 480 500
  •   Mind over Matter Ascension Perk
  •   Planetary Capital
  •     Resort World planet specialization
  •     Thrall World planet specialization
Psi-gifted individuals are brought from all across our empire to a place where they are able to hone their abilities.

The Psi Corps is your friend. Trust the Corps.

Administrative buildings increase administrative capacity, and multiple may be built on a single planet.

Building Jobs Upkeep Time Cost Requirements Description
  Administrative Offices   +2 Bureaucrat   -2   360   400    Gestalt Consciousness
  •   Planetary Government technology
A labyrinthine government complex of bureaucratic offices, sub-offices and sub-sub-offices.
  Administrative Park   +5 Bureaucrat   -5
  -1
  480   600
  50
   Gestalt Consciousness
  •   Colonial Bureaucracy technology
An area full of buildings dedicated to the glory of effective and meticulous paperwork.
  Administrative Complex   +8 Bureaucrat   -8
  -2
  600   800
  100
  •    Gestalt Consciousness
  •    Habitat
  •   Galactic Bureaucracy technology
A vast stretch of land covered in bureaucratic offices containing countless cubicles.
Network Junction   +5 Coordinator   -5
  -1
  480   600
  50
  Machine Intelligence
  •   Colonial Bureaucracy technology
This powerful transceiver increases the bandwidth of the signals being continuously sent between the many different systems operating across our empire.
System Conflux   +8 Coordinator   -8
  -2
  600   800
  100
  Machine Intelligence
  •   Galactic Bureaucracy technology
A massive hub facility that receives and forwards signals across interstellar distances from millions of different systems.

ResourceEdit

Resource buildings improve the production of basic resources and provide extra storage.

Resource silosEdit

Resource silos increase an empire's storage capacity to prevent the loss of resources if an empire reaches the starting storage cap. They cannot be built on Thrall-Worlds.

Building Produces Jobs Upkeep Time Cost Description
  Resource Silos   +2000 Resource Storage Capacity   +2 Clerk if not   Gestalt Consciousness
  +1 Maintenance Drone if   Gestalt Consciousness
  −1   180   200 Massive resource silos and storage facilities where large quantities of resources can be safely kept.

Energy productionEdit

Energy production buildings boost the   Energy output of a world. They are especially useful for empires that do not require   Food to grow their Pops. They cannot be built on planets with the Resort World designation.

Building Produces Regular Jobs   Gestalt Consciousness Jobs Upkeep Time Cost Description and Requirements
  Energy Grid
  •   +15% Energy from Jobs if not Machine Empire
  •   +20% Energy from Jobs if Machine Empire
  •   +2 Max Generator Districts if Machine Empire
  +1 Technician   +1 Tech-Drone   −1   360
  •   200 if not Machine Empire
  •   300 if Machine Empire
  •   100 if Machine Empire
A carefully calibrated grid network maximizes the output of power generators.
  •    Habitat if not   Gestalt Consciousness
  •   Global Energy Management technology
  • Planet Unique
  Energy Nexus
  •   +25% Energy from Jobs if not Machine Empire
  •   +30% Energy from Jobs if Machine Empire
  •   +4 Max Generator Districts if Machine Empire
  +2 Technician   +2 Tech-Drone   −1
  −1
  480
  •   50
  •   500 if not Machine Empire
  •   800 if Machine Empire
  •   150 if Machine Empire
This colossal facility centralizes all energy grids on the planet, improving their efficiency.
  •    Habitat if not   Gestalt Consciousness
  •   Planetary Power Grid technology
  •   Planetary Administration
  • Planet Unique
  Bio-Reactor   +20 Energy   −25   240   200 A facility where organic matter is converted into energy at a highly efficient rate.
  •   Machine Intelligence authority or   Lithoid main species

Mineral purificationEdit

Mineral purification buildings and planet unique buildings that boost the   Minerals output of a world. They cannot be built on Ring Worlds, Habitats or planets with the Resort World designation.

Building Produces Regular Jobs   Gestalt Consciousness Jobs Upkeep Time Cost Description and Requirements
  Mineral Purification Plants
  •   +15% Minerals from Jobs if not Machine Empire
  •   +20% Minerals from Jobs if Machine Empire
  •   +2 Max Mining Districts if Machine Empire
  +1 Miner   +1 Mining Drone   −1   360
  •   200 if not Machine Empire
  •   300 if Machine Empire
  •   100 if Machine Empire
Minerals that have passed through these purifiers are of the highest quality.
  •   Mineral Purification technology
  Mineral Purification Hubs
  •   +25% Minerals from Jobs if not Machine Empire
  •   +30% Minerals from Jobs if Machine Empire
  •   +4 Max Mining Districts if Machine Empire
  +2 Miner   +2 Mining Drone   −1
  −1
  480
  •   50
  •   500 if not Machine Empire
  •   800 if Machine Empire
  •   150 if Machine Empire
Massive hubs where minerals are received and then shuttled to arrays of purifiers.
  •   Advanced Mineral Purification technology
  •   Planetary Administration

Food productionEdit

Food production buildings can be used to boost the output of Agriculture Districts or replace them if the lack of planetary features makes them insufficient.

Building Produces Regular Jobs   Gestalt Consciousness Jobs Upkeep Time Cost Requirements Description
  Hydroponics Farms   +2 Farmer   +2 Agri-Drone   −2   360   300   Eco Simulation technology Hydroponics Farms produce nutrient-rich vegetable matter tailored for consumption by local Pops.
  Food Processing Facilities   Food from   jobs: +15%   +1 Farmer   +1 Agri-Drone   −1   360   200
  •   Food Processing technology
  • Planet Unique
Food that is processed at these facilities has its nutritional value greatly increased.
  Food Processing Centers   Food from   jobs: +25%   +2 Farmer   +2 Agri-Drone   480
  •   Advanced Food Processing technology
  •   Planetary Administration
  • Planet Unique
Streamlined facilities where large amounts of food can be processed.

ManufacturingEdit

Manufacturing buildings create jobs that refine   Minerals into advanced or strategic resources. They cannot be built on Resort Worlds and Thrall-Worlds.

FoundriesEdit

Foundry buildings create jobs which produce   Alloys.

Building Regular Jobs   Hive Mind Jobs   Machine Intelligence Jobs Upkeep Time Cost Requirements Description
  Alloy Foundries   +2 Metallurgist   +2 Foundry Drone   +2 Fabricator   −4   360   400 The Metallurgists working in these foundries produce high-quality alloys.
  Alloy Mega-Forges   +5 Metallurgist   +5 Foundry Drone   +5 Fabricator   480   600
  50
  •   Holographic Casts technology
Production on a massive scale, these forges can manufacture alloys in great quantities.
  Alloy Nano-Plants   +8 Metallurgist   +8 Foundry Drone   +8 Fabricator   600   800
  100
  •   Nano-separators technology
  •   Planetary Capital
Advanced manufacturing centers where the alloy production process is aided by nanomachines.

RefineriesEdit

Refinery buildings produce     advanced resources. They are less effective than buildings that require planetary features but do not require those.

Building Output   Gestalt Consciousness output Upkeep Time Cost Requirements Description
  Exotic Gas Refineries   +1 Gas Refiner   +1 Refinery Drone   −3   480   500   Exotic Gas Refining technology These advanced refineries work day and night to produce exotic gases.
  Chemical Plants   +1 Chemist   +1 Chem-Drone   −3   480   500   Volatile Material Plants technology The unpredictable and sometimes unstable Volatile Motes are produced here artificially. No open flames are permitted within a five kilometer radius of the plants.
  Synthetic Crystal Plants   +1 Translucer   +1 Lensing Drone   −3   480   500   Rare Crystal Manufacturing technology Nearly identical to the real thing, the crystals produced here are of the highest quality.
  Kha'lanka Crystal Plant   +3 Translucer   +3 Lensing Drone   −3   800   1000   Whispers in the Stone archaeology site 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.
  Nanite Transmuter   +2 Exotic Gases
  +2 Rare Crystals
  +2 Volatile Motes
  +2 Exotic Gases
  +2 Rare Crystals
  +2 Volatile Motes
  −5
  −1
  600   1000   Nanite Transmutation This factory mass-produces a variety of rare resources using extremely advanced nanites. A Nanite Deficit will halt production.

Civillian productionEdit

Civilian production buildings produce jobs that create   Consumer Goods. They are not available to   Gestalt Consciousness empires except for those that have the   Rogue Servitor civic.

Building Regular Jobs   Rogue Servitor Jobs Upkeep Time Cost Requirements Description
  Civilian Industries   +2 Artisan   +2 Artisan Drone   −4   360   400 A wide collection of civilian industries and manufactories where a variety of consumer goods are produced.
  Civilian Fabricators   +5 Artisan   +5 Artisan Drone   480   Nano-Circult Assembly technology Large industrial fabricators geared towards producing consumer goods.
  Civilian Repli-Complexes   +8 Artisan   +8 Artisan Drone   600
  •   Replicator Kiosks technology
  •   Planetary Capital
Nearly anything can be replicated at the kiosks in these complexes.

Processing centerEdit

The processing center is a planet unique building that requires the   Global Production Strategy technology and increases the efficiency of other manufacturing buildings.

Name Produces Jobs Upkeep Time Cost Description
  Ministry of Production
 Resource Processing Center
  •   Alloys from   jobs +15%
  •   Consumer Goods from   jobs +15%
  •   +1 Administrator
  •   +1 Synapse Drone if   Hive Mind
  •   +1 Coordinator if   Machine Intelligence
  −5   480   500 The Ministry of Production works tirelessly to organize and streamline manufacturing across the entire planet.
 A vast facility which centralizes the handling of resources and manufacturing across the entire planet.

ResearchEdit

Research buildings create Jobs that produce   Research. They cannot be built on Resort Worlds or Thrall-Worlds.

Building Produces Regular Jobs   Hive Mind Jobs   Machine Intelligence Jobs Upkeep Time Cost Description & Requirements
  Research Labs   +2 Researcher   +2 Brain Drone   +2 Calculator   −4   360   400 Research Labs provide the basic facilities for general research.
  •   Planetary Administration
  Research Complexes   +5 Researcher   +5 Brain Drone   +5 Calculator   −5
  −1
  480   600
  50
Upgraded research facilities with a very large staff capacity.
  •   Planetary Administration
  •   Exotic Material Labs technology
  Advanced Research Complexes   +8 Researcher   +8 Brain Drone   +8 Calculator   −6
  −2
  480   800
  100
These advanced research facilities have the very latest science equipment along with an extremely large staff capacity.
  •   Planetary Capital
  •   Multi-Dimensional Studies technology
  Research Institute
  Planetary Supercomputer
  +15% Research Output   +1 Science Director   +1 Brain Drone   +1 Calculator   −5   480   500 The Research Institute is a massive complex, gathering the cutting edges of disparate fields together for unprecedented synergy, improving the research outout of the whole planet.
  A single colossal supercomputer which can carry out incredibly complex calculations, improving the research output of the whole planet.
  •   Planetary Capital
  •   Interplanetary Research Initiative technology

HousingEdit

Housing buildings provide   Housing. 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 (except for Thrall World buildings, which are simply destroyed).

Building   Housing   Amenities Jobs Upkeep Time Cost Requirements Description
  Luxury Residences +3 +5  −2   360   300
  •    Habitat
  •    Shared Burdens
Intricately designed residental towers with luxurious apartments. Advanced zero-g technology is the only thing keeping the more outlandish terrace designs from collapsing.
  Paradise Dome +6 +10   −2
  −1
  480   500
  50
  •    Habitat
  •    Shared Burdens
  •   Idyllic Architecture technology
A fully enclosed habitation dome with a self-contained ecosystem, a veritable private paradise for those rich or fortunate enough to live there.
  Communal Housing +5 +3  −2   360   300
  •    Habitat
  •   Shared Burdens
A block of uniform housing, equal in every way.
  Utopian Communal Housing +10 +6   −2
  −1
  480   500
  50
  •    Habitat
  •   Shared Burdens
  •   Idyllic Architecture technology
An incredible feat of engineering that combines efficient, practical residences with carefully maintained idyllic landscapes.
  Slave Huts +8 0   −1   240   200 Thrall-World designation Crude dwellings for the planet's enslaved population.
  Overseer Residences +2 0   +2 Overseer   −1   240   200 Thrall-World designation These homes are reserved for the relatively privileged slave overseers.
  Hive Warren +3 +5   −2   360   400   Hive Mind A vast warren offers shelters for many Drones to rest.
  Expanded Warren +6 +10   −3
  −1
  480   600
  50
  •   Hive Mind
  •   Anti-Gravity Engineering technology
By expanding the warrens, still more Drone can shelter within.
  Drone Storage +4 +3   −2   360   300   Machine Intelligence A storage area for Drones to undergo maintenance.
  Upgraded Drone Storage +8 +6   −2
  −1
  480   300
  50
  •   Machine Intelligence
  •   Micro-Replicators technology
With the latest upgrades, while undergoing maintenance a portion of Drones' power-generation can be re-directed to the grid.

Pop needsEdit

Pop needs buildings provide jobs that produce   Amenities for the planet. They cannot be built on Thrall-Worlds.

Building Jobs Upkeep Time Cost Requirements Description
  Holo-Theatres
  •   +2 Entertainer if not   Warrior Culture
  •   +2 Duelist if   Warrior Culture
  −2   360   300 Not   Gestalt Consciousness The latest in holographic entertainment. Entire worlds built out of photons and energy fields.
  Hyper-Entertainment Forums
  •   +4 Entertainer if not   Warrior Culture
  •   +4 Duelist if   Warrior Culture
  480
  • Not   Gestalt Consciousness
  •   Hyper-Entertainment Forum technology
These massive entertainment complexes is where dream come true. Shopping malls, restaurants, amusement parks, virtual arcades, and more. You dream it - we are it!

Unity productionEdit

Unity buildings create Jobs which produce mainly   Unity based on an empire's government. Until 2.6, each building could only be constructed once per planet. If a planet is conquered by an empire with a different government the Unity building will be converted into the same tier equivalent of the new owner.    Spiritualist buildings also cause +5% ethic attraction per tier. None of these buildings can be built on a Thrall World.

If an empire is any degree of    Spiritualist and has   Corporate authority it will use temple buildings.

Tier Building    Spiritualist Building   Corporate Building   Machine Intelligence Building   Hive Mind Building   Jobs Upkeep   Time Cost
Job
type
  Culture Worker   Priest   Manager   Evaluator   Synapse Drone
I Autochthon Monument
 
Temple
 
Corporate Culture Site
 
Simulation Site
 
Synaptic Nodes
 
+2   −2   360 days   400
II Heritage Site
 
Holotemple
 
Business Management Nexus
 
Simulation Center
 
Synaptic Clusters
 
+4   480 days
III Hypercomms Forum
 
Sacred Nexus
 
Synergy Forum
 
Simulation Complex
 
Confluence of Thought
 
+7   600 days

In addition, each group has one planet-unique unity building that requires a fully-upgraded capital building.   Hive Minds use the regular building.

Building Produces Jobs Upkeep Time Cost Requirements
  Auto-Curating Vault
  •   +10 Monthly Unity
  •   +15% Unity from   Culture Workers or   Synapse Drones
  480 days
  •    Machine Intelligence
  •     Spiritualist
  •    Corporate authority
  Citadel of Faith   +20% Spiritualist ethics attraction
  •   +5 Priests
  •   +1 High Priest
  480 days    Spiritualist
  Vault of Acquisitions
  •   +10 Monthly Unity
  •   +15% Unity from   Managers
  600 days
  •   Corporate authority
  •     Spiritualist
  Alpha Hub
  •   +10 Monthly Unity
  •   +15% Unity from   Evaluators
  600 days   Machine Intelligence

Organic safekeepingEdit

  Rogue Servitor empires gain   Unity from   Bio-Trophy Jobs, which require organic safekeeping buildings. Organic safekeeping buildings are converted into   Housing buildings of equal tier if the planet is conquered by an empire that lacks the civic.

Building   Bio-Trophy Jobs   Maintenance Drone Jobs Upkeep Time Cost Description & Requirements
  Organic Sanctuary +10 +1   −2   360   400 This sanctuary provides a sealed environment where organics can thrive in a safe and above all controlled manner.
  Organic Paradise +20 +2   −3
  −1
  480   600
  50
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.

Requires the   Idyllic Architecture technology

TradeEdit

Trade Buildings create Clerk and Merchant Jobs, which generate Trade Values and Amenities. While Clerk Jobs have a poor yield of only 2 Trade Value per Jobs, Commerce Buildings provide a significant number of them.

  Gestalt Consciousness empires do not have civilian trade and cannot build these buildings. They also cannot be built on Thrall-Worlds.

Building Produces Jobs Upkeep Time Cost Requirements Description
  Commercial Zones   +5 Clerk  −2   360   300 These commercial zones are home to towering office buildings and business complexes.
  Commerce Megaplexes   +10 Clerk
  +1 Merchant
 −2
 −1
  480   500
  50
  Interstellar Economics Tech Great commercial spires and towers rising up towards the sky, blotting out the light.
  Galactic Stock Exchanges   +20% Trade Value   +2 Merchant   −5
 −1
  480   500
  50
  Galactic Markets Tech
  Planetary Capital
Planet Unique
By engaging in the free trade of goods and services we allow for a more specialized economy, where an individual can excel in a narrow field and trade for their needs.

Feature-relatedEdit

Feature buildings can only be built based on the number certain Planetary Features allow.

Building Regular output   Gestalt Consciousness output   Upkeep   Time   Cost Required technology Planetary feature Description
  Betharian Power Plant
  •   +10 Energy
  •   +4 Technician
  •   +10 Energy
  •   +4 Tech-Drone
N/A 360 200   Betharian Refining   Betharian Fields Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits.
  Alien Zoo   +1 Entertainer
  +2 Culture Worker
  −1 360 200   Xenology   Isolated Valley As a sign of our mastery of the unknown, we have gathered alien creatures from all across the galaxy.
  Crystal Mines   +1 Crystal Miner   +1 Crystal Mining Drone −1 360 200   Rare Crystal Mining
  •   Crystalline Caverns
  •   Crystal Forest
  •   Crystal Reef
  •   Rare Crystal Deposit
Great care must be taken when excavating these mines to avoid damaging the crystals.
  Gas Extraction Wells   +1 Gas Extractor   +1 Gas Extraction Drone −1 360 200   Exotic Gas Extraction
  •   Bubbling Swamp
  •   Fuming Bog
  •   Exotic Gas Deposit
These hulking wells reach deep into the planet's mantle to access pockets of Exotic Gas.
  Mote Harvesting Traps   +1 Mote Harvester   +1 Mote Harvesting Drone −1 360 200   Mote Stabilization
  •   Dust Caverns
  •   Dust Desert
  •   Volatile Mote Deposit
These intricate facilities trap Volatile Motes within energy fields, funneling them into special containment zone below ground where they can be stabilized and harvested.

EventEdit

Event buildings can only be obtained via event chains of purchase from aliens. They cannot be built on planets with the Thrall-World Designation.

Building Produces Jobs   Upkeep   Time   Cost Source Requirements & Notes
  Omega Alignment   +16 Physics Research −6 900 1000 Horizon Signal event chain 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.
  • Must be built on capital planet
  • Planet Unique
  •   Gestalt Consciousness empires cannot construct but can use one
  Ministry of Culture   +15% Empire Unity from Jobs
  • (Default)   Culture Worker: +3
  •     Synapse Drone: +3
  •     Coordinator: +3
−2 480 N/A   Artisan enclave deal A fashionable headquarters for the ministry of culture, helping to spread knowledge, entertainment and art to the masses.
  • Planet Unique
  Numistic Shrine
  •   Merchant: +2
  •   Priest: +2
N/A 180 100   Caravan deal A shrine devoted to the worship of Numa, goddess of fortune.
  •    Gestalt Consciousness
  Waste Reprocessing Center
  •   +10 Energy
  •   +10 Minerals
  •   +5 Amenities
  Tech-Drone: +2 N/A 480 100   Caravan deal 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.
  •    Gestalt Consciousness

PrimitiveEdit

Primitive 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.

Building Produces Jobs Requirements Description
  Crude Huts
  •   +4 Housing
  •   +5 Amenities
  •   −10 Crime
Stone Age planet capital Primitive shelters constructed out of stone, clay or whatever other materials were available.
  Stone Palaces
  •   +3 Housing
  •   +25 Amenities
  •   −10 Crime
  •   +1 Feudal Noble
  •   +1 Warrior
  •   +1 Scholar
  •   +1 Cleric
Bronze Age – Steam Age planet capital Primitive Palaces built out of stone, where the local ruling elite resides.
  Regional Capitals
  •   +5 Housing
  •   +25 Amenities
  •   −20 Crime
  •   +2 Bureaucrat
  •   +2 Soldier
  •   +2 Researcher
  •   +2 Priest
Industrial Age – Early Space Age planet capital The regional capital buildings of the various nation-states inhabiting this primitive world.
  Junkheap
  •   +15 Housing
  •   +20 Amenities
  +10 Scavenger Junk Ratling planet capital A rusting, irradiated jumble of collapsed infrastructure, destroyed buildings. and decaying wreckage from an unknown civiliztion.
  Primitive Dwellings   +6 Housing Bronze Age – Renaissance Age These small buildings provide a minimal amount of shelter, but they keep out the worst of the elements.
  Urban Dwellings   +24 Housing Steam Age – Early Space Age Cramped and often polluted jungles of concrete.
  Primitive Factory   +2 Labourer Steam Age – Early Space Age Primitive, inefficient factories spewing pollution while producing goods.
  Primitive Mine Steam Age – Early Space Age Primitive mining tunnels that snake through the ground.
  Primitive Farms   +10 Farmer
  • Industrial Age – Early Space Age
  •    Lithoid
Primitive farmsteads working the soil for meager returns.
  Primitive Power Plant   +2 Technician Industrial Age – Early Space Age A primitive and somewhat unreliable power plant that relies on coal or early atomic power.
  Great Pyramid
  •   +2 Food
  •   +2 Society Research
Observation event A pyramid constructed by the local population to appease a deity descended from the sky.

Fallen empireEdit

Fallen Empire buildings are found on the homeworlds and planets of Fallen Empires. They are more effective than any building available to other empires, and most of them are autonomous. Buildings that are autonomous can be used by other empires if captured. Fallen Empire buildings ruined by orbital bombardment can be rebuilt.

One of the rewards of the Reverse-Engineer Arcane Technology artifact action is the ability to construct one autonomous Fallen Empire building. Each building takes   480 days to construct.

Building Produces Jobs Upkeep Can be used if captured Description & Notes
  Ancient Palace
  •   +2 Overseer
  •   +2 Protector
  −10 Converts to high level capital A massive palatial complex built in a different age. The decrepit and abandoned wings are not betrayed by its shining exterior.
  • Is the colony capital of biological Fallen Empire worlds
  Ancient Control Center   +5 Guardian   −10 Converts to high level capital The ancient control center of this section of the ringworld is just barely kept functional by the tireless effort of a legion of machine drones.
  • Is the colony capital of Ancient Caretakers worlds
  Xeno Preserve
  •   +30 Housing
  •   +15 Amenities
  +2 Xeno-Keeper   −10 Converts to low level capital A highly sophisticated preserve that maintains the natural habitat of the "preserved" alien species perfectly.
  • Is the colony capital of The Preserve
  Aegis Complex   +5 Protector   −10 Converts to Fortress A massive planetary defense complex housing a multitude of armories stocked to the brim with advanced precursor weaponry.
  Affluence Center   +50 Consumer Goods Yes Any material desire can be met here, no matter how outlandish.
  Auto-Forge   +25 Alloys Yes The colossal nano-replicator bays convert raw materials into advanced alloys with miraculous efficiency.
  Class-4 Singularity   +250 Energy N/A Yes Even after all this time, the containment fields remain stable. No one understands how.
  Dimensional Fabricator
  •   +100 Minerals
  •   +2 Exotic Gases
  •   +2 Rare Crystals
  •   +2 Volatile Motes
  •   +2 Dark Matter if Fallen Empire
  •   +2 Living Metal if Fallen Empire
  •   +2 Zro if Fallen Empire
  −20 Yes This building uses little-understood dimensional technology to tunnel into other realities and siphon off their valuable resources.
  Nourishment Center   +100 Food   −20 Yes If it exists as a flavor, it can be replicated here.
  Sky Dome
  •   +20 Housing
  •   +20 Amenities
  −10 Yes A floating utopia maintained with extremely advanced anti-gravity technology.
  Master Archive   +100 Research Output   +10 Archivist   −20 Yes The collected knowledge of five galactic ages is supposedly stored here, but the ability to operate the exceedingly complex and arcane data retrieval system has long since been lost. Still, whatever scraps of data can be obtained are often invaluable.
  • Can only be found on The Archives
  Empyrean Shrine   +3 Augur of the Shroud   −10 Converts to highest level Unity building The shrine itself vibrates somehow, making it appears slightly blurred from a distance.
  • Can only be found on Sky Temple
  Ancient Cryo-Chamber   −20 Must be demolished or replaced Rows upon rows of cryo-pods line this massive structure, containing the long-expired remains of billions of alien specimens frozen long ago.
  • Can only be found on Alpha Complex.

ReferencesEdit