This article has been verified for the current PC
version (3.0) of the game.
A building represents a collection of facilities scattered across a world that create jobs that generate different kinds of resource 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.
New building slots are unlocked by upgrading the world capital, constructing City Districts or researching additional technologies.
Ecumenopolis,
Ringworlds,
Hive Worlds and
Machine Worlds start with all building slots unlocked.
Planet build speed[edit]
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%
|
Capital[edit]
The world capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defense 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. Upgrading the capital is one of the ways of unlocking additional building slots. Capital buildings cannot be demolished, downgraded or disabled.
Capitals can increase the productivity of a world if the required technology is researched:
Capital tier
|
Resources from Jobs
|
Upkeep from Jobs
|
Required technology
|
2 |
+10% |
+10% |
Improved Production
|
3 |
+20% |
+20% |
Efficiencies of Scale
|
4+ |
+30% |
+30% |
Maximized Productivity
|
Standard capitals[edit]
The standard set of capitals are built on planets without a special designation as well as ringworlds by 



non-gestalt 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
|
Cost
|
Description
|
|
Reassembled Ship Shelter
|
Housing: +3 Amenities: +3
|
Colonist: +2
−1 Roboticist: +1
|
−1
|
0
|
The remains of a Colony Ship, reassembled for planetside form and function.
|
|
Planetary Administration
|
Housing: +5 Amenities: +5 Max Corporate Buildings: +1 Building Slots: +2
|
Administrator: +2
Enforcer: +1
−1 Noble: +1
−1 High Priest: +1
−1 Merchant: +1
−1 Science Director: +1
−2 Executive: +2
Roboticist: +1
|
−3
|
480 500
|
Seat of the local ruling elite
Planetary Government technology
≥10 pops
|
|
Planetary Capital
|
Housing: +8 Amenities: +8 Max Corporate Buildings: +2 Building Slots: +3
|
Administrator: +3
Enforcer: +2
−1 Noble: +1
−1 High Priest: +1
−1 Merchant: +1
−1 Science Director: +1
−3 Executive: +3
Roboticist: +2
|
−5
|
600 1000
|
A sprawling complex of bureaucratic structures that acts as the administrative center for a major colony.
Colonial Centralization technology
≥40 pops
|
|
System Capital-Complex
|
Housing: +10 Amenities: +10 Max Corporate Buildings: +3 Building Slots: +4
|
Administrator: +4
Enforcer: +3
−2 Noble: +2
−2 High Priest: +2
−2 Merchant: +2
−2 Science Director: +2
−4 Executive: +4
Roboticist: +3
|
−10
|
900
2000
|
A towering configuration of administrative bureaus and networked infrastructure, allowing the construction of highly demanding facilities.
Galactic Administration technology
≥80 pops
|
|
Imperial Palace
|
Housing: +18 Amenities: +18 Max Corporate Buildings: +3 Unlocks all Building Slots
|
Administrator: +6
Enforcer: +5
−3 Noble: +3
−3 High Priest: +3
−2 Merchant: +2
−3 Science Director: +3
−4 Executive: +6
Roboticist: +5
|
−10
|
900
2000
|
A massive palace complex fit for the greatest empire history has ever seen. If there is a bright center to the galaxy, this is it.
≥80 pops
Galactic Emperor
|
Habitat capitals[edit]
Habitats have their own capital buildings.
Special designation capitals[edit]
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 capitals[edit]
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
|
+5
|
+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
|
+10
|
+12
|
−5
|
480
|
1000
|
Colonial Centralization technology
40 pops
|
A sprawling capital complex from which the Hive Mind focuses planetary organization, coordination, and planning.
|
|
Imperial Complex
|
+5 Synapse Drone
+7 Maintenance Drone
+4 Hunter-Seeker Drone
|
+20
|
+20
|
−5
|
900
|
2000
|
Galactic Emperor
80 pops
|
From this massive structure, the Hive Mind governs the Galactic Imperium. This is where the fate of the galaxy is decided.
|
Machine Intelligence capitals[edit]
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.
Buildings[edit]
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
|
Energy upkeep
|
Advanced resource upkeep
|
Time
|
Minerals cost
|
Advanced resource cost
|
I |
−2 |
0 |
360 |
400 |
0
|
II |
−5 |
−1 |
480 |
600 |
50
|
III |
−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
|
Advanced 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
|
Unity
|
Autochthon Monument
|
Heritage Site
|
Hypercomms Forum
|
Culture Worker
|
Rare Crystals
|
 Spiritualist or Fanatic Spiritualist
 Memorialists
 Corporate
 Gestalt Consciousness
|
Unity
|
Temple
|
Holotemple
|
Sacred Nexus
|
Priest
|
Rare Crystals
|
Spiritualist or Fanatic Spiritualist
 Death Cult
|
Unity
|
Corporate Culture Site
|
Business Management Nexus
|
Synergy Forum
|
Manager
|
Rare Crystals
|
 Spiritualist or Fanatic Spiritualist
Corporate
|
Unity
|
Synaptic Nodes
|
Synaptic Clusters
|
Confluence of Thought
|
Synapse Drone
|
Exotic Gases
|
Hive Mind
|
Unity
|
Simulation Site
|
Simulation Center
|
Simulation Complex
|
Evaluator
|
Rare Crystals
|
Machine Intelligence
 Rogue Servitor
|
Amenities
|
Holo-Theatres
|
Hyper-Entertainment Forums
|
|
Entertainer if not Warrior Culture
Duelist if Warrior Culture
|
Exotic Gases
|
 Gestalt Consciousness
|
Administrative Capacity
|
Administrative Offices
|
Administrative Park
|
|
Bureaucrat
|
Rare Crystals
|
 Gestalt Consciousness
|
Administrative Capacity
|
Uplink Node
|
Network Junction
|
System Conflux
|
Coordinator
|
Rare Crystals
|
Machine Intelligence
|
Crime Fighting
|
Precinct House
|
Hall of Judgement
|
|
Enforcer
|
Exotic Gases
|
 Gestalt Consciousness
|
Deviancy Fighting
|
Sentinel Posts
|
|
|
Hunter-Seeker Drone
|
|
Gestalt Consciousness
|
Food
|
Hydroponics Farms
|
|
|
Farmer if not Gestalt Consciousness
- +1
Food Processing Center
- +1
Void Dwellers
Agri-Drone if Gestalt Consciousness
- +1
Food Processing Center
|
|
Eco Simulation technology
Resort World designation
 Machine World
|
Housing[edit]
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 Expansion technology to be built on Habitats
|
|
Communal Housing
|
+5
|
+3
|
|
Utopian Communal Housing
|
+10
|
+6
|
Shared Burdens
Thrall World designation
Idyllic Architecture technology for tier II
Habitat Expansion technology to be built on Habitats
|
|
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[edit]
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.
Pop assembly buildings[edit]
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
|
Capital tier
|
Upkeep
|
Time
|
Cost
|
Requirements
|
Description
|
|
Robot Assembly Plants
|
+1 Roboticist
|
1
|
−5
|
360
|
600
|
Thrall-World planetary modifier
 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
|
1
|
−2
|
360
|
400
|
Machine Intelligence
|
A production line assembly plant where new units are constructed.
|
|
Machine Assembly Complex
|
+3 Replicator
|
3
|
−8
−2
|
600
|
800
100
|
Machine Intelligence
Mega-Assembly Systems technology
|
An advanced assembly plant where new units are constructed.
|
|
Spawning Pools
|
+1 Spawning Drone
|
1
|
−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
|
1
|
−2
−30
|
360
|
500
500
|
Engineered Evolution ascension perk
Resort World planetary modifier
|
Clone Vats break down simple organic materials like food to generate Organic Pop Assembly.
|
Industrial focus buildings[edit]
Industrial focus buildings provide Jobs and when upgraded increases the number of Jobs provided by Industrial Districts, Industrial Segments, Foundry Arcologies and Factory Arcologies. Each world can only have one industrial focus building unless it's an Ecumenopolis.
|
Building
|
Jobs
|
District Jobs
|
Capital tier
|
Upkeep
|
Time
|
Cost
|
Requirements
|
Description
|
|
Alloy Foundries
|
+2 Metallurgist if not Gestalt Consciousness
+2 Foundry Drone if Hive Mind
+2 Fabricator if Machine Intelligence
|
|
1
|
−2
|
360
|
400
|
|
The Metallurgists working in these foundries produce high-quality alloys.
|
|
Alloy Mega-Forges
|
+2 Metallurgist if not Gestalt Consciousness
+2 Foundry Drone if Hive Mind
+2 Fabricator if Machine Intelligence
|
+1 per Industrial District
+1 per Foundry Arcology
+5 per Industrial Segment
|
2
|
−5
−2
|
480
|
600
100
|
Holographic Casts technology
|
These massive forges can assist the end-stage production of alloys in our industries across the planet.
|
|
Alloy Nano-Plants
|
+2 Metallurgist if not Gestalt Consciousness
+2 Foundry Drone if Hive Mind
+2 Fabricator if Machine Intelligence
|
+2 per Industrial District
+2 per Foundry Arcology
+10 per Industrial Segment
|
3
|
−8
−4
|
600
|
800
200
|
Nano-Separators technology
|
Large industrial fabricators geared towards increasing the production of consumer goods on the planet.
|
|
Civilian Industries
|
+2 Artisan if not Rogue Servitor
+2 Artisan Drone if Rogue Servitor
|
|
1
|
−2
|
360
|
400
|
 Gestalt Consciousness unless Servitor
|
A wide collection of civilian industries and manufactories where a variety of consumer goods are produced.
|
|
Civilian Fabricators
|
+2 Artisan if not Rogue Servitor
+2 Artisan Drone if Rogue Servitor
|
+1 per Industrial District
+1 per Factory Arcology
+5 per Industrial Segment
|
2
|
−5
−2
|
480
|
600
100
|
Nano-Circuit Assembly technology
|
Large industrial fabricators geared towards increasing the production of consumer goods on the planet.
|
|
Civilian Repli-Complexes
|
+2 Artisan if not Rogue Servitor
+2 Artisan Drone if Rogue Servitor
|
+2 per Industrial District
+2 per Factory Arcology
+10 per Industrial Segment
|
3
|
−8
−4
|
600
|
800
200
|
Replicator Kiosks technology
|
Nearly anything can be replicated at the kiosks in these complexes.
|
Empire capital buildings[edit]
Capital buildings can only be constructed once on the capital world of an empire and are not available to
Gestalt Consciousness empires.
|
Building
|
Produces
|
Capital tier
|
Upkeep
|
Time
|
Cost
|
Required technology
|
Description
|
|
Embassy Complex
|
+1 Available Envoys
|
2
|
−5
−1
|
480
|
600
50
|
Xeno Diplomacy
|
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
|
Xeno Relations
|
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
|
Omega Theory
|
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.
|
Military[edit]
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.
|
Building
|
Housing
|
FTL Inhibitor
|
Regular jobs
|
Gestalt Consciousness jobs
|
Capital tier
|
Upkeep
|
Time
|
Cost
|
Description
|
|
Stronghold
|
0
|
|
+2 Soldier
|
+2 Warrior Drone
|
1
|
−1
|
240
|
600
|
A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion.
|
|
Fortress
|
0
|
|
+4 Soldier
|
+4 Warrior Drone
|
2
|
−1
−1
|
360
|
400 50
|
A massive fortress complex with an expanded garrison and training facilities for soldiers.
|
Refineries[edit]
Refinery buildings produce 

advanced resources. They are less effective than buildings that require planetary features but do not require those. They cannot be built on Resort Worlds or Thrall-Worlds
|
Building
|
Jobs
|
Gestalt Consciousness jobs
|
Upkeep
|
Time
|
Cost
|
Requirements
|
Description
|
|
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.
|
|
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.
|
|
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.
|
Rememberance[edit]
Rememberance buildings are only available to empires with the
Memorialists or 
Memorialist civics and produce
Unity and
Society Research. In addition each building adds a significant amount of
Stability to the world. Unlike other buildings rememberance buildings require
Minerals as basic upkeep and do not require any technology to upgrade, only the required
Exotic Gases.
If built on a Tomb World or Relic World rememberance buildings will also give +20%
Governing Ethics Attraction. If the empire is
Gestalt Consciousness it will grant -20
Deviancy instead.
|
Building
|
Regular jobs
|
Gestalt Consciousness jobs
|
Stability
|
Capital tier
|
Upkeep
|
Time
|
Cost
|
Description
|
|
Sanctuary of Repose
|
+2 Death Chronicler
|
+2 Chronicle Drone
|
+5
|
1
|
−2
|
360
|
400
|
This humble memorial focuses thoughts and study upon the multy-facted nature of heath and endings.
|
|
Pillar of Quietus
|
+4 Death Chronicler
|
+4 Chronicle Drone
|
+10
|
2
|
−5
−1
|
480
|
600
50
|
A solemn place dedicated to the contemplation of death, in which many an anding may be chronicled.
|
|
Galactic Memorial
|
+6 Death Chronicler
|
+6 Chronicle Drone
|
+15
|
3
|
−8
−2
|
600
|
800
100
|
A monumental library of all that may or may not be understood about endings, chronicled for unknowable future endings.
|
Sacrifice[edit]
Sacrifice buildings are only available to empires with the
Death Cult or
Corporate Death Cult civics and produce the jobs required to use Sacrifice edicts. Once constructed they will always be placed after military buildings in the buildings order to make them among the last buildings destroyed by orbital bombardment.
|
Building
|
Jobs
|
Ethics Attraction
|
Capital tier
|
Upkeep
|
Time
|
Cost
|
Required Technology
|
Description
|
|
Sacrificial Temple
|
+1 Death Priest
+1 Mortal Initiate
|
+5% Spiritualist
|
1
|
−2
|
360
|
400
|
|
A revered site in which solemn preachers and dedicated pupils pray and work towards each prosperous yet bloody cycle.
|
|
Grim Holotemple
|
+3 Death Priest
+3 Mortal Initiate
|
+10% Spiritualist
|
2
|
−5
−2
|
480
|
600
50
|
Holographic Rituals
|
Technological enhancements to this consecrated building allow for more rigorous study, and a more tangible sense of devotion to causes beyond its mutable walls.
|
|
Temple of Grand Sacrifice
|
+5 Death Priest
+5 Mortal Initiate
|
+15% Spiritualist
|
3
|
−8
−2
−1
|
600
|
800
100
|
Consecration Fields
|
A site of suprement consecration in which multi-sensory immersion fields allow the faithful to honor every sacrifice - past, present and future.
|
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. 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.
|
Building
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Description
|
|
Commercial Zones
|
+5 Clerk
|
−2
|
360
|
400
|
These commercial zones are home to towering office buildings and business complexes.
|
|
Commerce Megaplexes
|
+10 Clerk
+1 Merchant
|
−5
−1
|
480
|
600
50
|
Great commercial spires and towers rising up towards the sky, blotting out the light.
|
Organic safekeeping[edit]
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.
|
Building
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Description
|
|
Organic Sanctuary
|
Bio-Trophy +10
Artisan Drone +1
|
−2
|
360
|
400
|
This sanctuary provides a sealed environment where organics can thrive in a safe and above all controlled manner.
|
|
Organic Paradise
|
Bio-Trophy +20
Artisan Drone +2
Maintenance Drone +1
|
−5
−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.
|
Feature-related[edit]
Feature buildings can only be built based on the number certain rare 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
|
|
360
|
200
|
Betharian Refining
|
Betharian Fields
|
Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits.
|
|
Alien Zoo
|
+2 Culture Worker
+1 Entertainer if not Warrior Culture
+1 Duelist if Warrior Culture
|
|
−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.
|
|
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.
|
Other buildings[edit]
|
Building
|
Effects
|
Upkeep
|
Time
|
Cost
|
Requirements
|
Description
|
|
Resource Silos
|
+2000 Resource Storage Capacity
+2 Clerk if not Gestalt Consciousness
+1 Maintenance Drone if Gestalt Consciousness
|
−1
|
180
|
200
|
Resort World
Thrall World
|
Massive resource silos and storage facilities where large quantities of resources can be safely kept.
|
|
Bio-Reactor
|
+20 Energy
|
−25
|
240
|
200
|
Main species does not require Food
|
A facility where organic matter is converted into energy at a highly efficient rate.
|
|
Nanite Transmuter
|
+2 Exotic Gases
+2 Rare Crystals
+2 Volatile Motes
|
−5
−1
|
600
|
1000
|
Nanite Transmutation
Planetary Administration
Resort World
Thrall World
|
This factory mass-produces a variety of rare resources using extremely advanced nanites. A Nanite Deficit will halt production.
|
|
Overseer Residences
|
+2 Housing
+2 Slave Overseer
|
−1
|
240
|
200
|
Thrall World
|
These homes are reserved for the relatively privileged slave overseers.
|
Purchasable[edit]
Purchasable buildings can only be obtained via a deal with aliens.
|
Building
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Deal source
|
Requirements
|
Description
|
|
Ministry of Culture
|
+15% Empire Unity from Jobs
|
+3 Culture Worker if not Gestalt Consciousness
+3 Synapse Drone if Hive Mind
+3 Evaluator if Machine Intelligence
|
−2
|
480
|
N/A
|
Artisans
|
Thrall World designation
- Planet Unique
|
A fashionable headquarters for the Ministry of Culture, helping to spread knowledge, entertainment and art to the masses.
|
|
Numistic Shrine
|
|
+2 Merchant
+2 Priest
|
N/A
|
180
|
1000
|
Caravan
|
 Gestalt Consciousness
|
A shrine devoted to the worship of Numa, goddess of fortune.
|
|
Waste Reprocessing Center
|
+10 Energy
+10 Minerals
+5 Amenities
|
+2 Tech-Drone
|
N/A
|
480
|
100
|
Caravan
|
Gestalt Consciousness
|
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.
|
Primitive[edit]
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 empire[edit]
Fallen Empire buildings are found on the homeworlds and planets of Fallen Empires. These buildings use incredibly advanced arcane technology, and as such are exceptionally effective compared to regular empire buildings. Most are autonomous, and can be used by other empires if captured. Ruined Fallen Empire buildings can be repaired. Fallen Empires, awakened or not, can never build more Fallen Empire buildings (with a few exceptions), making these buildings highly valuable.
Using the Reverse-Engineer Arcane Technology artifact action has a small chance to allow the user to build a Fallen Empire building on one of their planets. Each building takes
480 days to construct. If demolished however, they cannot be rebuilt.
|
Building
|
Produces
|
Upkeep
|
On Capture
|
Description
|
|
Ancient Palace
|
+2 Overseer jobs
+2 Protector jobs
|
−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 jobs
|
−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 jobs
|
−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 jobs
|
−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
|
−10
−25
|
Usable
|
Any material desire can be met here, no matter how outlandish.
|
|
Auto-Forge
|
+25 Alloys
|
−10
−50
|
Usable
|
The colossal nano-replicator bays convert raw materials into advanced alloys with miraculous efficiency.
|
|
Class-4 Singularity
|
+250 Energy
|
N/A
|
Usable
|
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
|
Usable
|
This building uses little-understood dimensional technology to tunnel into other realities and siphon off their valuable resources.
|
|
Nourishment Center
|
+100 Food
|
−20
|
Usable
|
If it exists as a flavor, it can be replicated here.
|
|
Sky Dome
|
+20 Housing
+20 Amenities
|
−10
|
Usable
|
A floating utopia maintained with extremely advanced anti-gravity technology.
|
|
Master Archive
|
+100 Research Output
+10 Archivist jobs
|
−20
|
Usable
|
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 jobs
|
−10
|
Converts to planet unique 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.
|
References[edit]