Buildings(Redirected from Building Cost)
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This article is for the PC version of Stellaris only.
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 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.
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.
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.
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.
Habitats have their own capital buildings.
Special designation capitalsEdit
Resort Worlds and Thrall Worlds have their own unique capital buildings.
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.
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.
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 growth buildings create jobs that accelerate the population growth of biological species.
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.
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.
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.
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.
Administrative buildings increase administrative capacity, and multiple may be built on a single planet.
Resource buildings improve the production of basic resources and provide extra storage.
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.
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.
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.
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).
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.
|Auto-Curating Vault||480 days|
|Citadel of Faith||+20% Spiritualist ethics attraction||480 days||Spiritualist|
|Vault of Acquisitions||600 days|
|Alpha Hub||600 days||Machine Intelligence|
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.
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.
Feature buildings can only be built based on the number certain Planetary Features allow.
Event buildings can only be obtained via event chains of purchase from aliens. They cannot be built on planets with the Thrall-World Designation.
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.
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.