This article has been verified for the current PC
version (3.4) of the game.
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
|
 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 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%
|
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
|
Advanced resource
|
Time
|
Minerals
|
Advanced resource
|
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
|
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
|
Administrative Offices
|
Administrative Park
|
Administrative Complex
|
Bureaucrat if not Corporate
Manager if Corporate
|
Rare Crystals
|
 Gestalt Consciousness
  Spiritualist
|
Unity
|
Uplink Node
|
Network Junction
|
System Conflux
|
Coordinator
|
Rare Crystals
|
Machine Intelligence
 Rogue Servitor
|
Unity
|
Synaptic Nodes
|
Synaptic Clusters
|
Confluence of Thought
|
Synapse Drone
|
Exotic Gases
|
Hive Mind
|
Amenities
|
Holo-Theatres
|
Hyper-Entertainment Forums
|
|
Entertainer if not Warrior Culture
Duelist if Warrior Culture
|
Exotic Gases
|
 Gestalt Consciousness
|
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 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 Expansion technology to be built on habitats
Voidborne ascension perk for tier II 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
Voidborne ascension perk for tier II 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 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.
Monument buildings increase
Unity output and produce it themselves based on the number of taken
Ascension Perks.
Building
|
Unity from Jobs
|
Unity per perk
|
Capital tier
|
Time
|
Cost
|
Requirements
|
|
- Autochton Monument
Corporate Culture Site
|
+5%
|
+1
|
1
|
360
|
400
|
Either:
Sociocultural History technology if not Hive Mind
Synaptic Structures technology if Hive Mind
   Not Memorialist(s)
  Colony doesn't have Thrall-World planet modifier
|
|
Sensorium Site
Simulation Site
|
|
- Heritage Site
Business Management Nexus
|
+10%
|
+2
|
2
|
480
|
600
|
Either:
Heritage Sites technology if not Hive Mind
Clustered Synapses technology if Hive Mind
   Not Memorialist(s)
  Colony doesn't have Thrall-World planet modifier
|
|
Sensorium Center
Simulation Center
|
|
- Hypercomms Forum
Synergy Forum
|
+15%
|
+3
|
3
|
600
|
800
|
Either:
Local Hypercommunication technology if not Hive Mind
Confluence of Thought technology if Hive Mind
   Not Memorialist(s)
  Colony doesn't have Thrall-World planet modifier
|
|
Sensorium Complex
Simulation Complex
|
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
|
Time
|
Cost
|
Requirements
|
Description
|
|
Robot Assembly Plants
|
+1 Roboticist
|
−5
|
360
|
600
|
Thrall World designation
 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
|
400
|
Machine Intelligence
|
A production line assembly plant where new units are constructed.
|
|
Machine Assembly Complex
|
+3 Replicator
|
−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
|
−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
|
−2
−30 if not 
−30 if
|
360
|
500
500 if not 
500 if
|
Engineered Evolution ascension perk
Resort World designation
|
Clone Vats break down simple organic materials like food to generate Organic Pop Assembly.
|
|
Posthumous Employment Center
|
+1 Reassigner
|
−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
|
360
|
400
|
Progenitor Hive
|
This fortified nest safely harbors the local Offspring while also accelerating growth for the rest of the nearby hive.
|
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 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.
|
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 only 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
|
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
|
FTL Inhibitor
|
Regular jobs
|
Gestalt Consciousness jobs
|
Capital tier
|
Upkeep
|
Time
|
Cost
|
Description
|
|
Stronghold
|
|
+2 Soldier
|
+2 Warrior Drone
|
1
|
−1
|
240
|
400
|
A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion.
|
|
Fortress
|
|
+4 Soldier
|
+4 Warrior Drone
|
2
|
−1
−1
|
360
|
400 50
|
A massive fortress complex with an expanded garrison and training facilities for soldiers.
|
Law enforcement buildings produce
defense armies and
Unity and, most importantly, reduce
Crime or Deviancy.
|
Building
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements
|
Description
|
|
Precinct Houses
|
+2 Enforcer
|
−2
|
360
|
200
|
 Gestalt Consciousness
|
Monuments to law and order. Enforcers are based here.
|
|
Hall of Judgment
|
+5 Enforcer
|
−1
−1
|
480
|
600 50
|
Colonial Centralization technology
|
A massive complex dedicated to courts and law enforcement.
|
|
Sentinel Posts
|
+2 Hunter-Seeker Drone
|
−2
|
360
|
200
|
Gestalt Consciousness
|
These are the outposts from which Patrol Drones scan the Consciousness for signs of deviancy and malfunction.
|
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.
|
Temple buildings are only available to
Spiritualist and
Fanatic Spiritualist empires. They produce
Amenities,
Unity and
Spiritualist Ethics Attraction.
|
Building
|
Jobs
|
Ethics Attraction
|
Capital tier
|
Upkeep
|
Time
|
Cost
|
Requirements
|
Description
|
|
Temple
|
|
+5% Spiritualist
|
1
|
−2
|
360
|
400
|
|
Simple constructs erected since time immemorial, temples are places of quiet contemplation and communion with that which unites us all.
|
|
Holotemple
|
|
+10% Spiritualist
|
2
|
−5
−2
|
480
|
600
50
|
Holographic Rituals technoligy
|
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.
|
|
Sacred Nexus
|
|
+15% Spiritualist
|
3
|
−8
−2
|
600
|
800
100
|
Consecration Fields technoligy
|
The latest developments in field technology allow worshipers to directly experience the divine influence of sacred ground.
|
|
Sacrificial Temple
|
+1 Death Priest
+1 Mortal Initiate
|
+5% Spiritualist
|
1
|
−2
|
360
|
400
|
Death Cult or Corporate Death Cult
|
A revered site in which solemn preachers and dedicated pupils pray and work towards each prosperous yet bloody cycle.
|
|
Grim Holotemple
|
+2 Death Priest if not Corporate authority
+2 Mortal Initiate if not Corporate authority
+1 Death Priest if Corporate authority
+1 Mortal Initiate if Corporate authority
+2 Manager if Corporate authority
|
+10% Spiritualist
|
2
|
−5
−2
|
480
|
600
50
|
Death Cult or Corporate Death Cult
Holographic Rituals technoligy
|
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
|
+3 Death Priest if not Corporate authority
+3 Mortal Initiate if not Corporate authority
+2 Death Priest if Corporate authority
+2 Mortal Initiate if Corporate authority
+2 Manager if Corporate authority
|
+15% Spiritualist
|
3
|
−8
−2
−1
|
600
|
800
100
|
Death Cult or Corporate Death Cult
Consecration Fields technology
|
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 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.
|
Building
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Description
|
|
Commercial Zones
|
+3 Clerk
+1 Merchant with Commercial Enterprise
|
−2
|
360
|
400
|
These commercial zones are home to towering office buildings and business complexes.
|
|
Commerce Megaplexes
|
+6 Clerk
+1 Merchant without Commercial Enterprise
+2 Merchant with Commercial Enterprise
|
−5
−1
|
480
|
600
50
|
Great commercial spires and towers rising up towards the sky, blotting out the light.
|
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 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 Entertainer if not Warrior Culture
+2 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.
|
|
Building
|
Effects
|
Upkeep
|
Time
|
Cost
|
Requirements
|
Description
|
|
Resource Silos
|
+5000 Resource Storage Capacity
+1 Clerk if not Gestalt Consciousness
+1 Maintenance Drone if Gestalt Consciousness
|
−1
|
180
|
200
|
Resort World designation
Thrall World designation
|
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 designation
Thrall World designation
|
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.
|
|
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 (only after year 2210)
|
−5
|
90
|
600
|
Clone Army origin
|
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.
|
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% 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 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 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 if  not Holy Guardians
+2 Sky Cardinal jobs if Holy Guardians
+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.
- Capital building of non-machine 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.
- Capital building 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.
- Capital building 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 if Fallen Empire
|
−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 Citadel of Faith
|
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.
|
- Main article: Holdings
A Holding represents an area on a world that is owned by an empire other than the world's owner. There are two type of holdings: Overlord Holding and Branch Office. Up to 4 special buildings can be built in a holding.
- ↑ 00_capital_buildings.txt: see "prerequisites" blocks
- ↑ 01_scripted_triggers_buildings.txt
- ↑ 00_capital_buildings.txt: see "building_machine_capital", "convert_to" block. Possibly a bug
- ↑ 01_scripted_triggers_buildings.txt: see "has_fully_upgraded_capital". Possibly a bug