Buildings

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Version

Outliner top.png
This article has been verified for the current PC version (3.5) of the game.

A Building building represents a collection of facilities scattered across a world that create Pop job.png 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.

Building slots[edit | edit source]

Buildings are constructed in a colony's Mod planet max buildings add.png 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. Planet city.png Ecumenopolises, Planet ringworld.png Ring Worlds, Planet infested.png Hive Worlds, and Planet ai.png Machine Worlds start with all building slots unlocked. Planet habitat.png Habitats have far fewer ways to unlock building slots than other colony classes, and can't normally unlock all 12.

Source Mod planet max buildings add.png Building slots
Planet.png Planet habitat.png
Adaptive Ecology Adaptive Ecology tradition +1
Origin void dwellers.png Modular Superstructures Modular Superstructures tradition β€” +1
Ap voidborn.png Voidborne ascension perk β€” +2
Tech planetary infrastructure 1.pngTech planetary infrastructure 2.png Infrastructure technology (each) +1
District city.pngDistrict hive.pngDistrict nexus.png Planetary housing district (each) +1 n/a
Civic functional architecture.pngCivic machine builder.png Functional Architecture / Constructobot civic +1
  • Civic agrarian idyll.png Agrarian Idyll civic
  • District farming.png Every 4 Agriculture districts (+0.25 each)
+1 n/a
  • Origins subterranean.png Subterranean origin
  • District mining.png Every 3 Mining districts (+0.34 each)
+1 n/a
  • Civic crafters.pngCivic corporate crafters.png Masterful Crafters / Mastercraft Inc. civic
  • District industrial.png Every 3 Industrial districts (+0.34 each)
+1 β€”
+1 n/a
Reassembled Ship ShelterDeployment Post Tier 1 capital +1
Planetary AdministrationAdministrative ArrayHive Core Tier 2 capital +2
Planetary CapitalPlanetary Processor Tier 3 capital +3 n/a
System Capital-ComplexPrimary NexusHive Nexus Tier 4 capital +4 n/a
Imperial PalaceImperial CenterImperial Complex Imperial capital +11
Resort Administration Governor's Palace / Resort Administration +5 n/a
Resort Capital-Complex Governor's Estates / Resort Capital-Complex +11 n/a

Planetary build speed [edit | edit source]

The Mod planet building build speed mult.png planetary build speed modifier reduces the Time time it takes to construct all buildings. This modifier can be very useful, as it also affects building upgrades, and higher level buildings often take longer to build.

Source Bonus
Menu icon edicts.png Master's Teachings: The Greater Good edict +10%
Leader trait architectural interest.png Architectural Interest governor trait +10%
Trait ruler architectural sense.png Architectural Sense ruler trait +10%
Trait brainslugged.png Brain Slug Host governor trait +10%
Tech repeatable reduced building time.png Assembly Algorithms repeatable technology +10%
Tech assembly pattern.png Assembly Patterns technology +25%
Standard Construction Templates Standard Construction Templates / Prefabricated Buildings tradition +25%
Tech construction templates.png Construction Templates technology +50%
Menu icon edicts.png Architectural Renaissance ambition +100%

Capital[edit | edit source]

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 tiers[edit | edit source]

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.png Nemesis, the GalacticEmpire mainButton.png Galactic Emperor can upgrade their capital planet or habitat with a "fifth" tier imperial capital building.

Capital tier Required technology Job Productivity
Mod pop resource output.png Output Upkeep Upkeep Required technology
2 Tech planetary government.png Planetary Government +10% +10% Tech capital productivity 1.png Improved Production
3 Tech colonial centralization.png Colonial Centralization +20% +20% Tech capital productivity 2.png Efficiencies of Scale
4+ Tech galactic administration.png Galactic Administration +30% +30% Tech capital productivity 3.png Maximized Productivity

Tier 4 and imperial capitals convert one tier lower, other tiers convert directly except as noted below.

Standard capitals[edit | edit source]

The standard set of capitals are built on planets without a special designation as well as ringworlds by Auth democratic.pngAuth oligarchic.pngAuth dictatorial.pngImperialAuth corporate.png non-gestalt empires.

Capital
Produces Jobs Upkeep Cost Requirements
Reassembled Ship Shelter icon
Reassembled Ship Shelter
The remains of a Colony Ship, reassembled for planetside form and function.
  • Housing.png Housing: +3
  • Amenities.png Amenities: +3
  • Mod planet max buildings add.png Building slots: +1
  • Job colonist.png Colonist: +2
  • Trait mechanical.png Job colonist.png 1 🠚 Job roboticist.png Roboticist: 1
Energy.png βˆ’1 0
Planetary Administration icon
Planetary Administration
Seat of the local ruling elite.
  • Housing.png Housing: +5
  • Amenities.png Amenities: +5
  • Mod planet max buildings add.png Building slots: +2
  • Mod planet max buildings add.png Branch Office building slots: +1
  • Job administrator.png Politician: +2
    • Civic aristocratic elite.png Job administrator.png 1 🠚 Job noble.png Noble: 1
    • Civic exalted priesthood.png Job administrator.png 1 🠚Job priest.png High Priest: 1
    • Civic merchant guilds.png Job administrator.png 1 🠚 Job merchant.png Merchant: 1
    • Civic technocracy.png Job administrator.png 1 🠚 Job researcher.png Science Director: 1
    • Auth corporate.png Job administrator.png 2 🠚 Job executive.png Executive: 2
  • Job enforcer.png Enforcer: +1
  • Trait mechanical.png Job roboticist.png Roboticist: +1
Energy.png βˆ’5 Time 480
Minerals.png 600
  • Tech planetary government.png Planetary Government technology
  • Pop.png Has at least 10 pops
Planetary Capital icon
Planetary Capital
A sprawling complex of bureaucratic structures that acts as the administrative center for a major colony.
  • Housing.png Housing: +8
  • Amenities.png Amenities: +8
  • Mod planet max buildings add.png Building slots: +3
  • Mod planet max buildings add.png Branch Office building slots: +2
  • Job administrator.png Politician: +3
    • Civic aristocratic elite.png Job administrator.png 1 🠚 Job noble.png Noble: 1
    • Civic exalted priesthood.png Job administrator.png 1 🠚 Job priest.png High Priest: 1
    • Civic merchant guilds.png Job administrator.png 1 🠚 Job merchant.png Merchant: 1
    • Civic technocracy.png Job administrator.png 1 🠚 Job researcher.png Science Director: 1
    • Auth corporate.png Job administrator.png 3 🠚 Job executive.png Executive: 3
  • Job enforcer.png Enforcer: +2
  • Trait mechanical.png Job roboticist.png Roboticist: +2
Energy.png βˆ’8 Time 600
Minerals.png 800
  • Tech colonial centralization.png Colonial Centralization technology
  • Pop.png Has at least 25 pops
System Capital-Complex icon
System Capital-Complex
A towering configuration of administrative bureaus and networked infrastructure, allowing the construction of highly demanding facilities.
  • Housing.png Housing: +12
  • Amenities.png Amenities: +12
  • Mod planet max buildings add.png Building slots: +4
  • Mod planet max buildings add.png Branch Office building slots: +3
  • Job administrator.png Politician: +4
    • Civic aristocratic elite.png Job administrator.png 2 🠚 Job noble.png Noble: 2
    • Civic exalted priesthood.png Job administrator.png 2 🠚 Job priest.png High Priest: 2
    • Civic merchant guilds.png Job administrator.png 2 🠚 Job merchant.png Merchant: 2
    • Civic technocracy.png Job administrator.png 2 🠚 Job researcher.png Science Director: 2
    • Auth corporate.png Job administrator.png 4 🠚 Job executive.png Executive: 4
  • Job enforcer.png Enforcer: +3
  • Trait mechanical.png Job roboticist.png Roboticist: +3
Energy.png βˆ’10 Time 900
Minerals.png 2000
  • Tech galactic administration.png Galactic Administration technology
  • Pop.png Has at least 50 pops
Imperial Palace icon
Imperial Palace
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.
  • Housing.png Housing: +18
  • Amenities.png Amenities: +18
  • Mod planet max buildings add.png Building slots: +11
  • Mod planet max buildings add.png Branch Office building slots: +3
  • Job administrator.png Politician: +6
    • Civic aristocratic elite.png Job administrator.png 3 🠚 Job noble.png Noble: 3
    • Civic exalted priesthood.png Job administrator.png 3 🠚 Job priest.png High Priest: 3
    • Civic merchant guilds.png Job administrator.png 3 🠚 Job merchant.png Merchant: 3
    • Civic technocracy.png Job administrator.png 3 🠚Job researcher.png Science Director: 3
    • Auth corporate.png Job administrator.png 6 🠚 Job executive.png Executive: 6
  • Job enforcer.png Enforcer: +5
  • Trait mechanical.png Job roboticist.png Roboticist: +5
Energy.png βˆ’10 Time 900
Minerals.png 2000
  • GalacticEmpire mainButton.png Galactic Emperor
  • Empire Capital Empire Capital designation
  • Pop.png Has at least 50 pops

Habitat capitals[edit | edit source]

Habitats have their own capital buildings, which are used by all empires. If the GalacticEmpire mainButton.png 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.

Origin void dwellers.png Void Dwellers with finished Domination Domination tradition tree pay 20% less Alloys.png alloy upkeep.

Capital
Produces Default.png Non-Gestalt Jobs Gestalt consciousness.png Gestalt Jobs Upkeep Cost Requirements
Habitat Administration icon
Habitat Administration
The administrative hub of the Habitat, serving as its capital and the seat of the local government.
  • Mod planet housing add.png Housing: +3
  • Mod planet amenities add.png Amenities: +3
    • Gestalt consciousness.png Gestalt: Mod planet amenities add.png +3
  • Mod planet max buildings add.png Building slots: +1
  • Job administrator.png Politician: +1
    • Auth corporate.png Job administrator.png 1 🠚 Job executive.png Executive: 1
    • Origin void dwellers.png Job administrator.png 1 🠚 Job colonist.png Colonist: 2
  • Trait mechanical.png Job roboticist.png Roboticist: +1
  • Auth machine intelligence.png Machine Intelligence:
    • Job coordinator.png Coordinator: +1
    • Job maintenance drone.png Maintenance Drone: +2
    • Job replicator.png Replicator: +1
  • Auth hive mind.png Hive Mind:
    • Job synapse drone.png Synapse Drone: +2
  • Energy.png βˆ’3
  • Alloys.png βˆ’5
N/A Planet.png Colony is a Planet habitat.png Habitat
Habitat Central Control icon
Habitat Central Control
An extensive complex of bureaucratic offices that oversees the administration of a highly-populated habitat.
  • Mod planet housing add.png Housing: +5
  • Mod planet amenities add.png Amenities: +5
    • Gestalt consciousness.png Gestalt: Mod planet amenities add.png +3
  • Mod planet max buildings add.png Building slots: +2
  • Mod planet max buildings add.png Branch Office building slots: +1
  • Job administrator.png Politician: +2
    • Civic aristocratic elite.pngJob administrator.png 1 🠚 Job noble.png Noble: 1
    • Civic exalted priesthood.pngJob administrator.png 1 🠚 Job priest.png High Priest: 1
    • Civic merchant guilds.pngJob administrator.png 1 🠚 Job merchant.png Merchant: 1
    • Civic technocracy.pngJob administrator.png 1 🠚 Job researcher.png Science Director: 1
    • Auth corporate.pngJob administrator.png 2 🠚 Job executive.png Executive: 2
  • Job enforcer.png Enforcer: +1
  • Trait mechanical.png Job roboticist.png Roboticist: +2
  • Auth machine intelligence.png Machine Intelligence:
    • Job coordinator.png Coordinator: +2
    • Job maintenance drone.png Maintenance Drone: +3
    • Job replicator.png Replicator: +1
  • Auth hive mind.png Hive Mind:
    • Job synapse drone.png Synapse Drone: +3
  • Energy.png βˆ’3
  • Alloys.png βˆ’5
  • Time 480
  • Minerals.png 600
  • Planet.png Colony is a Planet habitat.png Habitat
  • Pop.png Has at least 10 pops

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.

Capital
Produces Jobs Upkeep Cost Requirements
Resort Administration icon
Resort Administration
The central complex from where this planet-wide resort is administrated.
  • Mod planet housing add.png Housing: +5
  • Mod planet amenities add.png Amenities: +5
  • Mod planet max buildings add.png Building slots: +5
  • Mod planet max buildings add.png Branch Office building slots: +1
  • Job administrator.png Politician: +1
    • Auth corporate.png Job administrator.png 1 🠚 Job executive.png Executive: 1
  • Job entertainer.png Entertainer: +1
    • Civic warrior culture.png Job entertainer.png 1 🠚 Job duelist.png Duelist: 1
  • Trait mechanical.png Job roboticist.png Roboticist: +1
Energy.png βˆ’2 0 Decision resort colony.png Resort World designation
Resort Capital-Complex icon
Resort Capital-Complex
A huge sprawling complex capable of administrating an even greater number of resorts and tourist attractions.
  • Mod planet housing add.png Housing: +10
  • Mod planet amenities add.png Amenities: +10
  • Mod planet max buildings add.png Building slots: +11
  • Mod planet max buildings add.png Branch Office building slots: +2
  • Job administrator.png Politician: +1
    • Auth corporate.png Job administrator.png 1 🠚 Job executive.png Executive: 1
  • Job entertainer.png Entertainer: +2
    • Civic warrior culture.png Job entertainer.png 2 🠚 Job duelist.png Duelist: 2
  • Trait mechanical.png Job roboticist.png Roboticist: +2
Energy.png βˆ’5
  • Time 480
  • Minerals.png 600
  • Decision resort colony.png Resort World designation
  • Pop.png Has at least 20 pops
Governor's Palace icon
Governor's Palace
The lavish palace from which this Thrall-World is governed.
  • Mod planet housing add.png Housing: +5
  • Mod planet amenities add.png Amenities: +5
  • Mod planet stability add.png Stability: +5
  • Mod planet max buildings add.png Building slots: +5
  • Mod planet max buildings add.png Branch Office building slots: +1
  • Job administrator.png Politician: +2
    • Auth corporate.png Job administrator.png 2 🠚 Job executive.png Executive 2
  • Job enforcer.png Slave Overseer: +2
Energy.png βˆ’2 0 Decision slave colony.png Thrall World designation
Governor's Estates icon
Governor's Estates
Sprawling and luxurious palaces that house the ruling elite of the Thrall-World.
  • Mod planet housing add.png Housing: +10
  • Mod planet amenities add.png Amenities: +10
  • Mod planet stability add.png Stability: +10
  • Mod planet max buildings add.png Building slots: +11
  • Mod planet max buildings add.png Branch Office building slots: +2
  • Job administrator.png Politician: +2
    • Auth corporate.png Job administrator.png 2 🠚 Job executive.png Executive: 2
  • Job enforcer.png Slave Overseer: +4
  • Energy.png βˆ’2
  • Time 480
  • Minerals.png 500
  • Decision slave colony.png Thrall World designation
  • Pop.png Has at least 20 pops

Hive Mind capitals[edit | edit source]

Auth hive mind.png 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.

Capital
Produces Jobs Upkeep Cost Requirements
Hive Core icon
Hive Core
The organizational core from which the Hive Mind coordinates planetside functions.
  • Housing.png Housing: +5
  • Amenities.png Amenities: +8
  • Mod planet max buildings add.png Building slots: +2
  • Job synapse drone.png Synapse Drone: +2
  • Job maintenance drone.png Maintenance Drone: +2
  • Job patrol drone.png Hunter-Seeker Drone: +1
Energy.png βˆ’2 0
Hive Nexus icon
Hive Nexus
A sprawling capital complex from which the Hive Mind focuses planetary organization, coordination, and planning.
  • Housing.png Housing: +10
  • Amenities.png Amenities: +12
  • Mod planet max buildings add.png Building slots: +4
  • Job synapse drone.png Synapse Drone: +3
  • Job maintenance drone.png Maintenance Drone: +5
  • Job patrol drone.png Hunter-Seeker Drone: +2
Energy.png βˆ’5
  • Time 480
  • Minerals.png 600
  • Tech colonial centralization.png Colonial Centralization technology
  • Pop.png Has at least 25 pops
Imperial Complex icon
Imperial Complex
From this massive structure, the Hive Mind governs the Galactic Imperium. This is where the fate of the galaxy is decided.
  • Housing.png Housing: +20
  • Amenities.png Amenities: +20
  • Mod planet max buildings add.png Building slots: +11
  • Mod planet max buildings add.png Branch Office building slots: +3
  • Job synapse drone.png Synapse Drone: +5
  • Job maintenance drone.png Maintenance Drone: +7
  • Job patrol drone.png Hunter-Seeker Drone: +4
Energy.png βˆ’10
  • Time 900
  • Minerals.png 2000
  • GalacticEmpire mainButton.png Galactic Emperor
  • Empire Capital Hive Capital designation
  • Pop.png Has at least 50 pops

Machine Intelligence capitals[edit | edit source]

Auth machine intelligence.png 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] Civic machine assimilator.png Driven Assimilators' capitals have one less Job replicator.png Replicator and, after tier 1, one more Job maintenance drone.png Maintenance Drone than other Auth machine intelligence.png Machine Intelligence empires' capitals.

Capital
Produces Jobs Upkeep Cost Requirements
Deployment Post icon
Deployment Post
The initial deployment post from which we will expand on this world.
  • Housing.png Housing: +3
  • Amenities.png Amenities: +8
  • Mod planet max buildings add.png Building slots: +1
  • Job patrol drone.png Hunter-Seeker Drone: +1
  • Job maintenance drone.png Maintenance Drone: +2
  • Job replicator.png Replicator: +2
    • Civic machine assimilator.png Job replicator.png βˆ’1
Energy.png βˆ’1 0
Administrative Array icon
Administrative Array
A semi-autonomous computer network that handles the various administrative functions on a planet.
  • Housing.png Housing: +5
  • Amenities.png Amenities: +10
  • Mod planet max buildings add.png Building slots: +2
  • Job patrol drone.png Hunter-Seeker Drone: +1
  • Job maintenance drone.png Maintenance Drone: +3
    • Civic machine assimilator.png Job maintenance drone.png +1
  • Job replicator.png Replicator: +2
    • Civic machine assimilator.png Job replicator.png βˆ’1
Energy.png βˆ’3
  • Time 480
  • Minerals.png 500
  • Tech planetary government.png Planetary Government technology
  • Pop.png Has at least 10 pops
Planetary Processor icon
Planetary Processor
A powerful administrative computer that has been designed to manage and oversee the various functions of a complex planetary settlement.
  • Housing.png Housing: +8
  • Amenities.png Amenities: +12
  • Mod planet max buildings add.png Building slots: +3
  • Job patrol drone.png Hunter-Seeker Drone: +2
  • Job maintenance drone.png Maintenance Drone: +4
    • Civic machine assimilator.png Job maintenance drone.png +1
  • Job replicator.png Replicator: +2
    • Civic machine assimilator.png Job replicator.png βˆ’1
Energy.png βˆ’5
  • Time 600
  • Minerals.png 1000
  • Tech colonial centralization.png Colonial Centralization technology
  • Pop.png Has at least 25 pops
Primary Nexus icon
Primary Nexus
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.
  • Housing.png Housing: +12
  • Amenities.png Amenities: +18
  • Mod planet max buildings add.png Building slots: +4
  • Job patrol drone.png Hunter-Seeker Drone: +3
  • Job maintenance drone.png Maintenance Drone: +5
    • Civic machine assimilator.png Job maintenance drone.png +1
  • Job replicator.png Replicator: +2
    • Job replicator.png +1 with Pop.png 10 or more pops
    • Job replicator.png +1 with Pop.png 40 or more pops
    • Civic machine assimilator.png Job replicator.png βˆ’1
Energy.png βˆ’10
  • Time 900
  • Minerals.png 2000
  • Tech galactic administration.png Galactic Administration technology
  • Pop.png Has at least 50 pops
Imperial Center icon
Imperial Center
This colossal complex is the administrative heart of the Galactic Imperium. Thousands of AIs are constantly processing and evaluating the current state of the galaxy.
  • Housing.png Housing: +18
  • Amenities.png Amenities: +20
  • Mod planet max buildings add.png Building slots: +11
  • Mod planet max buildings add.png Branch Office building slots: +3
  • Job patrol drone.png Hunter-Seeker Drone: +5
  • Job maintenance drone.png Maintenance Drone: +6
    • Civic machine assimilator.png Job maintenance drone.png +1
  • Job replicator.png Replicator: +4
    • Job replicator.png +1 with Pop.png 10 or more pops
    • Job replicator.png +1 with Pop.png 40 or more pops
    • Civic machine assimilator.png Job replicator.png βˆ’1
Energy.png βˆ’10
  • Time 900
  • Minerals.png 2000
  • GalacticEmpire mainButton.png Galactic Emperor
  • Empire Capital Machine Capital designation
  • Pop.png Has at least 50 pops

Buildings[edit | edit source]

Regular buildings[edit | edit source]

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 Pop job.png Jobs Upkeep Monthly upkeep cost Mod planet building cost mult.png Building cost
Energy.png Energy Menu icon strategic resource.png Strategic resources Time Time Minerals.png Minerals Menu icon strategic resource.png Strategic resources
I +2 βˆ’2 0 360 400 0
II +4 βˆ’5 βˆ’1 480 600 50
III +6 βˆ’8 βˆ’2 600 800 100

If a world is conquered by an empire that uses a different set of buildings for the same primary resource, the existing buildings will be converted into new ones of the same tier. Tiered buildings cannot be constructed on Thrall Worlds.

Primary resource Tier I building (2 Jobs) Tier II building (4 Jobs) Tier III building (6 Jobs) Jobs Strategic resource Requirements
Research.png Research Research Labs
Building research lab 1.png
Research Complexes
Building research lab 2.png
Advanced Research Complexes
Building research lab 3.png
  • Job researcher.png Researcher if not Gestalt consciousness.png Gestalt Consciousness
  • Brain Drone Brain Drone if Auth hive mind.png Hive Mind
  • Job researcher.png Calculator if Auth machine intelligence.png Machine Intelligence
Exotic gases.png Exotic Gases
  • No.png Resort World designation
  • Tech basic science lab 2.png Exotic Materials Labs for tier II
  • Tech basic science lab 3.png Multi-Dimensional Studies for tier III
Unity.png Unity Administrative Offices
Building bureaucratic 1.png
Administrative Park
Building bureaucratic 2.png
Administrative Complex
Building bureaucratic 3.png
  • Bureaucrat Bureaucrat if not Auth corporate.png Corporate
  • Job manager.png Manager if Auth corporate.png Corporate
Rare crystals.png Rare Crystals
  • No.pngGestalt consciousness.png Gestalt Consciousness
  • No.pngSpiritualist.pngFanatic Spiritualist.png Spiritualist
  • Tech colonial bureaucracy.png Colonial Bureaucracy for tier II
  • Tech galactic bureaucracy.png Galactic Bureaucracy for tier III
Unity.png Unity Network Junction
Building heritage site.png
System Conflux
Building hypercomms forum.png
Job coordinator.png Coordinator Rare crystals.png Rare Crystals
  • Auth machine intelligence.png Machine Intelligence
  • No.pngCivic machine servitor.png Rogue Servitor
  • Tech colonial bureaucracy.png Colonial Bureaucracy for tier II
  • Tech galactic bureaucracy.png Galactic Bureaucracy for tier III
Unity.png Unity Synaptic Nodes
Building hive node.png
Synaptic Clusters
Building hive cluster.png
Confluence of Thought
Building hive confluence.png
Job synapse drone.png Synapse Drone Exotic gases.png Exotic Gases
  • Auth hive mind.png Hive Mind
  • Tech hive cluster.png Clustered Synapses for tier II
  • Tech hive confluence.png Confluence of Thought for tier III
Amenities.png Amenities Holo-Theatres
Building holo theatres.png
Hyper-Entertainment Forums
Building hab cultural center.png
No.png
  • Job entertainer.png Entertainer if not Civic warrior culture.png Warrior Culture
  • Job duelist.png Duelist if Civic warrior culture.png Warrior Culture
Exotic gases.png Exotic Gases
  • No.pngGestalt consciousness.png Gestalt Consciousness
  • Tech hyper entertainment forum.png Hyper-Entertainment Forum for tier II
Food.png Food Hydroponics Farms
Building hydroponics farm 3.png
No.png No.png
  • Job farmer.png Farmer if not Gestalt consciousness.png Gestalt Consciousness
  • Job farmer.png Agri-Drone if Gestalt consciousness.png Gestalt Consciousness
  • Origin void dwellers.png Void Dwellers get an additional Job farmer.png Farmer
  • On wet worlds, Civic anglers.png Anglers get Job angler.png +1 Angler instead
  • Tech hydroponics.png Hydroponics Farming technology
  • No.png Planet ai.png Machine World
  • No.png Resort World designation

Housing[edit | edit source]

Housing buildings provide Housing.png Housing and come in two tiers. The advanced resource used to upgrade their tier is Rare crystals.png 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.png Housing Amenities.png Amenities Building Housing.png Housing Amenities.png Amenities
Building luxury residence.png Luxury Residences +3 +5 Building paradise dome.png Paradise Dome +6 +10
  • No.pngCivic shared burdens.png Shared Burdens
  • No.png Thrall World designation
  • Tech paradise dome.png Idyllic Architecture technology for tier II
  • Tech habitat 2.png Habitat Expansion technology to be built on habitats
  • Ap voidborn.png Voidborne ascension perk for tier II to be built on habitats
Building residence.png Communal Housing +5 +3 Building paradise dome.png Utopian Communal Housing +10 +6
  • Civic shared burdens.png Shared Burdens
  • No.png Thrall World designation
  • Tech paradise dome.png Idyllic Architecture technology for tier II
  • Tech habitat 2.png Habitat Expansion technology to be built on habitats
  • Ap voidborn.png Voidborne ascension perk for tier II to be built on habitats
Building hive warren.png Hive Warren +3 +5 Building expanded warren.png Expanded Warren +6 +10
  • Auth hive mind.png Hive Mind
  • Tech housing 2.png Anti-Gravity Engineering technology for tier II
Building drone storage.png Drone Storage +4 +3 Building drone megastorage.png Upgraded Drone Storage +8 +6
  • Auth machine intelligence.png Machine Intelligence
  • Tech micro replicators.png Micro-Replicators technology for tier II
Building crude huts.png Slave Huts +8 0 No.png Decision slave colony.png Thrall World designation

Planet unique[edit | edit source]

Planet unique buildings can only be constructed once per planet and may contain effects beyond the creation of Jobs. Many of them require the capital to have reached a certain level.

Building Building Pop job.png Jobs Effects Upkeep Upkeep Cost Requirements
Building shield generator.png Planetary Shield Generator Orbital bombardment damage βˆ’50% Orbital bombardment damage Energy.png βˆ’5
  • Time 600
  • Minerals.png 600
  • Building Tier 2 capital
  • Tech planetary shield generator.png Planetary Shields technology
Building military academy.png Military Academy
  • Job soldier.png +2 Soldier if not Gestalt consciousness.png
  • Job soldier.png +2 Warrior Drone if Gestalt consciousness.png
Mod army experience gain mult.png +100 Army starting experience Energy.png βˆ’2
  • Time 480
  • Minerals.png 400
  • Building Tier 2 capital
  • Tech centralized command.png Centralized Command technology
  • No.pngCivic reanimated armies.png Reanimators
Building dread encampment.png Dread Encampment Job necromancer.png +2 Necromancer Mod army experience gain mult.png +100 Army starting experience Energy.png βˆ’2
  • Time 480
  • Minerals.png 600
  • Building Tier 2 capital
  • Civic reanimated armies.png Reanimators
Building chamber of elevation 1.png Chamber of Elevation
  • Job apprentice.png +1 Necrophyte
  • If expected organic Mod pop growth speed.png pop growth per year is:
    • 0.2 or more: Job apprentice.png +1, total +2
    • 0.3 or more: Job apprentice.png +1, total +3
Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
  • Origins necrophage.png Necrophage origin
  • No.png Culture Shock modifier
Building chamber of elevation 2.png House of Apotheosis
  • Job apprentice.png +6 Necrophyte
    • Job apprentice.png+4 if Auth hive mind.png and Planet infested.png, total +10
Energy.png βˆ’5
Exotic gases.png βˆ’1
  • Time 600
  • Minerals.png 600
  • Exotic gases.png 50
Tech glandular acclimation.png Glandular Acclimation technology
Building clinic.png Gene Clinic Job healthcare.png +2 Medical Worker Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
  • No.pngGestalt consciousness.png Gestalt Consciousness
  • Tech frontier health.png Genetic Healthcare technology
  • No.png Thrall World designation
Building hospital.png Cyto-Revitalization Center Job healthcare.png +4 Medical Worker
  • Energy.png βˆ’5
  • Exotic gases.png βˆ’1
  • Time 480
  • Minerals.png 600
  • Exotic gases.png 50
  • Building Tier 2 capital
  • No.pngGestalt consciousness.png Gestalt Consciousness
  • Tech frontier health.png Cyto-Revitalization technology
  • No.png Thrall World designation
Building galactic stock exchange.png Galactic Stock Exchange Job merchant.png +2 Merchant Mod trade value mult.png +20% Trade value
  • Energy.png βˆ’5
  • Rare crystals.pngβˆ’1
  • Time 480
  • Minerals.png 600
  • Rare crystals.png 50
  • Building Tier 3 capital
  • Tech galactic markets.png Galactic Markets technology
  • No.png Resort World designation
  • No.png Thrall World designation
Building palace.png Noble Estates Job noble.png +1 Noble Mod planet housing add.png +1 Housing Energy.png βˆ’2
  • Time 480
  • Minerals.png 400
  • Building Tier 2 capital
  • Civic aristocratic elite.png Aristocratic Elite civic
Holding park ranger lodge.png Ranger Lodge Job ranger.png +2 Ranger
  • Unity.png +2 Unity per Natural Blocker
  • D lush jungle.png Creates a Nature Preserve blocker
Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
  • Civic environmentalist.png Environmentalist civic
  • Mod planet max districts add.png At least 1 free District slot
  • No.png Thrall World designation
  • No.png Planet city.png Ecumenopolis
  • No.png Planet nuked.png Tomb World
  • No.png Planet nuked.png Relic World
  • No.png Planet infested.png Hive World
  • No.png Planet ai.png Machine World
Building slave processing.png Slave Processing Facility
  • Mod planet jobs slave produces mult.png +5% Slave pop resource output
  • Mod pop political power.png βˆ’25% Pop cat slave.png Slaves political power (multiplicative)
  • Mod planet resettlement unemployed mult.png βˆ’50% Automatic resettlement chance
  • Yes.png Unemployed Pop cat slave.png slaves automatically resettle
  • Yes.png Permits recruiting Army slave.png slave armies
Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
  • Building Tier 2 capital
  • No.png Gestalt consciousness.png Gestalt Consciousness
  • Menu icon policies.png Allowed Slavery policy
  • Tech neural implants.png Neural Implants technology
  • No.png Resort World designation
Building hab laboratory module.png Psi Corps Job telepath.png +2 Telepath Mod planet housing add.png +5 Housing Energy.png βˆ’5
  • Time 480
  • Minerals.png 500
  • Building Tier 3 capital
  • No.png Resort World designation
  • No.png Thrall World designation
  • Either:
    • Ap mind over matter.png Mind over Matter
    • Origins teachers of the shroud.png Teachers of the Shroud
Building toxic bath.png Mutagenic Spa Job bath attendant.png +2 Mutagenic Spa Attendant Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
Civic toxic baths.pngCivic corporate toxic baths.png Mutagenic Spas civic
Building toxic bath hive.png Mutagenic Permutation Pool Job bath attendant hive.png +2 Permutation Attendant Drone Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
Civic hive toxic baths.png Permutation Pools civic
Building toxic bath machine.png Hyper Lubrication Basin Job bath attendant machine.png +2 Lubrication Terminal Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
Civic machine toxic baths.png Hyper Lubrication Basin civic

Monuments[edit | edit source]

Monument buildings increase Unity.png unity output from jobs and produce it themselves based on the number of taken Ap slot available.png ascension perks. Only one monument can be built per colony, and not on thrall worlds. Civic memorialist.pngCivic hive memorialist.pngCivic machine memorialist.png Memorialists have a special monument which provides jobs and requires upkeep; all other monuments are identical in effect. All monuments will convert to the appropriate type if the colony is transferred or conquered by another empire. Each monument tier requires a capital building of at least that tier or above.

Civic memorialist.pngCivic hive memorialist.pngCivic machine memorialist.png Memorialists monuments have an additional effect on Planet nuked.png Tomb and Planet nuked.png Relic worlds; Civic hive memorialist.pngCivic machine memorialist.png Gestalt memorialists gain Job criminal.png βˆ’20 deviancy; Civic memorialist.png non-Gestalt Memorialists gain Mod pop government ethic attraction.png +20% governing ethics attraction instead.

Tier Non-Gestalt Gestalt consciousness.png Gestalt Civic memorialist.pngCivic hive memorialist.pngCivic machine memorialist.png Memorialist Unity.png Unity Mod planet building cost mult.png Cost Required Technology
I Autochthon Monument
  • Default Autochthon Monument
  • Auth corporate.png Corporate Culture Site

Job culture worker.png +2 Culture Worker

Simulation Site
  • Auth machine intelligence.png Simulation Site
  • Auth hive mind.png Sensorium Site

Job evaluator.png +2 Evaluator

Sanctuary of Repose Sanctuary of Repose
  • Job death chronicler.png +2 Death Chronicler
  • Upkeep Upkeep: Minerals.png βˆ’2
  • +1 Per perk
  • +5% From jobs
  • Time 360
  • Minerals.png 400
II Heritage Site
  • Default Heritage Site
  • Auth corporate.png Business Management Nexus

Job culture worker.png +4 Culture Worker

Simulation Center
  • Auth machine intelligence.png Simulation Center
  • Auth hive mind.png Sensorium Center

Job evaluator.png +4 Evaluator

Pillar of Quietus Pillar of Quietus
  • Job death chronicler.png +4 Death Chronicler
  • Mod planet building cost mult.png Additional cost: Exotic gases.png 50
  • Upkeep Upkeep: Minerals.png βˆ’5 Exotic gases.png βˆ’1
  • +2 Per perk
  • +10% From jobs
  • Time 480
  • Minerals.png 600
  • Tech heritage site.png Heritage Sites
  • Auth hive mind.png: Tech hive cluster.png Clustered Synapses
III Hypercomms Forum
  • Default Hypercomms Forum
  • Auth corporate.png Synergy Forum

Job culture worker.png +6 Culture Worker

Simulation Complex
  • Auth machine intelligence.png Simulation Complex
  • Auth hive mind.png Sensorium Complex

Job evaluator.png +6 Evaluator

Galactic Memorial Galactic Memorial
  • Job death chronicler.png +6 Death Chronicler
  • Mod planet building cost mult.png Additional cost: Exotic gases.png 100
  • Upkeep Upkeep: Minerals.png βˆ’8 Exotic gases.png βˆ’2
  • +3 Per perk
  • +15% From jobs
  • Time 600
  • Minerals.png 800
  • Tech hypercomms forum.png Local Hypercommunication
  • Auth hive mind.png: Tech hive confluence.png Confluence of Thought

Job output buildings[edit | edit source]

Job output buildings increase the output of certain jobs.

Building Building Pop job.png Jobs Effects Upkeep Upkeep Cost Requirements
Building power hub 1.png Energy Grid
  • Job technician.png +1 Technician if not Gestalt consciousness.png
  • Job technician.png +1 Tech-Drone if Gestalt consciousness.png
  • Energy from technicians +1 Energy from Job technician.png technicians
  • Mod district generator max.png +2 Max generator districts if Auth machine intelligence.png or Ap synthetic evolution.png
    • except on Planet habitat.png Planet ai.png Planet infested.png Planet city.png
Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
  • Auth machine intelligence.png or Ap synthetic evolution.png Added cost of:
    • Minerals.png +100
    • Alloys.png +100
  • Tech power hub 1.png Global Energy Management technology
  • No.png Resort World designation
  • Either:
Building power hub 2.png Energy Nexus
  • Job technician.png +2 Technician if not Gestalt consciousness.png
  • Job technician.png +2 Tech-Drone if Gestalt consciousness.png
  • Energy from technicians +2 Energy from Job technician.png technicians
  • Mod district generator max.png +4 Max generator districts if Auth machine intelligence.png or Ap synthetic evolution.png
    • except on Planet habitat.png Planet ai.png Planet infested.png Planet city.png
Energy.png βˆ’2
Exotic gases.png βˆ’1
  • Time 480
  • Exotic gases.png 50
  • Minerals.png 600
  • Auth machine intelligence.png or Ap synthetic evolution.png Added cost of:
    • Minerals.png +300
    • Alloys.png +150
  • Building Tier 2 capital
  • Tech power hub 2.png Planetary Power Grid technology
  • No.png Resort World designation
Building mineral processing plant 1.png Mineral Purification Plants
  • Job miner.png +1 Miner if not Gestalt consciousness.png
  • Job miner.png +1 Mining Drone if Gestalt consciousness.png
  • On Planet ringworld.png Shattered Ring World instead:
    • Job miner.png +1 Scrap Miner/Scrap Miner Drone
  • Minerals from miners +1 Minerals from Job miner.png miners
  • Mod district mining max.png +2 Max mining districts if Auth machine intelligence.png or Ap synthetic evolution.png
    • except on Planet habitat.png Planet ai.png Planet infested.png Planet city.png Planet ringworld.png
Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
  • Auth machine intelligence.png or Ap synthetic evolution.png Added cost of:
    • Minerals.png +100
    • Alloys.png +100
  • Tech mineral purification 1.png Mineral Purification technology
  • No.png Planet ringworld.png Ring World
  • No.png Resort World designation
  • Either:
Building mineral processing plant 2.png Mineral Purification Hubs
  • Job miner.png +2 Miner if not Gestalt consciousness.png
  • Job miner.png +2 Mining Drone if Gestalt consciousness.png
  • On Planet ringworld.png Shattered Ring World instead:
    • Job miner.png +2 Scrap Miner/Scrap Miner Drone
  • Minerals from miners +2 Minerals from Job miner.png miners
  • If Planet ringworld.png Shattered Ring World, instead:
    • Minerals from miners +1 Minerals from Job miner.png miners
    • Alloys from miners +0.5 Alloys from Job miner.png miners
  • Mod district mining max.png +4 Max mining districts if Auth machine intelligence.png or Ap synthetic evolution.png
    • except on Planet habitat.png Planet ai.png Planet infested.png Planet city.png Planet ringworld.png
Energy.png βˆ’2
Volatile motes.png βˆ’1
  • Time 480
  • Volatile motes.png 50
  • Minerals.png 600
  • Auth machine intelligence.png or Ap synthetic evolution.png Added cost of:
    • Minerals.png +300
    • Alloys.png +150
  • Building Tier 2 capital
  • Tech mineral purification 2.png Advanced Mineral Purification technology
  • No.png Planet ringworld.png Ring World
  • No.png Resort World designation
Building food processing facility.png Food Processing Facilities
  • Job farmer.png +1 Farmer if not Gestalt consciousness.png
  • Job farmer.png +1 Agri-Drone if Gestalt consciousness.png
Food from farmers +1 Food from Job farmer.png farmers Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
  • Tech food processing 1.png Food Processing technology
  • No.png Planet ai.png Machine World
  • No.png Resort World designation
Building food processing center.png Food Processing Centers
  • Job farmer.png +2 Farmer if not Gestalt consciousness.png
  • Job farmer.png +2 Agri-Drone if Gestalt consciousness.png
Food from farmers +2 Food from Job farmer.png farmers Energy.png βˆ’2
Volatile motes.png βˆ’1
  • Time 480
  • Minerals.png 600
  • Volatile motes.png 50
  • Building Tier 2 capital
  • Tech food processing 2.png Advanced Food Processing technology
  • No.png Planet ai.png Machine World
  • No.png Resort World designation
Building foundry 1.png Alloy Foundries
  • Job foundry.png +2 Metallurgist/Foundry Drone/Fabricator
  • If Civic catalytic processing.pngCivic hive catalytic processing.pngCivic machine catalytic processing.pngCivic corporate catalytic processing.png Catalytic instead:
    • Job foundry.png +2 Catalytic Technician/Drone
Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
  • No.png Resort World designation
  • No.png Thrall World designation
Building foundry 2.png Alloy Mega-Forges
  • Job foundry.png +2 Metallurgist/Foundry Drone/Fabricator
  • If Civic catalytic processing.pngCivic hive catalytic processing.pngCivic machine catalytic processing.pngCivic corporate catalytic processing.png Catalytic instead:
    • Job foundry.png +2 Catalytic Technician/Drone
  • Alloys from metallurgists +1 Alloys from Job foundry.png metallurgists
  • Minerals upkeep of metallurgists +2 Minerals upkeep of Job foundry.png metallurgists
  • Food upkeep of catalytic technicians +3 Food upkeep of Job foundry.png catalytic technicians
Energy.png βˆ’5
Volatile motes.png βˆ’2
  • Time 480
  • Minerals.png 600
  • Volatile motes.png 100
  • Building Tier 2 capital
  • Tech alloys 1.png Holographic Casts technology
Building foundry 3.png Alloy Nano-Plants
  • Job foundry.png +2 Metallurgist/Foundry Drone/Fabricator
  • If Civic catalytic processing.pngCivic hive catalytic processing.pngCivic machine catalytic processing.pngCivic corporate catalytic processing.png Catalytic instead:
    • Job foundry.png +2 Catalytic Technician/Drone
  • Alloys from metallurgists +2 Alloys from Job foundry.png metallurgists
  • Minerals upkeep of metallurgists +4 Minerals upkeep of Job foundry.png metallurgists
  • Food upkeep of catalytic technicians +6 Food upkeep of Job foundry.png catalytic technicians
Energy.png βˆ’8
Volatile motes.png βˆ’4
  • Time 600
  • Minerals.png 800
  • Volatile motes.png 200
  • Building Tier 3 capital
  • Nano-Separators Nano-Separators technology
Building factory 1.png Civilian Industries
  • Job artisan.png +2 Artisan/Drone
  • Job artificer.png +2 Artificer instead if Civic crafters.pngCivic corporate crafters.png Masterful Crafters
Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
  • No.pngGestalt consciousness.png Gestalt Consciousness unless Civic machine servitor.png Rogue Servitor
  • No.png Resort World designation
  • No.png Thrall World designation
Building factory 2.png Civilian Fabricators
  • Job artisan.png +2 Artisan/Drone
  • Job artificer.png +2 Artificer instead if Civic crafters.pngCivic corporate crafters.png Masterful Crafters
  • Consumer goods from artisans +1 Consumer goods from Job artisan.png artisans
  • Minerals upkeep of artisans +1 Minerals upkeep of Job artisan.png artisans
Energy.png βˆ’5
Rare crystals.png βˆ’2
  • Time 480
  • Minerals.png 600
  • Rare crystals.png 100
  • Building Tier 2 capital
  • Nano-Circuit Assembly Nano-Circuit Assembly technology
Building factory 3.png Civilian Repli-Complexes
  • Job artisan.png +2 Artisan/Drone
  • Job artificer.png +2 Artificer instead if Civic crafters.pngCivic corporate crafters.png Masterful Crafters
  • Consumer goods from artisans +2 Consumer goods from Job artisan.png artisans
  • Minerals upkeep of artisans +2 Minerals upkeep of Job artisan.png artisans
Energy.png βˆ’8
Rare crystals.png βˆ’4
  • Time 600
  • Minerals.png 800
  • Rare crystals.png 200
  • Building Tier 3 capital
  • Tech luxuries 2.png Replicator Kiosks technology
Building autocurating vault.png Auto-Curating Vault
Auth corporate.png Vault of Acquisitions
Auth machine intelligence.png Alpha Hub
  • Unity.png +10 unity
  • Bureaucrat +15% Administrator Output
Energy.png βˆ’5
Rare crystals.png βˆ’1
  • Time 480
  • Minerals.png 600
  • Rare crystals.png 50
  • Building Tier 3 capital
  • Tech autocurating vault.png Automated Curation Algorithms technology
  • No.pngSpiritualist.pngFanatic Spiritualist.png Spiritualist
  • No.png Thrall World designation
Building citadel of faith.png Citadel of Faith Job priest.png +1 High Priest
  • Unity.png +10 unity
  • Priest +15% Priest Output
  • Spiritualist.png +20% Spiritualist ethics attraction
  • Energy.png βˆ’5
  • Rare crystals.png βˆ’1
  • Time 480
  • Minerals.png 600
  • Rare crystals.png 50
  • Building Tier 3 capital
  • Tech transcendent faith.png Metacognitive Faith technology
  • Spiritualist.pngFanatic Spiritualist.png Spiritualist
  • No.png Thrall World designation
Building institute.png Research Institute Job researcher.png +1 Science Director Job researcher.png +15% Researcher Output
  • Energy.png βˆ’5
  • Exotic gases.png βˆ’1
  • Time 480
  • Minerals.png 600
  • Exotic gases.png 50
  • Building Tier 3 capital
  • Tech global research initiative.png Interplanetary Research Initiative technology
  • No.pngGestalt consciousness.png Gestalt Consciousness
  • No.png Resort World designation
  • No.png Thrall World designation
Building institute.png Planetary Supercomputer
  • Auth hive mind.png: Brain Drone +1 Brain Drone
  • Auth machine intelligence.png: Job researcher.png +1 Calculator
Job researcher.png +15% Researcher Output Energy.png βˆ’5
  • Time 480
  • Minerals.png 600
  • Building Tier 3 capital
  • Tech global research initiative.png Interplanetary Research Initiative technology
  • Gestalt consciousness.png Gestalt Consciousness
Building production center.png Ministry of Production
Gestalt consciousness.png Resource Processing Center
  • Job administrator.png +1 Politician if not Gestalt consciousness.png
  • Job foundry.png +2 Foundry Drone/Catalytic Drone if Auth hive mind.png
  • Job foundry.png +1 Fabricator/Catalytic Drone if Auth machine intelligence.png
  • Job foundry.png +15% Metallurgist Output
  • Job artisan.png +15% Artisan Output
  • Energy.png βˆ’5
  • Volatile motes.png βˆ’1
  • Time 480
  • Minerals.png 600
  • Volatile motes.png 50
  • Building Tier 3 capital
  • Tech global production strategy.png Global Production Strategy technology
  • No.png Resort World designation
  • No.png Thrall World designation
Building coordinated fulfillment center 1.png Coordinated Fulfillment Center
  • Job foundry.png +20% Metallurgist Output
  • Job artisan.png +20% Artisan Output
  • Mod pop growth speed.png βˆ’20% Pop Growth Reduction
  • Planet nuked.png In 30 years planet becomes a Tomb World if can be terraformed
  • Menu icon policies.png Cleanup Industrialism policy prevents the terraforming
Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
  • Relentless Industrialists Relentless Industrialists civic
  • Building Tier 2 capital
  • No.png Resort World designation
  • No.png Thrall World designation
Building coordinated fulfillment center 2.png Universal Productivity Alignment Facility
  • Job foundry.png +40% Metallurgist Output
  • Job artisan.png +40% Artisan Output
  • Mod pop growth speed.png βˆ’40% Pop Growth Reduction
  • Planet nuked.png In 15 years planet becomes a Tomb World if can be terraformed
  • Menu icon policies.png Cleanup Industrialism policy prevents the terraforming
  • Energy.png βˆ’5
  • Volatile motes.png βˆ’2
  • Time 480
  • Minerals.png 800
  • Volatile motes.png 100
  • Relentless Industrialists Relentless Industrialists civic
  • Building Tier 3 capital
  • Tech global production strategy.png Global Production Strategy technology

Pop assembly buildings[edit | edit source]

Pop assembly buildings provide assembly points towards either organic or robotic Pops. Only one pop assembly building can be active at a time; if a second one is constructed it will remain inactive.

Building Produces Upkeep Cost Requirements Description
Building robot assembly plant.png Robot Assembly Plants Job roboticist.png +1 Roboticist Energy.png βˆ’5 Time 360
Minerals.png 600
  • No.png Thrall World designation
  • No.pngGestalt consciousness.png Gestalt Consciousness
  • Tech robotic workers.png Robotic Workers technology
  • Menu icon policies.png Robotic Workers policy is not Outlawed
High-tech factories where skilled Roboticists assemble the latest robot models.
Building robot assembly plant.png Machine Assembly Plants Job replicator.png +1 Replicator Energy.png βˆ’2 Time 360
Minerals.png 400
Auth machine intelligence.png Machine Intelligence A production line assembly plant where new units are constructed.
Building machine assembly complex.png Machine Assembly Complex Job replicator.png +3 Replicator Energy.png βˆ’8
Rare crystals.png βˆ’2
Time 600
Minerals.png 800
Rare crystals.png 100
  • Auth machine intelligence.png Machine Intelligence
  • Tech mega assembly.png Mega-Assembly Systems technology
An advanced assembly plant where new units are constructed.
Building spawning pool.png Spawning Pools Job spawning drone.png +1 Spawning Drone Energy.png βˆ’2 Time 360
Minerals.png 400
Auth hive mind.png Hive Mind Tended by the scientific and gentle care of specialists, these pools stimulate our spawn into faster growth.
Building clone vats.png Clone Vats Mod pop growth speed.png +3 Monthly Organic Pop Assembly Energy.png βˆ’2
Food.png βˆ’30 if not Trait lithoid.png
Minerals.png βˆ’30 if Trait lithoid.png
Time 360
Minerals.png 500
Food.png 500 if not Trait lithoid.png
Energy.png 500 if Trait lithoid.png
  • Ap engineered evolution.png Engineered Evolution ascension perk
  • No.png Resort World designation
Clone Vats break down simple organic materials like food to generate Organic Pop Assembly.
Building posthumous employment center.png Posthumous Employment Center Job necromancer.png +1 Reassigner Energy.png βˆ’2 Time 360
Minerals.png 400
Civic permanent employment.png Permanent Employment At the Posthumous Employment Center, carcasses bereft of consciousness can find new purpose and a new opportunity to pay off their debts.
Building offspring nest.png Offspring Nest Job spawning drone.png +1 Offspring Drone Energy.png βˆ’2 Time 360
Minerals.png 400
Origins progenitor hive.png Progenitor Hive origin This fortified nest safely harbors the local Offspring while also accelerating growth for the rest of the nearby hive.
Building ancient relics.png Ancient Clone Vat
  • Monthly Organic Pop Assembly:
    • Mod pop growth speed.png +2 if Pops per vat is 19+
    • Mod pop growth speed.png +5 if Pops per vat is 16-18
    • Mod pop growth speed.png +7 if Pops per vat is 12-15
    • Mod pop growth speed.png +10 if Pops per vat is 8-11
    • Mod pop growth speed.png +15 if Pops per vat is 0-7 (only after year 2210)
Energy.png βˆ’5 Time 90
Minerals.png 600
  • Origins clones.png Clone Army origin
  • Max 5 per empire
Lost technology left behind by the Creators. Can be taken apart and reassembled, but its inner components and workings are too much advanced to replicate.

Empire capital buildings[edit | edit source]

Capital buildings can only be constructed once on the capital world of an empire and are not available to Gestalt consciousness.png Gestalt Consciousness empires.

Building Produces Capital tier Upkeep Cost Required technology Description
Building embassy.png Embassy Complex Available envoys +1 Available envoys 2 Energy.png βˆ’5
Rare crystals.png βˆ’1
Time 480
Minerals.png 600
Rare crystals.png 50
Tech xeno diplomacy.png 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.
Building grand embassy.png Grand Embassy Complex Available envoys +2 Available envoys 3 Energy.png βˆ’8
Rare crystals.png βˆ’2
Time 600
Minerals.png 800
Rare crystals.png 100
Tech diplomacy 2.png 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.
Building akx worm 3.png Omega Alignment Physics Research +16 Physics research 1 Energy.png βˆ’8 Time 900
Minerals.png 1000
Tech akx worm 3.png 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[edit | edit source]

Gaia Seeders can only be constructed by empires with the Civic idyllic bloom.pngCivic hive idyllic bloom.png Idyllic Bloom civic. Building and upgrading Gaia Seeders takes Time 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 Tech terrestrial sculpting.png Terrestrial Sculpting technology is researched, the planet needs to match the climate of the primary species' homeworld. Upkeep on such worlds is increased by +25%.
  • If the Tech ecological adaptation.png Ecological Adaptation technology is researched, the planet can be of any class except Planet nuked.png Tomb World. Upkeep on such worlds is increased by +50%.
  • If the Tech climate restoration.png Climate Restoration technology is researched, the planet can be a Planet nuked.png 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
Building gaiaseeders 1.png Phase 1 Mod pop growth speed.png +10% Pop Growth Speed Energy.png βˆ’20 Energy.png 1500
Building gaiaseeders 2.png Phase 2
  • Mod pop growth speed.png +5% Pop Growth Speed
  • Mod habitability.png +10% Habitability
Energy.png βˆ’20
Exotic gases.png βˆ’1
Energy.png 1500
Exotic gases.png 50
Building gaiaseeders 3.png Phase 3 Mod habitability.png +20% Habitability Energy.png βˆ’20
Exotic gases.png βˆ’2
Energy.png 1500
Exotic gases.png 100
Building gaiaseeders 4.png Final Phase
  • Planet gaia.png Planet is terraformed into a Gaia World
  • Mod pop happiness.png +10% Happiness for 6 months
  • Immigration pull +50% Immigration Pull for 6 months
Building removed Energy.png 1500
Exotic gases.png 200

Military[edit | edit source]

Military buildings produce Army defense.png 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 Tech aura snare.png FTL Inhibition technology has been researched. Upgrading Strongholds into Fortresses requires the Tech global defense grid.png Global Defense Grid technology.

Building FTL magnet.png FTL Inhibitor Regular jobs Capital tier Upkeep Cost Description
Building stronghold.png Stronghold No.png Job soldier.png +2 Soldier/Warrior Drone 1 Energy.png βˆ’1 Time 240
Minerals.png 400
A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion.
Building fortress.png Fortress Yes.png Job soldier.png +4 Soldier/Warrior Drone 2 Energy.png βˆ’1
Volatile motes.png βˆ’1
Time 360
Minerals.png 400
Volatile motes.png 50
A massive fortress complex with an expanded garrison and training facilities for soldiers.

Law enforcement[edit | edit source]

Law enforcement buildings produce Army defense.png defense armies and Unity.png Unity and, most importantly, reduce Job criminal.png Crime or Deviancy.

Building Jobs Upkeep Cost Requirements Description
Building precinct house.png Precinct Houses Job enforcer.png +2 Enforcer Energy.png βˆ’2 Time 360
Minerals.png 400
No.pngGestalt consciousness.png Gestalt Consciousness Monuments to law and order. Enforcers are based here.
Building hall judgment.png Hall of Judgment Job enforcer.png +5 Enforcer Energy.png βˆ’1
Volatile motes.png βˆ’1
Time 480
Minerals.png 600
Volatile motes.png 50
Tech colonial centralization.png Colonial Centralization technology A massive complex dedicated to courts and law enforcement.
Building sentinel posts.png Sentinel Posts Job patrol drone.png +2 Hunter-Seeker Drone Energy.png βˆ’2 Time 360
Minerals.png 200
Gestalt consciousness.png Gestalt Consciousness These are the outposts from which Patrol Drones scan the Consciousness for signs of deviancy and malfunction.

Refineries[edit | edit source]

Refinery buildings produce Exotic gases.pngRare crystals.pngVolatile motes.png 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 Upkeep Cost Requirements Description
Building chemical plant.png Chemical Plants Job chemist.png +1 Chemist/Chem-Drone Energy.png βˆ’3 Time 480
Minerals.png 500
Tech volatile motes.png 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.
Building refinery.png Exotic Gas Refineries Job gas refiner.png +1 Gas Refiner/Refinery Drone Energy.png βˆ’3 Time 480
Minerals.png 500
Tech exotic gases.png Exotic Gas Refining technology These advanced refineries work day and night to produce exotic gases.
Building crystal plant.png Synthetic Crystal Plants Job translucer.png +1 Translucer/Lensing Drone Energy.png βˆ’3 Time 480
Minerals.png 500
Tech rare crystals.png Rare Crystal Manufacturing technology Nearly identical to the real thing, the crystals produced here are of the highest quality.
Building crystal plant 2.png Kha'lanka Crystal Plant Job translucer.png +3 Translucer/Lensing Drone Energy.png βˆ’3 Time 800
Minerals.png 1000
Ancient Relics.png 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.

Temples[edit | edit source]

Temple buildings are only available to Spiritualist.pngFanatic Spiritualist.png Spiritualist empires. They produce Amenities.png Amenities, Unity.png Unity and Spiritualist.png Spiritualist Ethics Attraction.

Building Jobs Ethics Attraction Capital tier Upkeep Cost Requirements Description
Building temple.png Temple
  • Priest +2 Priest
  • Auth corporate.png Priest 1 🠚 Job manager.png Manager: +1
Spiritualist.png +5% Spiritualist 1 Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
Simple constructs erected since time immemorial, temples are places of quiet contemplation and communion with that which unites us all.
Building holotemple.png Holotemple
  • Priest +4 Priest
  • Auth corporate.png Priest 2 🠚 Job manager.png Manager: 2
Spiritualist.png +10% Spiritualist 2 Energy.png βˆ’5
Rare crystals.png βˆ’2
  • Time 480
  • Minerals.png 600
  • Rare crystals.png 50
Tech holographic rituals.png Holographic Rituals tech 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.
Building sacred nexus.png Sacred Nexus
  • Priest +6 Priest
  • Auth corporate.png Priest 3 🠚 Job manager.png Manager: 3
Spiritualist.png +15% Spiritualist 3 Energy.png βˆ’8
Rare crystals.png βˆ’2
  • Time 600
  • Minerals.png 800
  • Rare crystals.png 100
Tech sacred nexus.png Consecration Fields tech The latest developments in field technology allow worshipers to directly experience the divine influence of sacred ground.
Building sacrificial temple 1.png Sacrificial Temple
  • Job death priest.png +1 Death Priest
  • Job mortal initiate.png +1 Mortal Initiate
Spiritualist.png +5% Spiritualist 1 Energy.png βˆ’2
  • Time 360
  • Minerals.png 400
Civic death cult.pngCivic death cult corporate.png Death Cult A revered site in which solemn preachers and dedicated pupils pray and work towards each prosperous yet bloody cycle.
Building sacrificial temple 2.png Grim Holotemple
  • Job death priest.png +2 Death Priest
  • Job mortal initiate.png +2 Mortal Initiate
  • Auth corporate.png Job death priest.pngJob mortal initiate.png 1 🠚 Job manager.png Manager: 2
Spiritualist.png +10% Spiritualist 2 Energy.png βˆ’5
Exotic gases.png βˆ’2
  • Time 480
  • Minerals.png 600
  • Exotic gases.png 50
  • Civic death cult.pngCivic death cult corporate.png Death Cult
  • Tech holographic rituals.png Holographic Rituals tech
Technological enhancements to this consecrated building allow for more rigorous study, and a more tangible sense of devotion to causes beyond its mutable walls.
Building sacrificial temple 3.png Temple of Grand Sacrifice
  • Job death priest.png +3 Death Priest
  • Job mortal initiate.png +3 Mortal Initiate
  • Auth corporate.png Job death priest.pngJob mortal initiate.png 1 🠚 Job manager.png Manager: 2
Spiritualist.png +15% Spiritualist 3 Energy.png βˆ’8
Exotic gases.png βˆ’2
Volatile motes.png βˆ’1
  • Time 600
  • Minerals.png 800
  • Exotic gases.png 100
  • Civic death cult.pngCivic death cult corporate.png Death Cult
  • Tech sacred nexus.png Consecration Fields tech
A site of suprement consecration in which multi-sensory immersion fields allow the faithful to honor every sacrifice - past, present and future.

Trade[edit | edit source]

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 Tech interstellar economics.png Interstellar Economics technology.

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

Building Jobs Upkeep Cost Description
Building commercial zone.png Commercial Zones
  • Job clerk.png +3 Clerk
  • Job merchant.png +1 Merchant with Tradition mercantile commercial enterprise.png Commercial Enterprise
Energy.pngβˆ’2 Time 360
Minerals.png 400
These commercial zones are home to towering office buildings and business complexes.
Building commercial megaplex.png Commerce Megaplexes
  • Job clerk.png +6 Clerk
  • Job merchant.png +1 Merchant without Tradition mercantile commercial enterprise.png Commercial Enterprise
  • Job merchant.png +2 Merchant with Tradition mercantile commercial enterprise.png Commercial Enterprise
Energy.pngβˆ’5
Rare crystals.pngβˆ’1
Time 480
Minerals.png 600
Rare crystals.png 50
Great commercial spires and towers rising up towards the sky, blotting out the light.

Organic safekeeping[edit | edit source]

Civic machine servitor.png Rogue Servitor empires need organic safekeeping buildings to provide Bio-Trophy Bio-Trophy Jobs for Unity.png Unity. These buildings are converted into Housing.png 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 Tech paradise dome.png Idyllic Architecture technology.

Building Jobs Upkeep Cost Description
Building organic sanctuary.png Organic Sanctuary
  • Bio-Trophy Bio-Trophy +10
  • Job artisan.png Artisan Drone +1
Energy.png βˆ’2 Time 360
Minerals.png 400
This sanctuary provides a sealed environment where organics can thrive in a safe and above all controlled manner.
Building paradise dome.png Organic Paradise
  • Bio-Trophy Bio-Trophy +20
  • Job artisan.png Artisan Drone +2
  • Job maintenance drone.png Maintenance Drone +1
Energy.png βˆ’5
Exotic gases.png βˆ’1
Time 480
Minerals.png 600
Exotic gases.png 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 | edit source]

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

Building Jobs/output Upkeep Cost Required technology Planetary feature Description
Building betharian power plant.png Betharian Power Plant
  • Energy.png +10 Energy
  • Job technician.png +4 Technician/Tech-Drone
Time 360
Minerals.png 200
Tech mine betharian.png Betharian Refining D betharian deposit.png Betharian Fields Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits.
Building alien zoo.png Alien Zoo
  • Job entertainer.png +2 Entertainer if not Civic warrior culture.png Warrior Culture
  • Job duelist.png +2 Duelist if Civic warrior culture.png Warrior Culture
  • No.png Not available to Gestalt consciousness.png Gestalt Consciousness
Energy.png βˆ’1 Time 360
Minerals.png 200
Tech alien life studies.png Xenology D alien pets deposit.png Isolated Valley As a sign of our mastery of the unknown, we have gathered alien creatures from all across the galaxy.
Building crystal mines.png Crystal Mines Job crystal miner.png +1 Crystal Miner/Crystal Mining Drone Energy.png βˆ’1 Time 360
Minerals.png 200
Tech mine rare crystals.png Rare Crystal Mining
  • D crystalline caverns.png Crystalline Caverns
  • D crystal forest.png Crystal Forest
  • D crystal reef.png Crystal Reef
  • D space walk.png Rare Crystal Deposit
Great care must be taken when excavating these mines to avoid damaging the crystals.
Building gas extractors.png Gas Extraction Wells Job gas extractor.png +1 Gas Extractor/Gas Extraction Drone Energy.png βˆ’1 Time 360
Minerals.png 200
Tech exotic gases.png Exotic Gas Extraction
  • D bubbling swamp.png Bubbling Swamp
  • D fuming bog.png Fuming Bog
  • D space walk.png Exotic Gas Deposit
These hulking wells reach deep into the planet's mantle to access pockets of Exotic Gas.
Building mote harvesting traps.png Mote Harvesting Traps Job mote harvester.png +1 Mote Harvester/Mote Harvesting Drone Energy.png βˆ’1 Time 360
Minerals.png 200
Tech volatile motes.png Mote Stabilization
  • D dust caverns.png Dust Caverns
  • D dust desert.png Dust Desert
  • D space walk.png 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 | edit source]

Building Effects Upkeep Cost Requirements Description
Building resource silo.png Resource Silos
  • Mod country resource max add.png +5000 Resource Storage Capacity
  • Job clerk.png +1 Clerk if not Gestalt consciousness.png Gestalt Consciousness
  • Job maintenance drone.png +1 Maintenance Drone if Gestalt consciousness.png Gestalt Consciousness
Energy.png βˆ’1 Time 180
Minerals.png 200
  • No.png Resort World designation
  • No.png Thrall World designation
Massive resource silos and storage facilities where large quantities of resources can be safely kept.
Building bio reactor.png Bio-Reactor Energy.png +20 Energy Food.png βˆ’25 Time 240
Minerals.png 200
Yes.png Main species does not require Food A facility where organic matter is converted into energy at a highly efficient rate.
Building nanite transmuter.png Nanite Transmuter
  • Exotic gases.png +2 Exotic Gases
  • Rare crystals.png +2 Rare Crystals
  • Volatile motes.png +2 Volatile Motes
Energy.png βˆ’5
Nanites.png βˆ’1
Time 600
Minerals.png 1000
  • Tech nanite transmutation.png Nanite Transmutation
  • Building Planetary Administration
  • No.png Resort World designation
  • No.png Thrall World designation
This factory mass-produces a variety of rare resources using extremely advanced nanites. A Nanite Deficit will halt production.
Building residence.png Overseer Residences
  • Job enforcer.png +2 Slave Overseer job
  • Housing.png +2 Housing
Energy.png βˆ’1 Time 240
Minerals.png 200
Decision slave colony.png Thrall World These homes are reserved for the relatively privileged slave overseers.
Building order keep.png Order's Keep
  • Job squire.png +1 Squire job
  • Job knight.png +2 Knight job
  • Job knight.png +1 Knight job per 10 Pops
  • Immigration pull +5 Immigration Pull
  • Immigration pull +100% Automatic Resettlement Destination Chance
  • District orders demesne.png Habitat can construct Order's Demesne Districts
  • No.png Habitat cannot construct Leisure Districts
  • No.png Cannot be disabled or removed
N/A Time 180
Minerals.png 1000
  • Origins toxic knights.png Knights of the Toxic God origin
  • Spaceport 1.png Habitat orbiting the homeworld
The seat of the Order is the home of its knights. It boasts vast archives of data, and is filled with trophies collected over its long and illustrious history.
Building order holding.png Order's Castle
  • Job squire.png +1 Squire job
  • Job knight.png +2 Knight job
  • Immigration pull +1 Immigration Pull
  • Immigration pull +20% Automatic Resettlement Destination Chance
  • District orders demesne.png Habitat can construct Order's Demesne Districts
  • No.png Habitat cannot construct Leisure Districts
  • No.png Cannot be disabled or removed
N/A Decision consecrate habitat knights.png Consecrate Habitat decision The Order of the Toxic God has established a castle on this habitat. A contingent of knights and squires have set up base here.

Purchasable[edit | edit source]

Purchasable buildings can only be obtained via a deal with aliens.

Building Produces Jobs Cost Deal source Requirements Description
Building artist patron.png Ministry of Culture
  • Unity.png +15% Unity from Jobs
  • Energy.png βˆ’2 upkeep
  • Non-Gestalt: Job culture worker.png +3 Culture Worker
  • Auth hive mind.png: Job synapse drone.png +3 Synapse Drone
  • Auth machine intelligence.png: Job evaluator.png +3 Evaluator
Time 480 Leviathans.png Artisans
  • No.png Thrall World designation
  • Planet Unique
A fashionable headquarters for the Ministry of Culture, helping to spread knowledge, entertainment and art to the masses.
Building nuumismatic shrine.png Numistic Shrine
  • Job merchant.png +2 Merchant
  • Priest +2 Priest
Time 180
Minerals.png 1000
MegaCorp.png Caravan No.pngGestalt consciousness.png Gestalt Consciousness A shrine devoted to the worship of Numa, goddess of fortune.
Building waste reprocessing center.png Waste Reprocessing Center
  • Energy.png +10 Energy
  • Minerals.png +10 Minerals
  • Amenities.png +5 Amenities
Job technician.png +2 Tech-Drone Time 480
Minerals.png 100
MegaCorp.png Caravan Gestalt consciousness.png 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 | edit source]

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
Building crude huts.png Crude Huts
  • Mod planet housing add.png +4 Housing
  • Mod planet amenities add.png +5 Amenities
  • Mod planet crime add.png βˆ’10 Crime
Stone Age planet capital Primitive shelters constructed out of stone, clay or whatever other materials were available.
Building stone palace.png Stone Palaces
  • Mod planet housing add.png +3 Housing
  • Mod planet amenities add.png +25 Amenities
  • Mod planet crime add.png βˆ’10 Crime
  • Job noble.png +1 Feudal Noble
  • Job hunter.png +1 Warrior
  • Job researcher.png +1 Scholar
  • Job priest.png +1 Cleric
Bronze Age – Steam Age planet capital Primitive Palaces built out of stone, where the local ruling elite resides.
Building primitive capital.png Regional Capitals
  • Mod planet housing add.png +5 Housing
  • Mod planet amenities add.png +25 Amenities
  • Mod planet crime add.png βˆ’20 Crime
  • Job administrator.png +2 Bureaucrat
  • Job soldier.png +2 Soldier
  • Job researcher.png +2 Researcher
  • Job priest.png +2 Priest
Industrial Age – Early Space Age planet capital The regional capital buildings of the various nation-states inhabiting this primitive world.
Building junkpile.png Junkheap
  • Mod planet housing add.png +15 Housing
  • Mod planet amenities add.png +20 Amenities
Scavenger +10 Scavenger Junk Ratling planet capital A rusting, irradiated jumble of collapsed infrastructure, destroyed buildings. and decaying wreckage from an unknown civiliztion.
Building crude huts.png Primitive Dwellings Mod planet housing add.png +6 Housing Bronze Age – Renaissance Age These small buildings provide a minimal amount of shelter, but they keep out the worst of the elements.
Building residence.png Urban Dwellings Mod planet housing add.png +24 Housing Steam Age – Early Space Age Cramped and often polluted jungles of concrete.
Building primitive factory.png Primitive Factory Laborer +2 Labourer Steam Age – Early Space Age Primitive, inefficient factories spewing pollution while producing goods.
Building primitive mine.png Primitive Mine
  • Job miner.png+2 Miner
  • Trait lithoid.pngJob miner.png+8 Miner
Steam Age – Early Space Age Primitive mining tunnels that snake through the ground.
Building crude huts.png Primitive Farms Job farmer.png +10 Farmer
  • Industrial Age – Early Space Age
  • No.pngTrait lithoid.png Lithoid
Primitive farmsteads working the soil for meager returns.
Building primitive power plant.png Primitive Power Plant Job technician.png +2 Technician Industrial Age – Early Space Age A primitive and somewhat unreliable power plant that relies on coal or early atomic power.
Building stone palace.png Great Pyramid
  • Food.png +2 Food
  • Society research +2 Society Research
Observation event A pyramid constructed by the local population to appease a deity descended from the sky.

Fallen empire[edit | edit source]

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 Time 480 days to construct. If demolished however, they cannot be rebuilt.

Building Produces Upkeep On Capture Description
Building palace.png Ancient Palace
  • Job administrator.png +2 Overseer jobs if No.pngFanatic Spiritualist.png not Holy Guardians
  • Job priest.png +2 Sky Cardinal jobs if Fanatic Spiritualist.png Holy Guardians
  • Job enforcer.png +2 Protector jobs
Energy.png βˆ’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
Building slave processing.png Ancient Control Center Job soldier.png +5 Guardian jobs Energy.png βˆ’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
Building fe xeno zoo.png Xeno Preserve
  • Housing.png +30 Housing
  • Amenities.png +15 Amenities
  • Job culture worker.png +2 Xeno-Keeper jobs
Energy.png βˆ’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
Building fortress.png Aegis Complex Job enforcer.png +5 Protector jobs Energy.png βˆ’10 Converts to Fortress A massive planetary defense complex housing a multitude of armories stocked to the brim with advanced precursor weaponry.
Building hab cultural center.png Affluence Center Consumer goods.png +50 Consumer Goods
  • Energy.png βˆ’10
  • Minerals.png βˆ’25
Usable Any material desire can be met here, no matter how outlandish.
Building nano forge.png Auto-Forge Alloys.png +25 Alloys
  • Energy.png βˆ’10
  • Minerals.png βˆ’50
Usable The colossal nano-replicator bays convert raw materials into advanced alloys with miraculous efficiency.
Building class 4 singularity.png Class-4 Singularity Energy.png +250 Energy N/A Usable Even after all this time, the containment fields remain stable. No one understands how.
Building nanite transmuter.png Dimensional Fabricator
  • Minerals.png +100 Minerals
  • Exotic gases.png +2 Exotic Gases
  • Rare crystals.png +2 Rare Crystals
  • Volatile motes.png +2 Volatile Motes
  • Dark Matter.png +2 Dark Matter if Origins elder race.png Fallen Empire
  • Living Metal.png +2 Living Metal if Origins elder race.png Fallen Empire
  • Zro.png +2 Zro if Origins elder race.png Fallen Empire
Energy.png βˆ’20 Usable This building uses little-understood dimensional technology to tunnel into other realities and siphon off their valuable resources.
Building food processing center.png Nourishment Center Food.png +100 Food Energy.png βˆ’20 Usable If it exists as a flavor, it can be replicated here.
Building paradise dome.png Sky Dome
  • Housing.png +20 Housing
  • Amenities.png +20 Amenities
Energy.png βˆ’10 Usable A floating utopia maintained with extremely advanced anti-gravity technology.
Building master archive.png Master Archive
  • Research.png +100 Research Output
  • Job fe archivist.png +10 Archivist jobs if Origins elder race.png Fallen Empire
Energy.png βˆ’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 Planet gaia.png The Archives
Building citadel of faith.png Empyrean Shrine Job priest.png +3 Augur of the Shroud jobs Energy.png βˆ’10 Converts to Citadel of Faith The shrine itself vibrates somehow, making it appears slightly blurred from a distance.
  • Can only be found on Planet gaia.png Sky Temple
Building ancient cryo chamber.png Ancient Cryo-Chamber Energy.png βˆ’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 Planet ringworld.png Alpha Complex.

Holdings[edit | edit source]

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.

References[edit | edit source]

  1. ↑ 00_capital_buildings.txt: see "prerequisites" blocks
  2. ↑ 01_scripted_triggers_buildings.txt
  3. ↑ 00_capital_buildings.txt: see "building_machine_capital", "convert_to" block. Possibly a bug
  4. ↑ 01_scripted_triggers_buildings.txt: see "has_fully_upgraded_capital". Possibly a bug
Game concepts
Exploration Exploration β€’ FTL β€’ Anomaly β€’ Archaeological site β€’ Relics β€’ Pre-FTL species β€’ Fallen empire β€’ Events β€’ Spaceborne aliens β€’ Guardians β€’ Marauders β€’ Caravaneers
Celestial bodies Celestial body β€’ Colonization β€’ Terraforming β€’ Planetary features β€’ Planet modifiers
Species Species β€’ Traits β€’ Population β€’ Pop modification β€’ Species rights β€’ Ethics
Governance Empire β€’ Government β€’ Civics β€’ Policies β€’ Edicts β€’ Leader β€’ Factions β€’ Technology β€’ Traditions β€’ Situations
Economy Economy β€’ Planetary management β€’ Districts β€’ Buildings β€’ Holdings β€’ Jobs β€’ Designation β€’ Trade β€’ Megastructures
Diplomacy Diplomacy β€’ Relations β€’ Galactic community β€’ Federations β€’ Subject empires β€’ Intelligence β€’ AI personalities
Warfare Warfare β€’ Space warfare β€’ Land warfare β€’ Starbase β€’ Ship β€’ Ship designer β€’ Crisis
Others The Shroud β€’ L-Cluster β€’ Unique systems β€’ Preset empires β€’ AI players β€’ Easter eggs