Difference between revisions of "Buildings"

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m (Uniques)
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== Construction ==
 
== Construction ==
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Each world has a size which indicates how many tiles are on its surface. A typical homeworld might have 16~25 tiles while regular planets may range between 10~25 tiles. Each tile may produce [[resources]] if worked by a [[population]].
 
Each world has a size which indicates how many tiles are on its surface. A typical homeworld might have 16~25 tiles while regular planets may range between 10~25 tiles. Each tile may produce [[resources]] if worked by a [[population]].
  
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== Colony Capital ==
 
== Colony Capital ==
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All capitals provide {{iconify|Energy}} and increase {{iconify|Governing Ethics Attraction}}. All but the most basic capital also produce {{iconify|Unity}} and provide an {{icon|adjacency bonus}} adjacency bonus to {{iconify|Food}}, {{iconify|Minerals}} and {{iconify|Energy}}. An upgraded capital is also a prerequisite for most higher level buildings. All colony capitals produce an additional +1 {{iconify|Unity}} with the [[File:Tradition_expansion_colonization_fever.png|21px]]Colonization Fever tradition.
 
All capitals provide {{iconify|Energy}} and increase {{iconify|Governing Ethics Attraction}}. All but the most basic capital also produce {{iconify|Unity}} and provide an {{icon|adjacency bonus}} adjacency bonus to {{iconify|Food}}, {{iconify|Minerals}} and {{iconify|Energy}}. An upgraded capital is also a prerequisite for most higher level buildings. All colony capitals produce an additional +1 {{iconify|Unity}} with the [[File:Tradition_expansion_colonization_fever.png|21px]]Colonization Fever tradition.
  
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=== Power plants ===
 
=== Power plants ===
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{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
 
{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
 
! style="width:20%" colspan=2 | Type  
 
! style="width:20%" colspan=2 | Type  
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=== Energy grids ===
 
=== Energy grids ===
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Both the buildings also produce {{green|+2}} {{iconify|Unity}} with the [[File:Tradition_prosperity_pursuit_of_profit.png|21px]]Pursuit of Profit tradition.
 
Both the buildings also produce {{green|+2}} {{iconify|Unity}} with the [[File:Tradition_prosperity_pursuit_of_profit.png|21px]]Pursuit of Profit tradition.
  
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== Food ==
 
== Food ==
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Food buildings include hydroponics farms that produce nutrient-rich vegetable matter tailored for consumption by local Pops. With the {{iconify|Agrarian Idyll}} civic, farms also produce {{green|+1}} {{iconify|Unity}}. With full accept [[Traditions#Swap: Adaptability|''Adaptibility'' tradition tree]], farms produce {{green|+1}} {{iconify|minerals}} in addition to {{iconify|Food}}.
 
Food buildings include hydroponics farms that produce nutrient-rich vegetable matter tailored for consumption by local Pops. With the {{iconify|Agrarian Idyll}} civic, farms also produce {{green|+1}} {{iconify|Unity}}. With full accept [[Traditions#Swap: Adaptability|''Adaptibility'' tradition tree]], farms produce {{green|+1}} {{iconify|minerals}} in addition to {{iconify|Food}}.
  
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=== Mineral silos ===
 
=== Mineral silos ===
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Mineral silos increase maximum storage capacity for {{iconify|minerals}} and provide {{icon|adjacency bonus}} {{iconify|minerals}} for neighboring buildings. Mineral Silos are planet unique, meaning that only one can be built per planet. Note the the silo itself does not produce minerals, and suppresses the mineral output from the terrain.
 
Mineral silos increase maximum storage capacity for {{iconify|minerals}} and provide {{icon|adjacency bonus}} {{iconify|minerals}} for neighboring buildings. Mineral Silos are planet unique, meaning that only one can be built per planet. Note the the silo itself does not produce minerals, and suppresses the mineral output from the terrain.
  
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=== Mining networks ===
 
=== Mining networks ===
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Mining networks are used to extract {{iconify|Minerals}} from the planet.
 
Mining networks are used to extract {{iconify|Minerals}} from the planet.
  
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=== Mineral processing plants ===
 
=== Mineral processing plants ===
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Mineral processing plants give a bonus percentage to the total planetary mineral output.
 
Mineral processing plants give a bonus percentage to the total planetary mineral output.
  
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== Research ==
 
== Research ==
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Research buildings include physics labs, biolabs and engineering facilities, each providing the basic facilities for general research, and can be upgraded for more specialized functionality.
 
Research buildings include physics labs, biolabs and engineering facilities, each providing the basic facilities for general research, and can be upgraded for more specialized functionality.
  
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== Unity ==
 
== Unity ==
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Unity buildings produce {{iconify|Unity}} for the empire. With the exception of the Auto-Curating Vault, which is empire-unique, they are all planet-unique.
 
Unity buildings produce {{iconify|Unity}} for the empire. With the exception of the Auto-Curating Vault, which is empire-unique, they are all planet-unique.
  
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=== Temples ===
 
=== Temples ===
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{{iconify|Spiritualist}} and {{iconify|Fanatic Spiritualist}} empires build temples instead of regular Unity buildings. They have the same costs and upkeep but provide more {{iconify|Unity}} as well as spiritualist ethics attraction.
 
{{iconify|Spiritualist}} and {{iconify|Fanatic Spiritualist}} empires build temples instead of regular Unity buildings. They have the same costs and upkeep but provide more {{iconify|Unity}} as well as spiritualist ethics attraction.
  
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== Uniques ==
 
== Uniques ==
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Unique buildings are limited in how many times they can be built and often provide special benefits. Planetary uniques can be built once on every planet. Empire uniques, which grant empire-wide bonuses, are limited to one in the empire.
 
Unique buildings are limited in how many times they can be built and often provide special benefits. Planetary uniques can be built once on every planet. Empire uniques, which grant empire-wide bonuses, are limited to one in the empire.
  
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=== Tradition Uniques ===
 
=== Tradition Uniques ===
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These buildings are only available once the required tradition is adopted. In Utopia they can be build in habitats as well.
 
These buildings are only available once the required tradition is adopted. In Utopia they can be build in habitats as well.
  
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== Habitat ==
 
== Habitat ==
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{{expansion|utp}}
 
{{expansion|utp}}
 
[[Megastructures#Habitats|Habitats]] have their own set of buildings that are available only on habitats. The only exceptions are tradition and Horizon Signal buildings. The buildings do not need to be unlocked, but constructing Habitats requires the [[File:Ap_voidborn.png|18px]]Voidborne ascension perk. The Habitat Administration is free and required for any other building. It is also affected by the [[File:Tradition_expansion_colonization_fever.png|21px]]Colonization Fever tradition.
 
[[Megastructures#Habitats|Habitats]] have their own set of buildings that are available only on habitats. The only exceptions are tradition and Horizon Signal buildings. The buildings do not need to be unlocked, but constructing Habitats requires the [[File:Ap_voidborn.png|18px]]Voidborne ascension perk. The Habitat Administration is free and required for any other building. It is also affected by the [[File:Tradition_expansion_colonization_fever.png|21px]]Colonization Fever tradition.
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== Machine Intelligence ==
 
== Machine Intelligence ==
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{{expansion|snd}}
 
{{expansion|snd}}
 
These buildings are only available to {{iconify|Machine Intelligence}}s. Most are available instead of a regular building, and are lost if a non-machine empire conquers the planet. In Utopia empires that finished the synthetic ascension path will ''not'' gain access to these buildings.
 
These buildings are only available to {{iconify|Machine Intelligence}}s. Most are available instead of a regular building, and are lost if a non-machine empire conquers the planet. In Utopia empires that finished the synthetic ascension path will ''not'' gain access to these buildings.
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== Event ==
 
== Event ==
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These buildings can only appear as a result of game events.
 
These buildings can only appear as a result of game events.
 
{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
 
{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
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=== Horizon Signal ===
 
=== Horizon Signal ===
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The technology or events to obtain these special buildings can only be gives as part of the [[Horizon Signal events|Horizon Signal event chains]].
 
The technology or events to obtain these special buildings can only be gives as part of the [[Horizon Signal events|Horizon Signal event chains]].
 
{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
 
{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
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=== Leviathan DLC ===
 
=== Leviathan DLC ===
 
{{expansion|lev}}
 
{{expansion|lev}}
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{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
 
{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
 
! style="width:20%" colspan=2 | Type  
 
! style="width:20%" colspan=2 | Type  
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=== Primitive ===
 
=== Primitive ===
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Primitive buildings are found on planets inhabited by pre-FTL civilizations. They cost no maintenance but are less effective than regular buildings of the same type available to normal empires. After a planetary administration is constructed they can be upgraded to their futuristic counterparts.
 
Primitive buildings are found on planets inhabited by pre-FTL civilizations. They cost no maintenance but are less effective than regular buildings of the same type available to normal empires. After a planetary administration is constructed they can be upgraded to their futuristic counterparts.
  
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=== Fallen Empire ===
 
=== Fallen Empire ===
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Fallen empire buildings are found on the homeworlds of fallen empires. They are even more effective than the highest level buildings of the same type available to normal empires. They cannot be rebuilt so if one is destroyed (not ruined) by orbital bombardment it is lost forever.
 
Fallen empire buildings are found on the homeworlds of fallen empires. They are even more effective than the highest level buildings of the same type available to normal empires. They cannot be rebuilt so if one is destroyed (not ruined) by orbital bombardment it is lost forever.
  

Revision as of 08:22, 15 December 2017

Version

Outliner top.png
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.9.

This article is for the PC version of Stellaris only.

Buildings can be built on cleared tiles on colonized planets. All buildings can be demolished, replaced (the original building will remain operational until the process is completed) or deactivated to stop the maintenance cost.

Note: Auth machine intelligence.png Machine Intelligence empires have a different set of names for capital and unity buildings. These are marked with the Auth machine intelligence.png Machine Intelligence icon.

Construction

Each world has a size which indicates how many tiles are on its surface. A typical homeworld might have 16~25 tiles while regular planets may range between 10~25 tiles. Each tile may produce resources if worked by a population.

Yield suppression

Tile yields provided by buildings will stack additively with tile yields provided by the tile itself only if they're of the same type. Other yields will be suppressed. For example, if a farm is built on a tile that gives energy, the energy output will be lost. If a power plant was built instead, the energy would stack additively with the output from the power plant.

Adjacency

The colony capital, mineral silo and some tile blockers have adjacency effects, meaning that they provide a bonus to any tile with a building directly bordering them (not counting diagonals). As with yield suppression, this only has an effect if the adjacent building outputs the given resource.

Building cost

Mod planet building cost mult.png Building cost is a percentage modifier that affects the cost of constructing buildings on planets. The modifier stacks, and has the following sources:

Mod planet building cost mult.png Population Governance Planet Technology
−25%
  • PM Factory.png Surviving Infrastructure
  • Menu icon policies and edicts.png Infrastructure Projects
−15%
  • Civic machine builder.png Constructobot
  • Civic functional architecture.png Functional Architecture
  • Menu icon traditions.png Prosperity tree adoption
  • PM Unknown.png Willing Animal Labor
−10%
  • Leader trait architectural interest.png Architectural Interest
  • Trait ruler architectural sense.png Architectural Sense
  • Menu icon policies and edicts.png Master's Teachings: The Greater Good
  • PM Low Gravity.png Low Gravity
  • PM Unknown.png Reluctant Animal Labor
−5%
  • PM Unknown.png Forced Animal Labor
  • Tech repeatable reduced building cost.png Gravitational Analysis
+10%
  • PM High Gravity.png High Gravity
  • PM Asteroid Impacts.png Orbital Debris
+33%
  • PM wasteland.png Shifting Sands

Building Time

Mod planet building build speed mult.png Building Build Speed is a modifier that lowers the building time for all buildings. This modifier can be very useful, as it also affects building upgrades, and higher level buildings can take very long to build.

Source Modifier
Leader trait architectural interest.png architectural interest governor trait 10%
Leader trait synthetic.png governor trait 25%
Governor level 5% per level of governor
Leader trait psionic chosen one.png Chosen One governor trait 30%
Tech assembly pattern.png Assembly Patterns tech 25%
Tech repeatable reduced building time.png Assembly Algorithms repeatable tech 10% per time researched
Tech mega engineering.png Mega Engineering tech 50%
Tech construction templates.png Construction templates tech 50%
Infrastructure projects planet edict 33%
Hostile animal life planet modifier -20%
Slave Riots -50%

Colony Capital

All capitals provide Energy Credits.png Energy and increase Mod pop government ethic attraction.png Governing Ethics Attraction. All but the most basic capital also produce Unity.png Unity and provide an Adjacency.png adjacency bonus to Food.png Food, Minerals.png Minerals and Energy Credits.png Energy. An upgraded capital is also a prerequisite for most higher level buildings. All colony capitals produce an additional +1 Unity.png Unity with the Tradition expansion colonization fever.pngColonization Fever tradition.

Type Produces Upkeep Time Cost Requirements & Notes
Building colony shelter.png Reassembled Ship Shelter

Auth machine intelligence.pngDeployment Post
+1 Energy Credits.png Energy
+5% Mod pop government ethic attraction.png Governing Ethics Attraction
None 180 Time None
Building capital 1.png Planetary Administration

Auth machine intelligence.pngAdministrative Array
+4 Energy Credits.png Energy
+1 Unity.png Unity
+15% Mod pop government ethic attraction.png Governing Ethics Attraction
+1 Adjacency.png Food.png Food
+1 Adjacency.png Minerals.png Minerals
+1 Adjacency.png Energy Credits.png Energy
None 360 Time 350 Minerals.png
  • Tech planetary government.png Planetary Government
  • Requires population of 5 in colony
  • Doesn't require Reassembled Ship Shelter.
Building capital 2.png Planetary Capital

Auth machine intelligence.pngPlanetary Processor
+6 Energy Credits.png Energy
+2 Unity.png Unity
+15% Mod pop government ethic attraction.png Governing Ethics Attraction
+2 Adjacency.png Food.png Food
+2 Adjacency.png Minerals.png Minerals
+2 Adjacency.png Energy Credits.png Energy
None 720 Time 500 Minerals.png
  • Tech colonial centralization.png Colonial Centralization
  • Requires population of 10 in colony
Building capital 3.png Empire Capital-Complex

Auth machine intelligence.pngPrimary Nexus
+8 Energy Credits.png Energy
+3 Unity.png Unity
+15% Mod pop government ethic attraction.png Governing Ethics Attraction
+3 Adjacency.png Food.png Food
+3 Adjacency.png Minerals.png Minerals
+3 Adjacency.png Energy Credits.png Energy
None 1080 Time 1000 Minerals.png
  • Tech galactic administration.png Galactic Administration
  • Requires population of 15 in colony
  • Can be built on empire's capital only.
  • If the capital is moved the building is downgraded.

Energy

Energy buildings include both power plants and power hubs, both produce Energy Credits.png energy credits, the latter giving a bonus percentage to the total planetary energy output.

Power plants

Type Produces Upkeep Time Cost Requirements & Notes
Building basic power plant.png Basic Power Plant +1 Energy Credits.png Energy None 120 Time 30 Minerals.png
  • Building colony shelter.png Reassembled Ship Shelter
Building power plant 1.png Power Plant I +2 Energy Credits.png Energy None 210 Time 60 Minerals.png
  • Tech power plant 1.png High-Energy Capacitors
  • Building capital 1.png Planetary Administration
Building power plant 2.png Power Plant II +3 Energy Credits.png Energy None 180 Time 90 Minerals.png
  • Tech power plant 2.png Field Modulation
  • Building capital 1.png Planetary Administration
Building power plant 3.png Power Plant III +4 Energy Credits.png Energy None 180 Time 120 Minerals.png
  • Tech power plant 3.png Quantum Energy States
  • Building capital 2.png Planetary Capital
Building power plant 4.png Power Plant IV +5 Energy Credits.png Energy None 180 Time 150 Minerals.png
  • Tech power plant 4.png Quantum field manipulation
  • Building capital 2.png Planetary Capital
Building power plant 5.png Power Plant V +8 Energy Credits.png Energy None 180 Time 150 Minerals.png
  • Tech power plant 4.png Quantum Field Manipulation
  • Building capital 3.png Empire Capital-Complex
Building betharian power plant 1.png Betharian Power Plant +10 Energy Credits.png Energy None 240 Time 150 Minerals.png
  • Tile must have Betharian.png Betharian Stone
  • Tech mine betharian.png Betharian Refining
  • Building capital 1.png Planetary Administration

Energy grids

Both the buildings also produce +2 Unity.png Unity with the Tradition prosperity pursuit of profit.pngPursuit of Profit tradition.

Type Produces Upkeep Time Cost Requirements & Notes
Building power hub 1.png Energy Grid +2 Energy Credits.png Energy
+10% Energy Credits.png Energy
None 180 Time 150 Minerals.png
  • Tech power hub 1.png Global Energy Management
  • Building capital 1.png Planetary Administration
  • Planet Unique
Building power hub 2.png Energy Nexus +4 Energy Credits.png Energy
+20% Energy Credits.png Energy
None 180 Time 200 Minerals.png
  • Tech power hub 2.png Planetary Power Grid
  • Building capital 2.png Planetary Capital
  • Planet Unique

Food

Food buildings include hydroponics farms that produce nutrient-rich vegetable matter tailored for consumption by local Pops. With the Civic agrarian idyll.png Agrarian Idyll civic, farms also produce +1 Unity.png Unity. With full accept Adaptibility tradition tree, farms produce +1 Minerals.png minerals in addition to Food.png Food.

Type Produces Upkeep Time Cost Requirements & Notes
Building basic farm.png Basic Hydroponics Farm +1 Food.png Food -0.5 Energy Credits.png 120 Time 30 Minerals.png
  • Building colony shelter.png Reassembled Ship Shelter
Building hydroponics farm 1.png Hydroponics Farm I +2 Food.png Food -1 Energy Credits.png 210 Time 60 Minerals.png
  • Tech eco simulation.png Hydroponics
  • Building capital 1.png Planetary Administration
Building hydroponics farm 2.png Hydroponics Farm II +3 Food.png Food -1.5 Energy Credits.png 180 Time 90 Minerals.png
  • Tech hydroponics.png Eco Simulation
  • Building capital 1.png Planetary Administration
Building hydroponics farm 3.png Hydroponics Farm III +4 Food.png Food -2 Energy Credits.png 180 Time 120 Minerals.png
  • Tech gene crops.png Gene Crops
  • Building capital 2.png Planetary Capital
Building hydroponics farm 4.png Hydroponics Farm IV +5 Food.png Food -2.5 Energy Credits.png 180 Time 150 Minerals.png
  • Tech nano vitality crops.png Nano-Vitality Crops
  • Building capital 2.png Planetary Capital
Building hydroponics farm 5.png Hydroponics Farm V +7 Food.png Food -3 Energy Credits.png 180 Time 180 Minerals.png
  • Tech nano vitality crops.png Nano-Vitality Crops
  • Building capital 3.png Empire Capital-Complex

Mineral production

Mineral buildings are used to produce Minerals.png minerals for the empire. They include mineral silos, mining networks and mineral processing plants.

Mineral silos

Mineral silos increase maximum storage capacity for Minerals.png minerals and provide Adjacency.png Minerals.png minerals for neighboring buildings. Mineral Silos are planet unique, meaning that only one can be built per planet. Note the the silo itself does not produce minerals, and suppresses the mineral output from the terrain.

Type Produces Upkeep Time Cost Requirements & Notes
Building matter replicator.png Mineral Silo I +2000 Minerals.png Mineral Storage Capacity
+1 Adjacency.png Minerals.png Minerals
None 210 Time 60 Minerals.png
  • Planet Unique
Building matter replicator.png Mineral Silo II +3000 Minerals.png Mineral Storage Capacity
+1 Adjacency.png Minerals.png Minerals
None 180 Time 90 Minerals.png
  • Tech mineral purification 1.png Mineral Processing
  • Building capital 1.png Planetary Administration
  • Planet Unique
Building matter replicator.png Mineral Silo III +4000 Minerals.png Mineral Storage Capacity
+1 Adjacency.png Minerals.png Minerals
None 180 Time 120 Minerals.png
  • Tech mineral purification 2.png Advanced Mineral Processing
  • Building capital 2.png Planetary Capital
  • Planet Unique

Mining networks

Mining networks are used to extract Minerals.png Minerals from the planet.

Type Produces Upkeep Time Cost Requirements & Notes
Building basic mine.png Basic Mine +1 Minerals.png Minerals -0.5 Energy Credits.png 120 Time 30 Minerals.png
  • Building colony shelter.png Reassembled Ship Shelter
Building mining network 1.png Mining Network I +2 Minerals.png Minerals -1 Energy Credits.png 210 Time 60 Minerals.png
  • Tech basic industry.png Industrial Base
  • Building capital 1.png Planetary Administration
Building mining network 2.png Mining Network II +3 Minerals.png Minerals -1.5 Energy Credits.png 180 Time 90 Minerals.png
  • Tech mining network 2.png Geothermal Fracking
  • Building capital 1.png Planetary Administration
Building mining network 3.png Mining Network III +4 Minerals.png Minerals -2 Energy Credits.png 180 Time 120 Minerals.png
  • Tech mining network 3.png Deep Core Mining
  • Building capital 2.png Planetary Capital
Building mining network 4.png Mining Network IV +5 Minerals.png Minerals -2.5 Energy Credits.png 180 Time 150 Minerals.png
  • Tech mining network 4.png Mineral Isolation
  • Building capital 2.png Planetary Capital
Building mining network 5.png Mining Network V +7 Minerals.png Minerals -3 Energy Credits.png 180 Time 180 Minerals.png
  • Tech mining network 4.png Mineral Isolation
  • Building capital 3.png Empire Capital-Complex

Mineral processing plants

Mineral processing plants give a bonus percentage to the total planetary mineral output.

Type Produces Upkeep Time Cost Requirements & Notes
Building mineral processing plant 1.png Mineral Processing Plant I +2 Minerals.png Minerals
+10% Minerals.png Minerals
-2 Energy Credits.png 180 Time 150 Minerals.png
  • Tech mineral purification 1.png Mineral Processing
  • Building capital 1.png Planetary Administration
  • Planet Unique
Building mineral processing plant 2.png Mineral Processing Plant II +4 Minerals.png Minerals
+20% Minerals.png Minerals
-3 Energy Credits.png 180 Time 200 Minerals.png
  • Tech mineral purification 2.png Advanced Mineral Processing
  • Building capital 2.png Planetary Capital
  • Planet Unique

Research

Research buildings include physics labs, biolabs and engineering facilities, each providing the basic facilities for general research, and can be upgraded for more specialized functionality.

Type Produces Upkeep Time Cost Requirements & Notes
Building basic science lab 1.png Basic Science Lab +1 Physics Research Physics research
+1 Society Research Society research
+1 Engineering Research Engineering research
-1 Energy Credits.png 210 Time 60 Minerals.png
  • Tech basic science lab 1.png Scientific Method
Building physics lab 1.png Physics Lab I +2 Physics Research Physics Output
+1 Society Research Society Output
+1 Engineering Research Engineering Output
-1.5 Energy Credits.png 180 Time 90 Minerals.png
  • Tech physics lab 1.png Quantum Theory
  • Building capital 1.png Planetary Administration
Building physics lab 2.png Physics Lab II +3 Physics Research Physics Output
+1 Society Research Society Output
+1 Engineering Research Engineering Output
-2 Energy Credits.png 180 Time 120 Minerals.png
  • Tech physics 2.png Applied Quantum Physics
  • Building capital 2.png Planetary Capital
Building physics lab 3.png Physics Lab III +4 Physics Research Physics Output
+1 Society Research Society Output
+1 Engineering Research Engineering Output
-2.5 Energy Credits.png 180 Time 150 Minerals.png
  • Tech physics lab 3.png Space-Time Theory
  • Building capital 2.png Planetary Capital
Building physics lab 5.png Physics Lab IV +6 Physics Research Physics Output
+1 Society Research Society Output
+1 Engineering Research Engineering Output
-3 Energy Credits.png 180 Time 180 Minerals.png
  • Tech physics lab 3.png Space-Time Theory
  • Building capital 3.png Empire Capital-Complex
Building biolab 1.png Biolab I +1 Physics Research Physics Output
+2 Society Research Society Output
+1 Engineering Research Engineering Output
-1.5 Energy Credits.png 180 Time 90 Minerals.png
  • Tech biolab 1.png Biodiversity Studies
  • Building capital 1.png Planetary Administration
Building biolab 2.png Biolab II +1 Physics Research Physics Output
+3 Society Research Society Output
+1 Engineering Research Engineering Output
-2 Energy Credits.png 180 Time 120 Minerals.png
  • Tech biolab 2.png Xenobiology
  • Building capital 2.png Planetary Capital
Building biolab 3.png Biolab III +1 Physics Research Physics Output
+4 Society Research Society Output
+1 Engineering Research Engineering Output
-2.5 Energy Credits.png 180 Time 150 Minerals.png
  • Tech biolab 3.png Secrets of Life
  • Building capital 2.png Planetary Capital
Building biolab 4.png Biolab IV +1 Physics Research Physics Output
+6 Society Research Society Output
+1 Engineering Research Engineering Output
-3 Energy Credits.png 180 Time 180 Minerals.png
  • Tech biolab 3.png Secrets of Life
  • Building capital 3.png Empire Capital-Complex
Building engineering facility 1.png Engineering Facility I +1 Physics Research Physics Output
+1 Society Research Society Output
+2 Engineering Research Engineering Output
-1.5 Energy Credits.png 180 Time 90 Minerals.png
  • Tech engineering lab 1.png Nanomechanics
  • Building capital 1.png Planetary Administration
Building engineering facility 2.png Engineering Facility II +1 Physics Research Physics Output
+1 Society Research Society Output
+3 Engineering Research Engineering Output
-2 Energy Credits.png 180 Time 120 Minerals.png
  • Tech engineering lab 2.png Supersolid Materials
  • Building capital 2.png Planetary Capital
Building engineering facility 3.png Engineering Facility III +1 Physics Research Physics Output
+1 Society Research Society Output
+4 Engineering Research Engineering Output
-2.5 Energy Credits.png 180 Time 150 Minerals.png
  • Tech engineering lab 3.png Superfluid Materials
  • Building capital 2.png Planetary Capital
Building engineering facility 4.png Engineering Facility IV +1 Physics Research Physics Output
+1 Society Research Society Output
+6 Engineering Research Engineering Output
-3 Energy Credits.png 180 Time 180 Minerals.png
  • Tech engineering lab 3.png Superfluid Materials
  • Building capital 3.png Empire Capital-Complex on the planet

Unity

Unity buildings produce Unity.png Unity for the empire. With the exception of the Auto-Curating Vault, which is empire-unique, they are all planet-unique.

Type Produces Upkeep Time Cost Requirements & Notes
Building autochthon monument.png Autochthon Monument

Auth machine intelligence.pngUplink Node
+2 Unity.png Unity −1 Energy Credits.png 180 Time 100 Minerals.png
  • Not Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Tech cultural heritage.png Sociocultural History
  • Planet Unique
Building heritage site.png Heritage Site

Auth machine intelligence.pngNetwork Junction
+4 Unity.png Unity −2 Energy Credits.png 270 Time 200 Minerals.png
  • Not Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Tech heritage site.png Heritage Sites
  • Building capital 1.png Planetary Administration
  • Planet Unique
Building hypercomms forum.png Hypercomms Forum

Auth machine intelligence.pngSystem Conflux
+6 Unity.png Unity
+10% Unity.png Unity
−3 Energy Credits.png 360 Time 350 Minerals.png
  • Not Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Tech hypercomms forum.png Local Hypercommunication
  • Building capital 2.png Planetary Capital
  • Planet Unique
Building autocurating vault.png Auto-Curating Vault

Auth machine intelligence.pngAlpha Hub
+10 Unity.png Unity
+10% Unity.png Empire Unity
−4 Energy Credits.png 720 Time 500 Minerals.png
  • Not Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Tech autocurating vault.png Automated Curation Algorithms
  • Building capital 3.png Empire Capital-Complex
  • Empire Unique

Temples

Spiritualist.png Spiritualist and Fanatic Spiritualist.png Fanatic Spiritualist empires build temples instead of regular Unity buildings. They have the same costs and upkeep but provide more Unity.png Unity as well as spiritualist ethics attraction.

Type Produces Upkeep Time Cost Requirements & Notes
Building temple.png Temple +3 Unity.png Unity
+20% Spiritualist Ethics Attraction
−1 Energy Credits.png 180 Time 100 Minerals.png
  • Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Planet Unique
Building holotemple.png Holotemple +6 Unity.png Unity
+30% Spiritualist Ethics Attraction
−2 Energy Credits.png 270 Time 200 Minerals.png
  • Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Tech holographic rituals.png Holographic Rituals
  • Building capital 1.png Planetary Administration
  • Planet Unique
Building sacred nexus.png Sacred Nexus +9 Unity.png Unity
+10% Unity.png Unity
+30% Spiritualist Ethics Attraction
−3 Energy Credits.png 360 Time 350 Minerals.png
  • Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Tech sacred nexus.png Consecration Fields
  • Building capital 2.png Planetary Capital
  • Planet Unique
Building citadel of faith.png Citadel of Faith +12 Unity.png Unity
+10% Unity.png Empire Unity
+50% Spiritualist Ethics Attraction
+10% Spiritualist Ethics Attraction on Empire
−4 Energy Credits.png 720 Time 500 Minerals.png
  • Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Tech transcendent faith.png Metacognitive Faith
  • Building capital 3.png Empire Capital-Complex
  • Empire Unique

Uniques

Unique buildings are limited in how many times they can be built and often provide special benefits. Planetary uniques can be built once on every planet. Empire uniques, which grant empire-wide bonuses, are limited to one in the empire.

Type Produces Upkeep Time Cost Requirements & Notes
Building clinic.png Gene Clinic +10% Mod pop growth req.png Growth Speed
+2 Society Research Society
+1 Unity.png Unity
-1 Energy Credits.png 360 Time 150 Minerals.png
  • Tech frontier health.png Genetic Healthcare
  • Planet Unique
  • Can be built in habitats
Building clinic.png Cyto-Revitalization Center +20% Mod pop growth req.png Growth Speed
+4 Society Research Society
+2 Unity.png Unity
-2 Energy Credits.png 180 Time 200 Minerals.png
  • Tech frontier health.png Cyto-Revitalization
  • Building capital 2.png Planetary Capital
  • Planet Unique
Building clone vats.png Clone Vats +4 Society Research Society Output -2 Energy Credits.png 360 Time 200 Minerals.png
  • Tech cloning.png Cloning
  • Building capital 2.png Planetary Capital
  • Allows the creation of clone armies.
  • Planet Unique
Building galactic stock exchange.png Galactic Stock Exchange +10 Energy Credits.png Energy
+10% Energy Credits.png Empire Energy
None 360 Time 500 Minerals.png
100 Influence.png
  • Tech galactic markets.png Galactic Markets
  • Building capital 3.png Empire Capital-Complex or
  • Building hab capital.png Habitat Administration
  • Empire Unique
Building military academy.png Military Academy +10% Mod army damage mult.png Army Damage
+25% Mod army build speed mult.png Army Build Speed
-10 Unrest.png Unrest
+2 Society Research Society
+2 Engineering Research Engineering
-2 Energy Credits.png 360 Time 200 Minerals.png
  • Tech centralized command.png Centralized Command
  • Building capital 1.png Planetary Administration
  • Planet Unique
Building ministry benevolence.png Ministry of Benevolence +6 Unity.png Unity
+10% Mod pop government ethic attraction.png Governing Ethics Attraction on Empire
-10 Unrest.png Empire Unrest
-7 Energy Credits.png 720 Time 500 Minerals.png
100 Influence.png
  • Tech galactic benevolence.png Galactic Benevolence
  • Building capital 3.png Empire Capital-Complex or
  • Building hab capital.png Habitat Administration
  • Empire Unique
Building shield generator.png Planetary Shield Generator +2 Physics Research Physics Output
+2 Engineering Research Engineering Output
+100% Shield Planet Fortification Toughness
None 360 Time 350 Minerals.png
  • Tech planetary shield generator.png Planetary Shields
  • Building capital 2.png Planetary Capital
  • Planet Unique
Building institute.png Research Institute +5% Mod country all tech research speed.png Research Speed
+5 Physics Research Physics Output
+5 Society Research Society Output
+5 Engineering Research Engineering Output
-10 Energy Credits.png 720 Time 500 Minerals.png
100 Influence.png
  • Tech global research initiative.png Global Research Initiative
  • Building capital 3.png Empire Capital-Complex or
  • Building hab capital.png Habitat Administration
  • Empire Unique
Building slave processing.png Slave Processing Facility +10% Slave mineral output.png Slave Mineral Output
+10% Slave food output.png Slave Food Output
-50% Unrest.png Slave Unrest
+2 Minerals.png Minerals
+2 Food.png Food
-3 Energy Credits.png 360 Time 250 Minerals.png
  • Tech neural implants.png Neural Implants
  • Must allow slavery.
  • Allows the creation of slave armies.
  • Planet Unique
Building alien zoo.png Alien Zoo +4 Society Research Society Output
+4 Unity.png Unity
+5% Mod pop happiness.png Happiness
+25% Mod planet migration all pull.png Migration Attraction
-1 Energy Credits.png 240 Time 150 Minerals.png
  • Tile must have Alien Pets.png Alien Pets
  • Tech alien life studies.png Xenology
  • Building capital 1.png Planetary Administration
Type Produces Upkeep Time Cost Requirements & Notes
Building hab laboratory module.png Psi Corps +10 Unity.png Unity
-10% Unrest.png Unrest
+5% Mod pop government ethic attraction.png Governing Ethics Attraction on Empire
-4 Energy Credits.png 360 Time 450 Minerals.png
  • Ap mind over matter.png Mind over Matter Ascension Perk
  • Building capital 3.png Empire Capital-Complex
  • Empire Unique

Tradition Uniques

These buildings are only available once the required tradition is adopted. In Utopia they can be build in habitats as well.

Type Produces Upkeep Time Cost Requirements & Notes
Building paradise dome.png Paradise Dome +5% Mod pop happiness.png Happiness
+4 Food.png Food
+2 Unity.png Unity
-2 Energy Credits.png 360 Time 200 Minerals.png
  • Tradition harmony utopian dream.png Utopian Dream
  • Building capital 1.png Planetary Administration or
  • Building hab capital.png Habitat Administration
  • Planet Unique
Building visitor center.png Visitor Center +5% Mod habitability.png Habitability
+2 Energy Credits.png Energy
+2 Unity.png Unity
+50% Mod planet migration xeno pull.png Alien Migration Attraction
None 270 Time 150 Minerals.png
  • Tradition diplomacy alien tourism.png Alien Tourism
  • Planet Unique
Building symbol purity.png Symbol of Purity +4 Unity.png Unity
+20% Mod pop government ethic attraction.png Governing Ethics Attraction
None 240 Time 150 Minerals.png
  • Civic fanatic purifiers.png Fanatic Purifiers or Civic inwards perfection.png Inwards Perfection
  • Tradition purity symbol purity.png Symbol of Purity
  • Building capital 1.png Planetary Administration
  • Planet Unique
Type Produces Upkeep Time Cost Requirements & Notes
Building zanaam obelisk.png Hive Synapse +2 Energy Credits.png energy
+2 Unity.png unity
+5% pop resource output
None 360 Time 250 Minerals.png
  • Auth hive mind.png Hive Mind
  • Tradition synchronicity hive mind synapse.png Hive Synapse
  • Planet Unique

Habitat

Habitats have their own set of buildings that are available only on habitats. The only exceptions are tradition and Horizon Signal buildings. The buildings do not need to be unlocked, but constructing Habitats requires the Ap voidborn.pngVoidborne ascension perk. The Habitat Administration is free and required for any other building. It is also affected by the Tradition expansion colonization fever.pngColonization Fever tradition.

Type Produces Upkeep Time Cost Requirements & Notes
Building hab capital.png Habitat Administration +5 Energy Credits.png Energy
+2 Unity.png Unity
+20% Mod pop government ethic attraction.png Governing Ethics Attraction
None 1080 Time None
Building hab astro mining facility.png Astro-mining Bay +4 Minerals.png Minerals -2 Energy Credits.png 360 Time 200 Minerals.png
  • Building hab capital.png Habitat Administration
Building hab solar power processor.png Solar Power Processor +6 Energy Credits.png Energy None 360 Time 250 Minerals.png
  • Building hab capital.png Habitat Administration
  • Cannot be built in systems with a black hole or Dyson Sphere.
Building hab agri bay.png Agricultural Zone +4 Food.png Food -2 Energy Credits.png 360 Time 200 Minerals.png
  • Building hab capital.png Habitat Administration
Building hab laboratory module.png Laboratory Complex +3 Physics Research Physics Output
+3 Society Research Society Output
+3 Engineering Research Engineering Output
-3 Energy Credits.png 360 Time 250 Minerals.png
  • Building hab capital.png Habitat Administration
Building hab cultural center.png Leisure District +4 Unity.png Unity
+5% Mod pop happiness.png Happiness
-4 Energy Credits.png 730Time 400 Minerals.png
  • Building hab capital.png Habitat Administration
  • Habitat Unique

Machine Intelligence

These buildings are only available to Auth machine intelligence.png Machine Intelligences. Most are available instead of a regular building, and are lost if a non-machine empire conquers the planet. In Utopia empires that finished the synthetic ascension path will not gain access to these buildings.

Type Produces Upkeep Time Cost Description & Requirements
Building clinic.png Spare Parts Depot +15% Robot build speed
+2 Society Research Society
+1 Unity.png Unity
−1 Energy Credits.png 360 Time 150 Minerals.png
  • Replaces Building clinic.png Gene Clinic
  • Tech frontier health.png Modular Components
  • Planet Unique
  • Can be built in habitats
Building clinic.png Unit Assembly Plant +15% Robot build speed
+4 Society Research Society
+2 Unity.png Unity
−2 Energy Credits.png 180 Time 200 Minerals.png
  • Replaces Building clinic.png Cyto-Revitalization Center
  • Tech frontier health.png Intelligent Factories
  • Building capital 2.pngPlanetary Processor
  • Planet Unique
Building singularity core.png Singularity Core +5% Mod country all tech research speed.png Research Speed
+5 Physics Research Physics Output
+5 Society Research Society Output
+5 Engineering Research Engineering Output
−10 Energy Credits.png 720 Time 500 Minerals.png
100 Influence.png
  • Replaces Building institute.png Research Institute
  • Tech singularity core.png Singularity Core
  • Building capital 3.pngPrimary Nexus
  • Empire Unique
Building alien zoo.png Animal Evaluation Laboratory +2 Society Research Society Output
+4 Unity.png Unity
−1 Energy Credits.png 240 Time 150 Minerals.png
  • Replaces Building alien zoo.png Alien Zoo
  • Tile must have Alien Pets.png
  • Tech alien life studies.png Xenology
  • Building capital 1.png Planetary Administration
Building probability engine.png Probability Engine +10 Energy Credits.png Energy
+10% Energy Credits.png Energy
None 360 Time 500 Minerals.png
100 Influence.png
  • Replaces Building galactic stock exchange.png Galactic Stock Exchange
  • Tech probability theory.png Probability Theory
  • Building capital 3.pngPrimary Nexus
  • Empire Unique
Building autocurating vault.png Control Center +2 Energy Credits.png energy
+4 Unity.png Unity
+5% robot production output
None 360 Time 250 Minerals.png
  • Not Civic machine assimilator.png Driven Assimilator or Civic machine servitor.png Rogue Servitor
  • Tradition synchronicity machine center.png Processing Hubs
Building neuro electric amplifier.png Neuro-Electric Amplifier +2 Minerals.png minerals
+2 Energy Credits.png energy
+15% cyborg Minerals.png minerals output
+15% cyborg Energy Credits.png energy output
None 360 Time 250 Minerals.png
  • Is Machine Empire with Civic machine assimilator.png Driven Assimilator civic.
  • Tradition synchronicity cyber comms.png Cyber-Comms
  • Building capital 1.png Planetary Administration
Building agri processing complex.png Nutrient Paste Facility +5 Food.png Food 1 Energy Credits.png 180 Time 100 Minerals.png
  • Is Machine Empire with Civic machine servitor.png Rogue Servitor civic.
Building organic sanctuary.png Organic Sanctuary +1 Unity.png Unity 1 Energy Credits.png
  • Is Machine Empire with Civic machine servitor.png Rogue Servitor civic.
  • Appears automatically in any tile occupied by a Bio-Trophy POP. Disappears if the POP is moved.
Building paradise dome.png Organic Paradise +2 Unity.png Unity 1 Energy Credits.png
  • Is Machine Empire with Civic machine servitor.png Rogue Servitor civic.
  • Tradition synchronicity organic paradise.png Organic Utopia
  • Appears automatically in any tile occupied by a Bio-Trophy POP. Disappears if the POP is moved.
Building war factory.png War Factory +10% Mod army damage mult.png Army Damage
+25% Mod army build speed mult.png Army Build Speed
+2 Society Research Society
+2 Engineering Research Engineering
−2 Energy Credits.png 200 Time 360 Minerals.png
  • Is Machine Empire with Civic machine terminator.png Determined Exterminator civic.

Event

These buildings can only appear as a result of game events.

Type Produces Upkeep Time Cost Description & Requirements
Building zanaam obelisk.png Obelisk of Zanaam +10 Physics Research Physics Output
+10 Society Research Society Output
+10 Engineering Research Engineering Output
None None None A mysterious obelisk covered in letters from a dead alien language. It hums with power and those in its proximity suffer headaches.
  • Found on the size 25 Holy Gaia World Zanaam.
Building great pyramid.png Great Pyramid +2 Food.png Food None None None A pyramid constructed by the local population to appease a deity descended from the sky.
  • Can appear on pre-FTL civilization planets as a result of an event with an observation post.
Building ancient factory.png Alien Toy Factory +6 Engineering Research Engineering Output
+3 Society Research Society Output
None None None Complex machinery ceaselessly molds complex polymers into small items of varying shapes and inscrutable purpose.
  • Can be found on a planet as a result of an anomaly.
Building hive ruins.png Mutant Landfill +8 Society Research Society Output None None None A putrid mass of dead mutated horrors. Their volatile organic matter has twisted together to form a structure of sorts.
  • Can appear as a result of the Abandoned Terraforming Equipment event
Building primitive farm.png Underground Vault +8 Society Research Society Output None None None These tents mark the surface entrance to a massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault's occupants turned on each other when their food ran out.
  • Possible outcome of the Underground Vault event
Building primitive farm.png Machine Park +6 Minerals.png Minerals
+3 Engineering Research Engineering Output
None None None These tents mark the surface entrance to a massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault contains a huge machine park along with stores of mining equipment.
  • Possible outcome of the Underground Vault event
Building primitive factory.png Particle Accelerator +6 Physics Research Physics Output None None None This old particle accelerator was built using a novel design, and the surviving terminals within the structure contain a massive amount of research data composed by what must have been a brilliant theoretical physicist.
  • Can appear on tomb worlds
Building primitive factory.png Odd Factory +3 Energy Credits.png Energy
+3 Minerals.png Minerals
None None None A well-crafted facility that produces high value resources, left on the planet by a different civilization.
  • Appears with the An Odd Factor event
Building primitive farm.png Plague Research Station None None None None A temporary hospital with a focus on studying infected in order to produce a cure.
  • Appears at the beginning on the Infectious event.
Building religious monument.png Plague Memorial +10% Mod pop happiness.png Happiness None None None A memorial to remind the people of the horrible disease that once haunted their home. Stands as a testament to the survival of the nation.
  • Reward of the Infectious event.

Horizon Signal

The technology or events to obtain these special buildings can only be gives as part of the Horizon Signal event chains.

Type Produces Upkeep Time Cost Requirements & Notes
Building akx worm 2.png Loop Institute +8 Society Research Society Research
+5% Mod pop happiness.png Happiness
+5% Mod pop government ethic attraction.png Governing Ethics Attraction
-2 Energy Credits.png 180 Time 120 Minerals.png
  • Tech akx worm 2.png Doctrine: Strange Loop
  • Planet Unique
Building akx worm 1.png Spiral-Feed Power Hub +6 Energy Credits.png Energy
+25% Energy Credits.png Energy
-5% Mod pop happiness.png Happiness
None 180 Time 120 Minerals.png
  • Tech akx worm 1.png Entropic Recursion
  • Planet Unique
  • Incompatible with energy grids
Building akx worm 3.png Omega Alignment +10 Physics Research Physics Research -3 Energy Credits.png 180 Time 120 Minerals.png
  • Tech akx worm 3.png Omega Theory
  • Empire Unique
  • Allows the generation of an entry point for the Worm
Building basic farm.png Loop-Plowed Farm +12 Food.png Food -3 Energy Credits.png None None
  • Can appear from The Waiting World event
Building basic mine.png Spiral-Hewn Mine +12 Minerals.png Minerals -3 Energy Credits.png None None
  • Can appear from The Waiting World event

Leviathan DLC

Type Produces Upkeep Time Cost Description & Requirements
Building zanaam obelisk.png Ether Drake Shrine +15 Unity.png Unity None 120 Time 30 Minerals.png
  • Empire Unique
  • Defeated the Ether Drake
  • Spiritualist.pngFanatic Spiritualist.pngspiritualist or Xenophile.pngFanatic Xenophile.pngxenophile.
Building religious monument.png Dragonslayer Monument +15 Unity.png Unity None 120 Time 30 Minerals.png
  • Empire Unique
  • Defeated the Ether Drake
  • Not Spiritualist.pngFanatic Spiritualist.pngspiritualist or Xenophile.pngFanatic Xenophile.pngxenophile.
Building zanaam obelisk.png Stellar Devourer Trophy +15 Unity.png Unity None 1000 Time 2500 Minerals.png
  • Empire Unique
  • Chose the Militarist.pngFanatic Militarist.png militarist / Xenophobe.pngFanatic Xenophobe.png xenophobe option after defeating the Stellarite Devourer.
Building zanaam obelisk.png Art Monument
  • +8 Unity.png Unity
  • +50% Mod planet migration all pull.png Migration Attraction
None 400 Time None
  • Planet Unique
  • Has purchased an art piece (Minerals.png1000/Influence.png25) from Artisan Troupe.
  • Each empire can build no more than 5 buildings of this type.
Building modern 1.png Ministry of Culture
  • +10 Unity.png Unity
  • +5% Unity.png Empire Unity
  • +10% Mod pop government ethic attraction.png Governing Ethics Attraction on Empire
None 500 Time None
  • Empire Unique
  • Has purchased monument (Minerals.png1000/Energy Credits.png1000) via Artist patron event.

Special

Special buildings cannot be built but can be found constructed by civilizations far more or less advanced.

Primitive

Primitive buildings are found on planets inhabited by pre-FTL civilizations. They cost no maintenance but are less effective than regular buildings of the same type available to normal empires. After a planetary administration is constructed they can be upgraded to their futuristic counterparts.

Type Produces Upkeep Time Cost Description & Notes
Building primitive farm.png Primitive Farms +1 Food.png Food None None None Primitive farmsteads working the soil for meager returns.
Building primitive factory.png Primitive Factory +1 Minerals.png Minerals None None None Primitive, inefficient factories spewing pollution while producing goods.
  • Found on civilizations that reached at least the Industrial Age

Fallen Empire

Fallen empire buildings are found on the homeworlds of fallen empires. They are even more effective than the highest level buildings of the same type available to normal empires. They cannot be rebuilt so if one is destroyed (not ruined) by orbital bombardment it is lost forever.

Type Produces Upkeep Description & Notes
Building agri processing complex.png Agri-Processing Complex +12 Food.png Food -4 Energy Credits.png This ancient complex was built with technology long since lost to the ages.
Building ancient archives.png Ancient Archives +8 Physics Research Physics research
+8 Society Research Society research
+8 Engineering Research Engineering research
None Vast stores of ancient Knowledge.
Building ancient factory.png Autonomous Fabricators +12 Minerals.png Minerals -4 Energy Credits.png This ancient complex was built with technology long since lost to the ages.
Building dark matter power plant.png Dark Matter Power Plant +15 Energy Credits.png Energy None This ancient complex was built with technology long since lost to the ages.
Building xeno preserve.png Xeno Preserve +1 Food.png Food
+2 Society Research Society Research
-1 Energy Credits.png A highly sophisticated preserve that maintained the natural habitat of the 'preserved' alien species perfectly.
  • Can be built by the Enigmatic Observers on The Preserve.

References


Game concepts