Difference between revisions of "Buildings"
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− | {{Version|2. | + | {{Version|2.5}} |
+ | {{Planetarynav}} | ||
A '''building''' provides variety of [[jobs]] that generate different kinds of [[resource]] that are not suitable to large-scale resource gathering. They are limited by the planet's population and capped to 16 buildings at 75 pops, with the first slot always being occupied by the colony's capital building. Each additional {{icon|pop|21px}} 5 pops unlock a new building slot. If the number of pops falls below the number required tor a building slot any constructed building will go into disrepair and stop producing jobs. If a planetary population is completely wiped out (either by resettlement or warfare), all pre-existing buildings will be completely destroyed. | A '''building''' provides variety of [[jobs]] that generate different kinds of [[resource]] that are not suitable to large-scale resource gathering. They are limited by the planet's population and capped to 16 buildings at 75 pops, with the first slot always being occupied by the colony's capital building. Each additional {{icon|pop|21px}} 5 pops unlock a new building slot. If the number of pops falls below the number required tor a building slot any constructed building will go into disrepair and stop producing jobs. If a planetary population is completely wiped out (either by resettlement or warfare), all pre-existing buildings will be completely destroyed. | ||
− | == Planet | + | == Planet build speed == |
− | {{SVersion|2. | + | {{SVersion|2.5}} |
[[File:Mod planet building build speed mult.png|24px]] Planet Build Speed is a modifier that lowers the building time for all buildings. This modifier can be very useful, as it also affects building upgrades, and higher level buildings can take longer to build. | [[File:Mod planet building build speed mult.png|24px]] Planet Build Speed is a modifier that lowers the building time for all buildings. This modifier can be very useful, as it also affects building upgrades, and higher level buildings can take longer to build. | ||
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|} | |} | ||
− | == Colony | + | == Colony capital == |
+ | {{SVersion|2.5}} | ||
The Colony Capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defence armies, and other jobs which vary depending on empire authority and civics. Many other buildings require a sufficiently high-level capital building before they can be built or upgraded, which gates your colony's development. Capital buildings cannot be demolished, downgraded, ruined, or disabled. | The Colony Capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defence armies, and other jobs which vary depending on empire authority and civics. Many other buildings require a sufficiently high-level capital building before they can be built or upgraded, which gates your colony's development. Capital buildings cannot be demolished, downgraded, ruined, or disabled. | ||
− | === Standard | + | === Standard capitals === |
The standard set of capitals are built on planets and ringworlds by {{icon|Democratic}}{{icon|Oligarchic}}{{icon|dictatorial}}{{icon|Imperial}}{{icon|Corporate}} authorities. The base capital provides {{iconify|Colonist}} jobs that produce food and amenities to assist with the initial upkeep of a newly settled colony, they are removed upon upgrading. | The standard set of capitals are built on planets and ringworlds by {{icon|Democratic}}{{icon|Oligarchic}}{{icon|dictatorial}}{{icon|Imperial}}{{icon|Corporate}} authorities. The base capital provides {{iconify|Colonist}} jobs that produce food and amenities to assist with the initial upkeep of a newly settled colony, they are removed upon upgrading. | ||
The upgraded capitals provide the following jobs: | The upgraded capitals provide the following jobs: | ||
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|} | |} | ||
− | === Machine | + | === Machine intelligence capitals === |
− | |||
{{iconify|Machine Intelligence}} empires have a different set of capital buildings providing the following jobs: | {{iconify|Machine Intelligence}} empires have a different set of capital buildings providing the following jobs: | ||
* {{iconify|Coordinator}} jobs converting energy into research and unity as well as increasing the output of {{iconify|Menial Drone}} on the planet. | * {{iconify|Coordinator}} jobs converting energy into research and unity as well as increasing the output of {{iconify|Menial Drone}} on the planet. | ||
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| | | | ||
* {{iconify|Coordinator}}: {{green|+1}} | * {{iconify|Coordinator}}: {{green|+1}} | ||
− | * {{iconify|Replicator}}: {{green|+ | + | * {{iconify|Replicator}}: {{green|+2}} |
* {{iconify|Hunter-Seeker Drone}}: {{green|+1}} | * {{iconify|Hunter-Seeker Drone}}: {{green|+1}} | ||
* {{iconify|Maintenance Drone}}: {{green|+1}} | * {{iconify|Maintenance Drone}}: {{green|+1}} | ||
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| | | | ||
* {{iconify|Coordinator}}: {{green|+2}} | * {{iconify|Coordinator}}: {{green|+2}} | ||
− | * {{iconify|Replicator}}: {{green|+ | + | * {{iconify|Replicator}}: {{green|+3}} |
− | * {{iconify|Replicator}}: {{green|+ | + | * {{iconify|Replicator}}: {{green|+2}} {{icon|Driven Assimilator}} |
* {{iconify|Hunter-Seeker Drone}}: {{green|+1}} | * {{iconify|Hunter-Seeker Drone}}: {{green|+1}} | ||
* {{iconify|Maintenance Drone}}: {{green|+2}} | * {{iconify|Maintenance Drone}}: {{green|+2}} | ||
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| | | | ||
* {{iconify|Coordinator}}: {{green|+3}} | * {{iconify|Coordinator}}: {{green|+3}} | ||
− | * {{iconify|Replicator}}: {{green|+ | + | * {{iconify|Replicator}}: {{green|+4}} |
− | * {{iconify|Replicator}}: {{green|+ | + | * {{iconify|Replicator}}: {{green|+3}} {{icon|Driven Assimilator}} |
* {{iconify|Hunter-Seeker Drone}}: {{green|+2}} | * {{iconify|Hunter-Seeker Drone}}: {{green|+2}} | ||
* {{iconify|Maintenance Drone}}: {{green|+3}} | * {{iconify|Maintenance Drone}}: {{green|+3}} | ||
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* At least {{icon|pop}} 80 pops | * At least {{icon|pop}} 80 pops | ||
|} | |} | ||
− | + | === Hive mind capitals === | |
− | === Hive | ||
{{iconify|Hive Mind}} empires only have two capital buildings, equivalent to the level 2 and 3 buildings of other empires. New colonies start with a Hive Core. | {{iconify|Hive Mind}} empires only have two capital buildings, equivalent to the level 2 and 3 buildings of other empires. New colonies start with a Hive Core. | ||
The capitals provide the following jobs: | The capitals provide the following jobs: | ||
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|} | |} | ||
− | === Special | + | === Special capitals === |
− | |||
Habitats, Resort Worlds and Thrall Worlds have their own capital buildings. | Habitats, Resort Worlds and Thrall Worlds have their own capital buildings. | ||
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|} | |} | ||
− | == Population | + | == Population growth == |
+ | {{SVersion|2.5}} | ||
Population growth buildings provide jobs that speed up the growth or assembly speed of pops. | Population growth buildings provide jobs that speed up the growth or assembly speed of pops. | ||
− | === Medical | + | === Medical facilities === |
{| class="mildtable plainlist" cellspacing="2" cellpadding="4" width="100%" | {| class="mildtable plainlist" cellspacing="2" cellpadding="4" width="100%" | ||
! style="width:1%" | || width=14% | Name | ! style="width:1%" | || width=14% | Name | ||
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| style="width:1%" | {{icon|Gene Clinic}} | | style="width:1%" | {{icon|Gene Clinic}} | ||
| Gene Clinic | | Gene Clinic | ||
− | | | + | | |
− | |||
− | |||
| | | | ||
* {{iconify|Medical Worker}}: {{green|+2}} | * {{iconify|Medical Worker}}: {{green|+2}} | ||
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| style="width:1%" | {{icon|Cyto-Revitalization Center}} | | style="width:1%" | {{icon|Cyto-Revitalization Center}} | ||
| Cyto-Revitalization Center | | Cyto-Revitalization Center | ||
− | | | + | | |
− | |||
− | |||
| | | | ||
* {{iconify|Medical Worker}}: {{green|+5}} | * {{iconify|Medical Worker}}: {{green|+5}} | ||
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| {{icon|time}} 360 | | {{icon|time}} 360 | ||
| {{icon|minerals}} 200 | | {{icon|minerals}} 200 | ||
− | | ''Clone Vats | + | | ''Clone Vats allow for a remarkable increase to population growth speed.'' |
---- | ---- | ||
* [[File:Ap engineered evolution.png|24px]] Engineered Evolution Ascension Perk | * [[File:Ap engineered evolution.png|24px]] Engineered Evolution Ascension Perk | ||
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|} | |} | ||
− | === Spawning | + | === Spawning pools === |
− | |||
{| class="mildtable plainlist" cellspacing="2" cellpadding="4" width="100%" | {| class="mildtable plainlist" cellspacing="2" cellpadding="4" width="100%" | ||
! style="width:1%" | || width=20% | Name | ! style="width:1%" | || width=20% | Name | ||
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|} | |} | ||
− | === Assembly | + | === Assembly plants === |
{| class="mildtable plainlist" cellspacing="2" cellpadding="4" width="100%" | {| class="mildtable plainlist" cellspacing="2" cellpadding="4" width="100%" | ||
! style="width:1%" | || width=20% | Name | ! style="width:1%" | || width=20% | Name | ||
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== Government == | == Government == | ||
+ | {{SVersion|2.5}} | ||
Government buildings provide various jobs that oversee the planet and protect it from disorder. | Government buildings provide various jobs that oversee the planet and protect it from disorder. | ||
− | === Law | + | === Law enforcement === |
− | |||
Law Enforcement buildings provide Enforcer Jobs, which reduce crime and generate defense armies. | Law Enforcement buildings provide Enforcer Jobs, which reduce crime and generate defense armies. | ||
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=== Other === | === Other === | ||
− | |||
{| class="mildtable plainlist" | {| class="mildtable plainlist" | ||
! style="width:1%" | || width=15% | Name | ! style="width:1%" | || width=15% | Name | ||
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== Resource == | == Resource == | ||
+ | {{SVersion|2.5}} | ||
These buildings improve the production of basic resources and provide extra storage. | These buildings improve the production of basic resources and provide extra storage. | ||
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|} | |} | ||
− | === Food | + | === Food production === |
Food Processing Facilities directly boosts the {{icon|food}} Food output of [[File:Job_farmer.png|Farmer|link=Jobs|24px]] Farmers. Because of the high yield of Farmers, building lots of Agricultural Districts and a Processing Facility is a very pop-efficient way of producing lots of Food. | Food Processing Facilities directly boosts the {{icon|food}} Food output of [[File:Job_farmer.png|Farmer|link=Jobs|24px]] Farmers. Because of the high yield of Farmers, building lots of Agricultural Districts and a Processing Facility is a very pop-efficient way of producing lots of Food. | ||
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| ''Food that is processed at these facilities has its nutritional value greatly increased.'' | | ''Food that is processed at these facilities has its nutritional value greatly increased.'' | ||
---- | ---- | ||
− | |||
* Food Processing Tech | * Food Processing Tech | ||
* Planet Unique | * Planet Unique | ||
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| ''Streamlined facilities where large amounts of food can be processed.'' | | ''Streamlined facilities where large amounts of food can be processed.'' | ||
---- | ---- | ||
− | |||
* Advanced Food Processing Tech | * Advanced Food Processing Tech | ||
* {{iconify|Planetary Administration|24px}} | * {{iconify|Planetary Administration|24px}} | ||
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| style="width:1%" | {{icon|Hydroponics Farm III}} | | style="width:1%" | {{icon|Hydroponics Farm III}} | ||
| Hydroponics Farms | | Hydroponics Farms | ||
− | | | + | | |
| {{iconify|Farmer}}: {{green|+2}} <br> {{icon|Gestalt Consciousness}} {{iconify|Agri-Drone}}: {{green|+2}} | | {{iconify|Farmer}}: {{green|+2}} <br> {{icon|Gestalt Consciousness}} {{iconify|Agri-Drone}}: {{green|+2}} | ||
| {{icon|energy}} {{red|−2}} | | {{icon|energy}} {{red|−2}} | ||
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|} | |} | ||
− | === Mineral | + | === Mineral production === |
Mineral Processing Facilities directly boosts the {{icon|minerals}} Mineral output of [[File:Job_miner.png|Farmer|link=Jobs|24px]] Miners. Building lots of Mining Districts and a Processing Facility is a very pop-efficient way of producing lots of Minerals. | Mineral Processing Facilities directly boosts the {{icon|minerals}} Mineral output of [[File:Job_miner.png|Farmer|link=Jobs|24px]] Miners. Building lots of Mining Districts and a Processing Facility is a very pop-efficient way of producing lots of Minerals. | ||
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* {{icon|no}}[[File:Planet ringworld.png|link=Habitat|30px]] Ring World | * {{icon|no}}[[File:Planet ringworld.png|link=Habitat|30px]] Ring World | ||
* {{icon|no}} [[File:Decision resort colony.png|24px]] Resort World planet specialization | * {{icon|no}} [[File:Decision resort colony.png|24px]] Resort World planet specialization | ||
− | |||
* Mineral Purification Tech | * Mineral Purification Tech | ||
* Planet Unique | * Planet Unique | ||
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* {{icon|no}}[[File:Planet ringworld.png|link=Habitat|30px]] Ring World | * {{icon|no}}[[File:Planet ringworld.png|link=Habitat|30px]] Ring World | ||
* {{icon|no}} [[File:Decision resort colony.png|24px]] Resort World planet specialization | * {{icon|no}} [[File:Decision resort colony.png|24px]] Resort World planet specialization | ||
− | |||
* Advanced Mineral Purification Tech | * Advanced Mineral Purification Tech | ||
* {{iconify|Planetary Administration|24px}} | * {{iconify|Planetary Administration|24px}} | ||
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|} | |} | ||
− | === Energy | + | === Energy hubs === |
An Energy Hub directly boosts the {{iconify|Energy}} output of Technicians. Building lots of Generator Districts and an Energy Hub is a very pop-efficient way of producing lots of Energy Credits. | An Energy Hub directly boosts the {{iconify|Energy}} output of Technicians. Building lots of Generator Districts and an Energy Hub is a very pop-efficient way of producing lots of Energy Credits. | ||
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* {{icon|no}}[[File:Planet habitat.png|link=Habitat|30px]] Habitat if not {{iconify|Gestalt Consciousness}} | * {{icon|no}}[[File:Planet habitat.png|link=Habitat|30px]] Habitat if not {{iconify|Gestalt Consciousness}} | ||
* {{icon|no}} [[File:Decision resort colony.png|24px]] Resort World planet specialization | * {{icon|no}} [[File:Decision resort colony.png|24px]] Resort World planet specialization | ||
− | |||
* {{iconify|Global Energy Management|24px}} | * {{iconify|Global Energy Management|24px}} | ||
* Planet Unique | * Planet Unique | ||
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* {{icon|no}}[[File:Planet habitat.png|link=Habitat|30px]] Habitat if not {{iconify|Gestalt Consciousness}} | * {{icon|no}}[[File:Planet habitat.png|link=Habitat|30px]] Habitat if not {{iconify|Gestalt Consciousness}} | ||
* {{icon|no}} [[File:Decision resort colony.png|24px]] Resort World planet specialization | * {{icon|no}} [[File:Decision resort colony.png|24px]] Resort World planet specialization | ||
− | |||
* {{iconify|Planetary Power Grid|24px}} | * {{iconify|Planetary Power Grid|24px}} | ||
* {{iconify|Planetary Administration|24px}} | * {{iconify|Planetary Administration|24px}} | ||
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== Manufacturing == | == Manufacturing == | ||
+ | {{SVersion|2.5}} | ||
These buildings provide jobs that manufacture advanced products and basic strategy resources. | These buildings provide jobs that manufacture advanced products and basic strategy resources. | ||
=== Alloys === | === Alloys === | ||
− | |||
{| class="mildtable" cellspacing="2" cellpadding="4" width="100%" | {| class="mildtable" cellspacing="2" cellpadding="4" width="100%" | ||
! class="unsortable" width=1% | || width=20% | Name | ! class="unsortable" width=1% | || width=20% | Name | ||
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|} | |} | ||
− | === Consumer | + | === Consumer goods === |
− | |||
{| class="mildtable" cellspacing="2" cellpadding="4" width="100%" | {| class="mildtable" cellspacing="2" cellpadding="4" width="100%" | ||
! class="unsortable" width=1% | || width=20% | Name | ! class="unsortable" width=1% | || width=20% | Name | ||
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|} | |} | ||
− | === Processing | + | === Processing center === |
{| class="mildtable" cellspacing="2" cellpadding="4" width="100%" | {| class="mildtable" cellspacing="2" cellpadding="4" width="100%" | ||
! class="unsortable" width=1% | || width=15% | Name | ! class="unsortable" width=1% | || width=15% | Name | ||
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=== Advanced resources === | === Advanced resources === | ||
− | + | {{SVersion|2.5}} | |
{| class="mildtable" cellspacing="2" cellpadding="4" width="100%" | {| class="mildtable" cellspacing="2" cellpadding="4" width="100%" | ||
! class="unsortable" width=1% | || width=20% | Name | ! class="unsortable" width=1% | || width=20% | Name | ||
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== Research == | == Research == | ||
+ | {{SVersion|2.5}} | ||
Research buildings generate [[File:Job_researcher.png|Researcher|link=Jobs|24px]] Researcher Jobs, which produce {{icon|research}} research points for the empire. | Research buildings generate [[File:Job_researcher.png|Researcher|link=Jobs|24px]] Researcher Jobs, which produce {{icon|research}} research points for the empire. | ||
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| style="width:1%" | [[File:Building research lab 1.png]] | | style="width:1%" | [[File:Building research lab 1.png]] | ||
| Research Labs | | Research Labs | ||
− | | | + | | |
− | |||
| {{iconify|Researcher}}: {{green|+2}} <br> {{icon|hive mind}} {{iconify|Brain Drone}}: {{green|+2}} <br> {{icon|machine intelligence}} {{iconify|Calculator}}: {{green|+2}} | | {{iconify|Researcher}}: {{green|+2}} <br> {{icon|hive mind}} {{iconify|Brain Drone}}: {{green|+2}} <br> {{icon|machine intelligence}} {{iconify|Calculator}}: {{green|+2}} | ||
| {{icon|energy}} {{red|−4}} | | {{icon|energy}} {{red|−4}} | ||
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| ''Research Labs provide the basic facilities for general research.'' | | ''Research Labs provide the basic facilities for general research.'' | ||
---- | ---- | ||
− | |||
* {{iconify|Scientific Method|24px}} | * {{iconify|Scientific Method|24px}} | ||
* {{iconify|Planetary Administration|24px}} | * {{iconify|Planetary Administration|24px}} | ||
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| style="width:1%" | [[File:Building research lab 2.png]] | | style="width:1%" | [[File:Building research lab 2.png]] | ||
| Research Complexes | | Research Complexes | ||
− | | | + | | |
− | |||
| {{iconify|Researcher}}: {{green|+5}} <br> {{icon|hive mind}} {{iconify|Brain Drone}}: {{green|+5}} <br> {{icon|machine intelligence}} {{iconify|Calculator}}: {{green|+5}} | | {{iconify|Researcher}}: {{green|+5}} <br> {{icon|hive mind}} {{iconify|Brain Drone}}: {{green|+5}} <br> {{icon|machine intelligence}} {{iconify|Calculator}}: {{green|+5}} | ||
| {{icon|energy}} {{red|−5}} <br> {{icon|exotic gases}} {{red|−1}} | | {{icon|energy}} {{red|−5}} <br> {{icon|exotic gases}} {{red|−1}} | ||
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| ''Upgraded research facilities with a very large staff capacity.'' | | ''Upgraded research facilities with a very large staff capacity.'' | ||
---- | ---- | ||
− | |||
* Exotic Material Labs Tech | * Exotic Material Labs Tech | ||
* {{iconify|Planetary Administration|24px}} | * {{iconify|Planetary Administration|24px}} | ||
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| style="width:1%" | [[File:Building research lab 3.png]] | | style="width:1%" | [[File:Building research lab 3.png]] | ||
| Advanced Research Complexes | | Advanced Research Complexes | ||
− | | | + | | |
− | |||
| {{iconify|Researcher}}: {{green|+8}} <br> {{icon|hive mind}} {{iconify|Brain Drone}}: {{green|+8}} <br> {{icon|machine intelligence}} {{iconify|Calculator}}: {{green|+8}} | | {{iconify|Researcher}}: {{green|+8}} <br> {{icon|hive mind}} {{iconify|Brain Drone}}: {{green|+8}} <br> {{icon|machine intelligence}} {{iconify|Calculator}}: {{green|+8}} | ||
| {{icon|energy}} {{red|−6}} <br> {{icon|exotic gases}} {{red|−2}} | | {{icon|energy}} {{red|−6}} <br> {{icon|exotic gases}} {{red|−2}} | ||
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| ''These advanced research facilities have the very latest science equipment along with an extremely large staff capacity.'' | | ''These advanced research facilities have the very latest science equipment along with an extremely large staff capacity.'' | ||
---- | ---- | ||
− | |||
* Multi-Dimensional Studies Tech | * Multi-Dimensional Studies Tech | ||
* {{iconify|Planetary Capital|24px}} | * {{iconify|Planetary Capital|24px}} | ||
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== Trade == | == Trade == | ||
− | + | {{SVersion|2.5}} | |
Trade Buildings create Clerk and Merchant Jobs, which generate Trade Values and Amenities. Trade Value is converted to {{iconify|Energy}}, {{iconify|Unity}} and {{Iconify|Consumer Goods}} depending on the Empire's Trade Policy. While Clerk Jobs have a poor yield of only 2 Trade Value per Jobs, Commerce Buildings provide a significant number of them. This makes this building type suitable for tall planets with a large population. | Trade Buildings create Clerk and Merchant Jobs, which generate Trade Values and Amenities. Trade Value is converted to {{iconify|Energy}}, {{iconify|Unity}} and {{Iconify|Consumer Goods}} depending on the Empire's Trade Policy. While Clerk Jobs have a poor yield of only 2 Trade Value per Jobs, Commerce Buildings provide a significant number of them. This makes this building type suitable for tall planets with a large population. | ||
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| style="width:1%" | icon | | style="width:1%" | icon | ||
| Commercial Zones | | Commercial Zones | ||
− | | | + | | |
| {{iconify|Clerk}}: {{green|+5}} | | {{iconify|Clerk}}: {{green|+5}} | ||
| {{icon|Energy}}{{red|−2}} | | {{icon|Energy}}{{red|−2}} | ||
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---- | ---- | ||
* {{icon|no}}{{iconify|Gestalt Consciousness}} | * {{icon|no}}{{iconify|Gestalt Consciousness}} | ||
− | |||
* Interplanetary Commerce Tech | * Interplanetary Commerce Tech | ||
|- id="Commerce Megaplexes" | |- id="Commerce Megaplexes" | ||
| style="width:1%" | Icon | | style="width:1%" | Icon | ||
| Commerce Megaplexes | | Commerce Megaplexes | ||
− | | | + | | |
| {{Iconify|Clerk}}: {{green|+10}}<br/> {{Iconify|Merchant}}: {{green|+1}} | | {{Iconify|Clerk}}: {{green|+10}}<br/> {{Iconify|Merchant}}: {{green|+1}} | ||
| {{icon|Energy}}{{red|−2}} <br/> {{icon|rare crystals}}{{red|−1}} | | {{icon|Energy}}{{red|−2}} <br/> {{icon|rare crystals}}{{red|−1}} | ||
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---- | ---- | ||
* {{icon|no}}{{iconify|Gestalt Consciousness}} | * {{icon|no}}{{iconify|Gestalt Consciousness}} | ||
− | |||
* Interstellar Economics Tech | * Interstellar Economics Tech | ||
|- id="Galactic Stock Exchanges" | |- id="Galactic Stock Exchanges" | ||
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== Amenities == | == Amenities == | ||
+ | {{SVersion|2.5}} | ||
These buildings improves the living condition of the planet by providing amenities, housing and various bonuses. | These buildings improves the living condition of the planet by providing amenities, housing and various bonuses. | ||
− | === Housing | + | === Housing buildings === |
Housing Buildings provide extra amenities and housing for the planet. | Housing Buildings provide extra amenities and housing for the planet. | ||
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|} | |} | ||
− | === Amenities | + | === Amenities buildings === |
These buildings provide jobs that produces amenities for the planet. | These buildings provide jobs that produces amenities for the planet. | ||
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||Icon | ||Icon | ||
| Holo-Theatres | | Holo-Theatres | ||
− | | {{iconify|Entertainer}}: {{green|+2}} | + | | {{plainlist| |
+ | * (default) {{iconify|Entertainer}}: {{green|+2}} | ||
+ | * {{icon|warrior culture}} {{iconify|Duelist}}: {{green|+2}} | ||
+ | }} | ||
| {{icon|Energy}} {{red|−2}} | | {{icon|Energy}} {{red|−2}} | ||
| {{icon|time}} 360 | | {{icon|time}} 360 | ||
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| ''The latest in holographic entertainment. Entire worlds built out of photons and energy fields.'' | | ''The latest in holographic entertainment. Entire worlds built out of photons and energy fields.'' | ||
---- | ---- | ||
− | |||
* {{icon|no}}{{iconify|Gestalt Consciousness}} | * {{icon|no}}{{iconify|Gestalt Consciousness}} | ||
* Holo-Entertainment Tech | * Holo-Entertainment Tech | ||
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||Icon | ||Icon | ||
| Hyper-Entertainment Forums | | Hyper-Entertainment Forums | ||
− | | {{iconify|Entertainer}}: {{green|+4}} | + | | {{Plainlist| |
+ | * (default) {{iconify|Entertainer}}: {{green|+4}} | ||
+ | * {{icon|warrior culture}} {{iconify|Duelist}}: {{green|+4}} | ||
+ | }} | ||
| {{icon|Energy}} {{red|−2}}<br>{{icon|Exotic Gases}} {{red|−1}} | | {{icon|Energy}} {{red|−2}}<br>{{icon|Exotic Gases}} {{red|−1}} | ||
| {{icon|time}} 480 | | {{icon|time}} 480 | ||
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| ''These massive entertainment complexes is where dream come true. Shopping malls, restaurants, amusement parks, virtual arcades, and more. You dream it - we are it!'' | | ''These massive entertainment complexes is where dream come true. Shopping malls, restaurants, amusement parks, virtual arcades, and more. You dream it - we are it!'' | ||
---- | ---- | ||
− | |||
* {{icon|no}}{{iconify|Gestalt Consciousness}} | * {{icon|no}}{{iconify|Gestalt Consciousness}} | ||
* Hyper-Entertainment Forum Tech | * Hyper-Entertainment Forum Tech | ||
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== Unity == | == Unity == | ||
− | === Normal | + | {{SVersion|2.5}} |
+ | === Normal empire === | ||
==== Culture buildings ==== | ==== Culture buildings ==== | ||
Non-Spiritualist normal empire use culture buildings to generate [[File:Job culture worker.png|Culture Worker|link=Jobs|24px]] Culture Worker Jobs, which produce {{iconify|Unity}} and {{iconify|Society Output}} for the empire. They are all planet-unique. | Non-Spiritualist normal empire use culture buildings to generate [[File:Job culture worker.png|Culture Worker|link=Jobs|24px]] Culture Worker Jobs, which produce {{iconify|Unity}} and {{iconify|Society Output}} for the empire. They are all planet-unique. | ||
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==== Corporate ==== | ==== Corporate ==== | ||
− | |||
Non-spiritualist {{iconify|Corporate}} unity buildings generate {{iconify|Manager}} job, which provide {{iconify|Trade Value}} in addition to {{iconify|Unity}} and {{iconify|Society Output}}. Spiritualist Corps use temples instead. | Non-spiritualist {{iconify|Corporate}} unity buildings generate {{iconify|Manager}} job, which provide {{iconify|Trade Value}} in addition to {{iconify|Unity}} and {{iconify|Society Output}}. Spiritualist Corps use temples instead. | ||
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| {{icon|time}} 240 | | {{icon|time}} 240 | ||
| {{icon|minerals}} 200 | | {{icon|minerals}} 200 | ||
− | | ''A site dedicated to glorifying the unique corporate culture that | + | | ''A site dedicated to glorifying the unique corporate culture that permeates every business transaction conducted on the planet.'' |
---- | ---- | ||
* {{icon|no}}{{icon|Spiritualist|24px}}{{icon|Fanatic Spiritualist|24px}} Spiritualist | * {{icon|no}}{{icon|Spiritualist|24px}}{{icon|Fanatic Spiritualist|24px}} Spiritualist | ||
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|} | |} | ||
− | === Gestalt | + | === Gestalt consciousness === |
− | ==== Broadcast | + | ==== Broadcast buildings ==== |
Normal {{Iconify|Gestalt Consciousness}} Empires use special buildings and jobs to "broadcast" their will, generate {{iconify|Unity}} and {{iconify|Society Output}}. | Normal {{Iconify|Gestalt Consciousness}} Empires use special buildings and jobs to "broadcast" their will, generate {{iconify|Unity}} and {{iconify|Society Output}}. | ||
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|} | |} | ||
− | ==== Rogue | + | ==== Rogue servitor buildings ==== |
{{iconify|Rogue Servitor}} empires do not use common broadcast buildings. Instead, they serve and protect {{icon|Bio-Trophy}} Bio-Trophies and get a large amount of {{iconify|Unity}} from them. | {{iconify|Rogue Servitor}} empires do not use common broadcast buildings. Instead, they serve and protect {{icon|Bio-Trophy}} Bio-Trophies and get a large amount of {{iconify|Unity}} from them. | ||
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== Army == | == Army == | ||
+ | {{SVersion|2.5}} | ||
These buildings provide jobs that protects the planet from invasion and increases naval capacity. | These buildings provide jobs that protects the planet from invasion and increases naval capacity. | ||
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== Corporate == | == Corporate == | ||
+ | {{SVersion|2.5}} | ||
These buildings can only be constructed by the branch offices of {{iconify|Corporate}} Empires. Corporate Buildings are typically mutually beneficial, providing the Corp with some sort of modifier (such as Naval Capacity) or production of a resource (such as Alloys), and giving the planet owner some sort of modifier (such as Amenities) or an increased number of jobs. Many Corporate Buildings also increase trade value, which benefits both the owner of the planet and the Corporate. As a general rule however, the Corporate will always benefit more than the owner of the planet. | These buildings can only be constructed by the branch offices of {{iconify|Corporate}} Empires. Corporate Buildings are typically mutually beneficial, providing the Corp with some sort of modifier (such as Naval Capacity) or production of a resource (such as Alloys), and giving the planet owner some sort of modifier (such as Amenities) or an increased number of jobs. Many Corporate Buildings also increase trade value, which benefits both the owner of the planet and the Corporate. As a general rule however, the Corporate will always benefit more than the owner of the planet. | ||
Corporate Buildings use a special set of building slots which exclusively for branch offices. Each additional {{icon|pop|21px}} 25 pops unlock a new building slot, capped to 4 buildings . | Corporate Buildings use a special set of building slots which exclusively for branch offices. Each additional {{icon|pop|21px}} 25 pops unlock a new building slot, capped to 4 buildings . | ||
− | === Normal | + | === Normal corporate buildings === |
− | |||
Some buildings can also be built by syndicate if all requirements are met. | Some buildings can also be built by syndicate if all requirements are met. | ||
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|} | |} | ||
− | === Syndicate | + | === Syndicate buildings === |
Corporate with [[File:Civic criminal heritage.png|24px]] Criminal Heritage civic use a special set of corporate buildings, which provides a large {{icon|crime}} Crime Rate boost for the planet. Their branch offices receive extra value from planetary crime rate. | Corporate with [[File:Civic criminal heritage.png|24px]] Criminal Heritage civic use a special set of corporate buildings, which provides a large {{icon|crime}} Crime Rate boost for the planet. Their branch offices receive extra value from planetary crime rate. | ||
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== Special == | == Special == | ||
+ | {{SVersion|2.5}} | ||
These buildings can only be obtained from certain event, having certain features or purchase from aliens. | These buildings can only be obtained from certain event, having certain features or purchase from aliens. | ||
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== Primitive == | == Primitive == | ||
+ | {{SVersion|2.5}} | ||
These buildings can be found on planets owned by primitive civilizations. They have negligible output compared to the one constructed by spacefaring civilizations. | These buildings can be found on planets owned by primitive civilizations. They have negligible output compared to the one constructed by spacefaring civilizations. | ||
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* Steam, Industrial, Machine, Atomic and Early Space Age | * Steam, Industrial, Machine, Atomic and Early Space Age | ||
|- id="Primitive Farms" | |- id="Primitive Farms" | ||
− | ||| Primitive Farms | + | | style="width:1%" | [[File:Building primitive farm.png]] |
+ | || Primitive Farms | ||
| | | | ||
| {{iconify|Farmer}} (Primitive): {{green|+10}} | | {{iconify|Farmer}} (Primitive): {{green|+10}} | ||
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|} | |} | ||
− | == Fallen | + | == Fallen empire == |
− | Fallen empire buildings are found on the homeworlds of | + | {{SVersion|2.5}} |
+ | Fallen empire buildings are found on the homeworlds and planets of Fallen empires. They are more effective than any building available to normal empires, and most of them are autonomous. They cannot be rebuilt, although a regular empire can gain the ability to construct one randomly chosen Fallen empire building as a random reward from the action "Reverse-Engineer Arcane Technology" for the price of 5 {{iconify|Minor Artifacts}}. | ||
{| class="mildtable" cellspacing="2" cellpadding="4" width="100%" | {| class="mildtable" cellspacing="2" cellpadding="4" width="100%" | ||
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* Can be found on organic Fallen Empire worlds | * Can be found on organic Fallen Empire worlds | ||
|- | |- | ||
− | | | + | | style="width:1%" | [[File:Building fortress.png]] |
| Aegis Complex | | Aegis Complex | ||
| | | | ||
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| ''If it exists as a flavor, it can be replicated here.'' | | ''If it exists as a flavor, it can be replicated here.'' | ||
|- | |- | ||
− | | | + | | style="width:1%" | [[File:Building power plant 5.png]] |
| Class−4 Singularity | | Class−4 Singularity | ||
| {{iconify|Energy Credits}}: {{green|+250}} | | {{iconify|Energy Credits}}: {{green|+250}} | ||
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| ''This building uses little-understood dimensional technology to tunnel into other realities and siphon off their valuable resources.'' | | ''This building uses little-understood dimensional technology to tunnel into other realities and siphon off their valuable resources.'' | ||
|- | |- | ||
− | | | + | | style="width:1%" | [[File:Building agri processing complex.png]] |
| Auto-Forge | | Auto-Forge | ||
| {{iconify|Alloys}}: {{green|+25}} | | {{iconify|Alloys}}: {{green|+25}} | ||
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| ''The colossal nano-replicator bays convert raw materials into advanced alloys with miraculous efficiency.'' | | ''The colossal nano-replicator bays convert raw materials into advanced alloys with miraculous efficiency.'' | ||
|- | |- | ||
− | | | + | | |
| Sky Dome | | Sky Dome | ||
| {{iconify|Housing}}: {{green|+20}} <br> {{iconify|Amenities}}: {{green|+20}} | | {{iconify|Housing}}: {{green|+20}} <br> {{iconify|Amenities}}: {{green|+20}} |
Revision as of 12:37, 16 November 2019
Planetary management

A building provides variety of jobs that generate different kinds of resource that are not suitable to large-scale resource gathering. They are limited by the planet's population and capped to 16 buildings at 75 pops, with the first slot always being occupied by the colony's capital building. Each additional 5 pops unlock a new building slot. If the number of pops falls below the number required tor a building slot any constructed building will go into disrepair and stop producing jobs. If a planetary population is completely wiped out (either by resettlement or warfare), all pre-existing buildings will be completely destroyed.
Contents
Planet build speed
Planet Build Speed is a modifier that lowers the building time for all buildings. This modifier can be very useful, as it also affects building upgrades, and higher level buildings can take longer to build.
Colony capital
The Colony Capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defence armies, and other jobs which vary depending on empire authority and civics. Many other buildings require a sufficiently high-level capital building before they can be built or upgraded, which gates your colony's development. Capital buildings cannot be demolished, downgraded, ruined, or disabled.
Standard capitals
The standard set of capitals are built on planets and ringworlds by authorities. The base capital provides
Colonist jobs that produce food and amenities to assist with the initial upkeep of a newly settled colony, they are removed upon upgrading.
The upgraded capitals provide the following jobs:
Enforcer jobs to reduce crime, spawn defence armies and produce a small amount of unity.
Administrator jobs produce unity and amenities.
Corporate empires have
Executive jobs in place of Administrators, which produce unity, amenities and trade value.
The following civics replace some Administrator jobs with other Ruler strata jobs:
Aristocratic Elite with
Noble jobs providing planet stability and amenities.
Exalted Priesthood with
High Priest jobs that produce unity, amenities and society research.
Merchant Guilds with
Merchant jobs that produce trade value and amenities.
Technocracy with
Science Director jobs that produce research and amenities.
If an empire chooses the Synthetic Evolution ascension perk the capital buildings will also provide
Roboticist jobs to assist with robotic pop assembly.
Machine intelligence capitals
Machine Intelligence empires have a different set of capital buildings providing the following jobs:
Coordinator jobs converting energy into research and unity as well as increasing the output of
Menial Drone on the planet.
Replicator jobs converting minerals into engineering research and amenities as well as assisting robotic pop assembly.
Hunter-Seeker Drone jobs reduce deviancy, supply defense armies and produce unity.
Maintenance Drone producing amenities.
Hive mind capitals
Hive Mind empires only have two capital buildings, equivalent to the level 2 and 3 buildings of other empires. New colonies start with a Hive Core.
The capitals provide the following jobs:
Synapse Drone jobs convert energy and food into society research and unity.
Hunter-Seeker Drone jobs reduce deviancy, supply defense armies and produce unity.
Maintenance Drone producing amenities.
Name | Produces | Jobs | Upkeep | Time | Cost | Requirements | |
---|---|---|---|---|---|---|---|
![]() |
Hive Core | ![]() |
Always present | ![]() |
The organizational core from which the Hive Mind coordinates planetside functions.
| ||
![]() |
Hive Nexus | ![]() |
![]() |
![]() |
A sprawling capital complex from which the Hive Mind focuses planetary organization, coordination, and planning.
|
Special capitals
Habitats, Resort Worlds and Thrall Worlds have their own capital buildings.
Population growth
Population growth buildings provide jobs that speed up the growth or assembly speed of pops.
Medical facilities
Spawning pools
Name | Jobs | Upkeep | Time | Cost | Requirements | |
---|---|---|---|---|---|---|
Icon | Spawning Pools | ![]() |
![]() |
![]() |
![]() |
Tended by the specific and gentle care of specialists, these pools stimulate our spawn into faster growth.
|
Assembly plants
Government
Government buildings provide various jobs that oversee the planet and protect it from disorder.
Law enforcement
Law Enforcement buildings provide Enforcer Jobs, which reduce crime and generate defense armies.
Other
Resource
These buildings improve the production of basic resources and provide extra storage.
Storage
Planetary resource silos increase an empire's maximum storage capacity. All material resources (except Trade Value, which will be automatically converted into other resources) and strategic resources must be stored, and all excessive products that cannot be stocked will be lost.
Food production
Food Processing Facilities directly boosts the Food output of
Farmers. Because of the high yield of Farmers, building lots of Agricultural Districts and a Processing Facility is a very pop-efficient way of producing lots of Food.
If an organic empire finds itself lack of potential Agricultural Districts due to bad luck, they can instead build Hydroponics Farms to provide Farmer jobs to prevent starvation.
Mineral production
Mineral Processing Facilities directly boosts the Mineral output of
Miners. Building lots of Mining Districts and a Processing Facility is a very pop-efficient way of producing lots of Minerals.
Energy hubs
An Energy Hub directly boosts the Energy output of Technicians. Building lots of Generator Districts and an Energy Hub is a very pop-efficient way of producing lots of Energy Credits.
Manufacturing
These buildings provide jobs that manufacture advanced products and basic strategy resources.
Alloys
Consumer goods
Processing center
Advanced resources
Research
Research buildings generate Researcher Jobs, which produce
research points for the empire.
Trade
Trade Buildings create Clerk and Merchant Jobs, which generate Trade Values and Amenities. Trade Value is converted to Energy,
Unity and
Consumer Goods depending on the Empire's Trade Policy. While Clerk Jobs have a poor yield of only 2 Trade Value per Jobs, Commerce Buildings provide a significant number of them. This makes this building type suitable for tall planets with a large population.
Generating Energy Credits through Trade is a tall alternative to Generator Districts and an Energy Hub. While requiring significant investment and time for pops to grow, the yields of a Clerk workforce overshadows that of a Technician workforce. A default City District will provide housing for 5 pops for a total of 10 base Trade Value, whereas a default Generator District will provide housing for 2 pops that generate 8 base Energy Credits.
Gestalt Consciousness cannot utilize trade buildings because they have no civilian economy.
Amenities
These buildings improves the living condition of the planet by providing amenities, housing and various bonuses.
Housing buildings
Housing Buildings provide extra amenities and housing for the planet.
Amenities buildings
These buildings provide jobs that produces amenities for the planet.
Unity
Normal empire
Culture buildings
Non-Spiritualist normal empire use culture buildings to generate Culture Worker Jobs, which produce
Unity and
Society Output for the empire. They are all planet-unique.
Corporate
Non-spiritualist Corporate unity buildings generate
Manager job, which provide
Trade Value in addition to
Unity and
Society Output. Spiritualist Corps use temples instead.
Temples
Spiritualist empires build temples instead of culture buildings. These generate Spiritualist Ethics Attraction provide
Priest Jobs instead of Culture Worker Jobs, which provide Amenities in addition to
Unity and
Society Output. The buildings cost the same and have identical upkeep.
Gestalt consciousness
Broadcast buildings
Normal Gestalt Consciousness Empires use special buildings and jobs to "broadcast" their will, generate
Unity and
Society Output.
Rogue servitor buildings
Rogue Servitor empires do not use common broadcast buildings. Instead, they serve and protect
Bio-Trophies and get a large amount of
Unity from them.
Army
These buildings provide jobs that protects the planet from invasion and increases naval capacity.
Corporate
These buildings can only be constructed by the branch offices of Corporate Empires. Corporate Buildings are typically mutually beneficial, providing the Corp with some sort of modifier (such as Naval Capacity) or production of a resource (such as Alloys), and giving the planet owner some sort of modifier (such as Amenities) or an increased number of jobs. Many Corporate Buildings also increase trade value, which benefits both the owner of the planet and the Corporate. As a general rule however, the Corporate will always benefit more than the owner of the planet.
Corporate Buildings use a special set of building slots which exclusively for branch offices. Each additional 25 pops unlock a new building slot, capped to 4 buildings .
Normal corporate buildings
Some buildings can also be built by syndicate if all requirements are met.
Syndicate buildings
Corporate with Criminal Heritage civic use a special set of corporate buildings, which provides a large
Crime Rate boost for the planet. Their branch offices receive extra value from planetary crime rate.
Special
These buildings can only be obtained from certain event, having certain features or purchase from aliens.
These buildings can only be unlocked by some planet features.
Others
Name | Produces | Jobs | Upkeep | Time | Cost | Requirements & Notes | |
---|---|---|---|---|---|---|---|
Waste Reprocessing Center | ![]() |
N/A | ![]() |
![]() |
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.
| ||
Numistic Shrine | N/A | ![]() |
![]() |
A shrine devoted to the worship of Numa, goddess of fortune.
| |||
Ministry of Culture | ![]() ![]() |
![]() |
![]() |
N/A | A fashionable headquarters for the ministry of culture, helping to spread knowledge, entertainment and art to the masses.
| ||
Nanite Transmuter | ![]() |
![]() |
This factory mass-produces a variety of rare resources using extremely advanced nanites.
| ||||
Omega Alignment | ![]() |
![]() |
![]() |
![]() |
The surfact 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.
|
Primitive
These buildings can be found on planets owned by primitive civilizations. They have negligible output compared to the one constructed by spacefaring civilizations.
Fallen empire
Fallen empire buildings are found on the homeworlds and planets of Fallen empires. They are more effective than any building available to normal empires, and most of them are autonomous. They cannot be rebuilt, although a regular empire can gain the ability to construct one randomly chosen Fallen empire building as a random reward from the action "Reverse-Engineer Arcane Technology" for the price of 5 Minor Artifacts.
References
Governance | Crime • Empire • Ethics • Government • Policies • Edicts • Leader • Factions • Population • Species rights • Traditions |
Exploration | Exploration • Map • Species • Anomaly • Events • FTL • Fallen empire • Pre-FTL species • Spaceborne aliens |
Colonization | Colonization • Celestial body • Planetary features • Planetary management • Economy • Technology • Construction • Starbase • Ship |
Diplomacy | Diplomacy • Trade • Subject empire • Federations • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |