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Buildings

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This article has been verified for the current PC version (2.7) of the game.

A building represents a collection of facilities scattered across a world that create 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 Pop.png 5 pops unlock a new building slot.

If the number of pops falls below the number required for a building slot any constructed building will become ruined and stop producing jobs. Ruined buildings can be rebuilt for half the time and cost of a new one. If a planetary population is completely wiped out (either by resettlement or warfare), all pre-existing buildings will be completely destroyed.

Contents

Planet build speedEdit

  Planet Build Speed is a modifier that lowers the building time for all buildings. This modifier can be very useful, as it also affects building upgrades, and higher level buildings can take longer to build.

Source Bonus
  Master's Teachings: The Greater Good edict +10%
  Architectural Interest governor trait +10%
  Architectural Sense ruler trait +10%
  Brain Slug Host governor trait +10%
  Assembly Algorithms repeatable technology +10%
  Assembly Patterns technology +25%
  Standard Construction Templates / Prefabricated Buildings prosperity tradition +25%
  Construction Templates technology +50%
  Architectural Renaissance ambition +100%

CapitalEdit

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 capitalsEdit

The standard set of capitals are built on planets without a special designation as well as ringworlds by       authorities.

The base capital provides   Colonist jobs that produce food and amenities to assist with the initial upkeep of a newly settled colony, they are removed upon upgrading. The upgraded capitals provide   Administrator jobs and some Civics and Authorities replace some of them with other   Ruler Stratum jobs.

Capital Produces Jobs Upkeep Time Cost Description
  Reassembled Ship Shelter
  •   Housing +3
  •   Amenities +3
  •   Colonist +2
  •     -1,   Roboticist +1
  −1 0 0 The remains of a Colony Ship, reassembled for planetside form and function.
  Planetary Administration
  •   Housing +5
  •   Amenities +5
  −3   480   500 Seat of the local ruling elite
  •   Planetary Government
  • At least   10 pops
  Planetary Capital
  •   Housing +8
  •   Amenities +8
  −5   600   1000 A sprawling complex of bureaucratic structures that acts as the administrative center for a major colony.
  •   Colonial Centralization
  • At least   40 pops
  System Capital-Complex
  •   Housing +10
  •   Amenities +10
  −10   900   2000 A towering configuration of administrative bureaus and networked infrastructure, allowing the construction of highly demanding facilities.
  •   Galactic Administration
  • At least   80 pops

Habitat capitalsEdit

Habitats have their own capital buildings.   Gestalt Consciousness Empires have different set of jobs with regular Empires.

Capital Produces Jobs Upkeep Time Cost Description
  Habitat Administration
  •   Housing +3
  •   Amenities +3

Default:

  •   Administrator +1
  •     -1,   Executive +1
  •     Roboticist +1

Gestalt:

  •     Synapse Drone +1
  •     Coordinator +1
  •     Replicator +1
0 0 The administrative hub of the Habitat, serving as its capital and the seat of the local government.
  Habitat Central Control
  •   Housing +5
  •   Amenities +5

Default:


Gestalt:

  •     Synapse Drone +2
  •     Coordinator +2
  •     Replicator +1
  480   500 An extensive complex of bureaucratic offices that oversees the administration of a highly-populated habitat.

  10 Pops

Special designation capitalsEdit

Resort Worlds and Thrall Worlds have their own unique capital buildings.

Capital Produces Jobs Upkeep Time Cost Description
  Resort Administration
  •   Housing +5
  •   Amenities +5
  •   Entertainer +1
  •   Administrator +1
  •     -1,   Executive +1
  •     Roboticist +1
  −2 0 0 The central complex from where this planet-wide resort is administrated.

  Resort World designation

  Resort Capital-Complex
  •   Housing +10
  •   Amenities +10
  •   Entertainer +2
  •   Administrator +1
  •     -1,   Executive +1
  •     Roboticist +1
  −4   480   500 A huge sprawling complex capable of administrating an even greater number of resorts and tourist attractions.
  •   Resort World designation
  •   10 pops
  Governor's Palace
  •   Housing +5
  •   Amenities +5
  •   Stability +5
  •   Slave Overseer +2
  •   Administrator +2
  •     -2,   Executive +2
  −2 0 0 The lavish palace from which this Thrall-World is governed.

  Thrall World designation

  Governor's Estates
  •   Housing +10
  •   Amenities +10
  •   Stability +10
  •   Slave Overseer +3
  •   Administrator +2
  •     -2,   Executive +2
  −4   480   500 Sprawling and luxurious palaces that house the ruling elite of the Thrall-World.
  •   Thrall World designation
  •   10 pops

Hive Mind capitalsEdit

  Hive Mind empires only have two capital buildings. They are the equivalent to the level 2 and 3 capitals of other empires for conversion purposes, even if the world previously contained a level 1 or 4 capital.

Capital Produces Jobs Upkeep Time Cost Description
  Hive Core
  •   Housing +8
  •   Amenities +8
  •   Synapse Drone +2
  •   Maintenance Drone +2
  •   Hunter-Seeker Drone +1
  −2 0 0 The organizational core from which the Hive Mind coordinates planetside functions.
  Hive Nexus
  •   Housing +15
  •   Amenities +15
  •   Synapse Drone +3
  •   Maintenance Drone +5
  •   Hunter-Seeker Drone +2
  −4   480   1000 A sprawling capital complex from which the Hive Mind focuses planetary organization, coordination, and planning.
  •   Colonial Centralization
  •   40 pops

Machine Intelligence capitalsEdit

  Machine Intelligence empires use buildings similar to regular empires and will convert to or from them if a planet is conquered by an empire with different authority. Machine capitals provide   Replicator jobs to assemble Machine Pops that don't reproduce themselves.   Driven Assimilator Empires have one fewer Replicator job from each capital building.

Capital Produces Jobs Upkeep Time Cost Description
  Deployment Post
  •   Housing +5
  •   Amenities +5
  •   Maintenance Drone +1
  •   Hunter-Seeker Drone +1
  •   Replicator +2
  •     -1
  −1 0 0 The initial deployment post from which we will expand on this world.
  Administrative Array
  •   Housing +8
  •   Amenities +8
  •   Maintenance Drone +2
  •   Hunter-Seeker Drone +1
  •   Replicator +2
  •     -1,   +1
  −3   480   500 A semi-autonomous computer network that handles the various administrative functions on a planet.
  •   Planetary Government
  •   10 pops
  Planetary Processor
  •   Housing +10
  •   Amenities +10
  •   Maintenance Drone +3
  •   Hunter-Seeker Drone +2
  •   Replicator +2
  •     -1,   +1
  −5   600   1000 A powerful administrative computer that has been designed to manage and oversee the various functions of a complex planetary settlement.
  •   Colonial Centralization
  •   40 pops
  Primary Nexus
  •   Housing +12
  •   Amenities +12
  •   Maintenance Drone +4
  •   Hunter-Seeker Drone +3
  •   Replicator +2
  •   +1 if 10+ pops
  •   +1 if 40+ pops
  •     -1,   +1
  −10   900   2000 The administrative heart of the system. Hundreds of AIs process requests and manage the minute but critical details that are involved in running an efficient interstellar civilization.
  •   Galactic Administration
  •   80 pops

BuildingsEdit

Each regular building has up to 3 tiers, which determine its number of Jobs, upkeep, construction time and cost. Tier II and III buildings also require a certain strategic resource for construction and upkeep.

Tier   Energy upkeep   Advanced resource upkeep   Time   Minerals cost   Advanced resource cost
I −2 0 360 400 0
II −5 −1 480 600 50
III −8 −2 600 800 100

If a world is conquered by an empire that uses a different set of buildings for the same primary resource the existing buildings will be converted into new ones of the same tier.

Primary resource Tier I building (2 Jobs) Tier II building (5 Jobs) Tier III building (8 Jobs) Job Advanced resource Requirements
  Alloys Alloy Foundries
 
Alloy Mega-Forges
 
Alloy Nano-Plants
 
  •   Metallurgist
  •     Foundry Drone
  •     Fabricator
  Volatile Motes
  •   Resort World
  •   Thrall World
  Research Research Labs
 
Research Complexes
 
Advanced Research Complexes
 
  Exotic Gases
  •   Resort World
  •   Thrall World
  Consumer Goods Civilian Industries
 
Civilian Fabricators
 
Civilian Repli-Complexes
 
  •   Artisan
  •     Artisan Drone
  Rare Crystals
  •   Resort World
  •   Thrall World
  •     unless   Rogue Servitor
  Unity Autochthon Monument
 
Heritage Site
 
Hypercomms Forum
 
  Culture Worker   Rare Crystals
  •   Thrall World
  •    Corporate
  •     Spiritualist
  •    Gestalt Consciousness
  Unity Temple
 
Holotemple
 
Sacred Nexus
 
  Priest   Rare Crystals
  •    Spiritualist
  •   Thrall World
  Unity Corporate Culture Site
 
Business Management Nexus
 
Synergy Forum
 
  Manager   Rare Crystals
  •   Corporate
  •   Thrall World
  •     Spiritualist
  Unity Synaptic Nodes
 
Synaptic Clusters
 
Confluence of Thought
 
  Synapse Drone   Exotic Gases   Hive Mind
  Unity Simulation Site
 
Simulation Center
 
Simulation Complex
 
  Evaluator   Rare Crystals
  •   Machine Intelligence
  •    Rogue Servitor
  Amenities Holo-Theatres
 
Hyper-Entertainment Forums
 
    Exotic Gases
  •   Thrall World
  •    Gestalt Consciousness
  Administrative Capacity Administrative Offices
 
Administrative Park
 
    Bureaucrat   Rare Crystals    Gestalt Consciousness
  Administrative Capacity Uplink Node
 
Network Junction
 
System Conflux
 
  Coordinator   Rare Crystals   Machine Intelligence
  Crime Fighting Precinct House
 
Hall of Judgement
 
    Enforcer   Exotic Gases
  •    Gestalt Consciousness
  •   Thrall World
  Deviancy Fighting Sentinel Posts
 
      Hunter-Seeker Drone   Gestalt Consciousness
  Food Hydroponics Farms
 
   
  •   Farmer or Agri-Drone
  •   Hydroponics Farming
  •   Resort World
  •    Machine World

HousingEdit

Housing buildings provide   Housing and come in two tiers. The advanced resource used to upgrade their tier is   Rare Crystals. If the world is conquered by an empire with different government each housing building will be converted into the equal tier counterpart of the new owner.

Tier I Tier II Requirements
Building   Housing   Amenities Building   Housing   Amenities
  Luxury Residences +3 +5   Paradise Dome +6 +10
  •    Shared Burdens
  •   Thrall World planetary modifier
  •   Idyllic Architecture technology for tier II
  •   Habitat Expansion technology to be built on Habitats
  Communal Housing +5 +3   Utopian Communal Housing +10 +6
  •   Shared Burdens
  •   Thrall World planetary modifier
  •   Idyllic Architecture technology for tier II
  •   Habitat Expansion technology to be built on Habitats
  Hive Warren +3 +5   Expanded Warren +6 +10
  •   Hive Mind
  •   Anti-Gravity Engineering technology for tier II
  Drone Storage +4 +3   Upgraded Drone Storage +8 +6
  •   Machine Intelligence
  •   Micro-Replicators technology for tier II
  Slave Huts +8 0     Thrall World

Planet uniqueEdit

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

Building Jobs Effects Upkeep Time Cost Requirements
  Planetary Shield Generator   -50% Orbital Bombardment Damage   −5   600   600
  •   Planetary Shields
  • Level 2 Capital
  Military Academy   Soldier or Warrior Drone +1   +100 Army Starting Experience   −2   480   400
  •   Centralized Command
  • Level 2 Capital
  Energy Grid   Technician or Tech-Drone +1
  •   +15% Energy from Jobs

   Machine or Synthetic:

  •   +5% from Jobs (additionally)
  •   +2 Max Generator Districts
  −2   360   400
  •   Global Energy Management
  •   Level 1 Capital
  •   Resort World
  Energy Nexus   Technician or Tech-Drone +2
  •   +25% Energy from Jobs

   Machine or Synthetic:

  •   +5% from Jobs (additionally)
  •   +4 Max Generator Districts
  −2
  −1
  480
  •   Planetary Power Grid
  •   Level 2 Capital
  •   Resort World
  Mineral Purification Plants   Miner or Mining Drone +1
  •   +15% Minerals from Jobs

   Machine or Synthetic:

  •   +5% from Jobs (additionally)
  •   +2 Max Mining Districts
  −2   360   400
  •   Mineral Purification
  •   Level 1 Capital
  •    Ring World
  •   Resort World
  Mineral Purification Hubs   Miner or Mining Drone +2
  •   +25% Minerals from Jobs

   Machine or Synthetic:

  •   +5% from Jobs (additionally)
  •   +4 Max Mining Districts
  −2
  −1
  480
  •   Advanced Mineral Purification
  •   Level 2 Capital
  •    Ring World
  •   Resort World
  Food Processing Facilities   Farmer or Agri-Drone +1   +15% Food from Jobs   −2   360   400
  •   Food Processing
  •   Level 1 Capital
  •    Machine World
  •   Resort World
  Food Processing Centers   Farmer or Agri-Drone +2   +25% Food from Jobs   −2
  −1
  480
  •   Advanced Food Processing
  •   Level 2 Capital
  •    Machine World
  •   Resort World
  Auto-Curating Vault
  •   +10 Unity
  •   +15% Unity from Jobs
  −5
  −1
  480   600
  50
  •   Automate Curation Algorithms
  •     Spiritualist
  •    Corporate
  •    Machine Intelligence
  •   Level 4 Capital
  •   Thrall World
  Citadel of Faith
  •   Priest +5
  •   High Priest +1
  +20% Spiritualist ethics attraction   −5
  −1
  480   600
  50
  •   Transcendent Faith
  •    Spiritualist
  •   Level 4 Capital
  •   Thrall World
  Vault of Acquisitions
  •   +10 Unity
  •   +15% Unity from Jobs
  −5
  −1
  480   600
  50
  •   Automate Curation Algorithms
  •   Corporate
  •     Spiritualist
  •   Level 4 Capital
  •   Thrall World
  Alpha Hub
  •   +10 Unity
  •   +15% Unity from Jobs
  −5
  −1
  480   600
  50
  •   Automate Curation Algorithms
  •   Machine Intelligence
  •   Level 4 Capital
  Research Institute   Science Director +1   +15% Research Output   −5
  −1
  480   600
  50
  •   Interplanetary Research Initiative
  •    Gestalt Consciousness
  •   Level 3 Capital
  •   Resort World
  •   Thrall World
  Planetary Supercomputer
  •     Brain Drone +1
  •     Calculator +1
  +15% Research Output   −5
  −1
  480   600
  50
  •   Interplanetary Research Initiative
  •   Gestalt Consciousness
  •   Level 3 Capital
  Ministry of Production   Administrator +1
  •   +15% Alloys from Jobs
  •   +15% Consumer Goods from Jobs
  −5
  −1
  480   600
  50
  •   Global Production Strategy
  •    Gestalt Consciousness
  •   Level 3 Capital
  •   Resort World
  •   Thrall World
  Resource Processing Center
  •   +15% Alloys from Jobs
  •   +15% Consumer Goods from Jobs
  −5
  −1
  480   600
  50
  •   Global Production Strategy
  •   Gestalt Consciousness
  •   Level 3 Capital
  Gene Clinic   Medical Worker +2   −2   360   400
  •    Gestalt Consciousness
  •   Genetic Healthcare
  •   Level 1 Capital
  •   Thrall-World
  Cyto-Revitalization Center   Medical Worker +5   −5
  −1
  480   600
  50
  •    Gestalt Consciousness
  •   Cyto-Revitalization
  •   Level 2 Capital
  •   Thrall-World
  Spawning Pools   Spawning Drone +1   −2   360   400
  •   Hive Mind
  •   Level 1 Capital
  Robot Assembly Plants   Roboticist +1   −5   360   600
  •    Gestalt Consciousness
  •   Robotic Workers
  •     Robotic Workers policy Outlawed
  •   Level 1 Capital
  •   Thrall-World
  Machine Assembly Plants   Replicator +1   −2   360   400
  •   Machine Intelligence
  •   Level 1 Capital
  Machine Assembly Complex   Replicator +3   −8
  −2
  600   800
  100
  •   Machine Intelligence
  •   Mega-Assembly Systems
  •   Level 3 Capital
  Galactic Stock Exchange   Merchant +2   +20% Trade Value   −5
 −1
  480   600
  50
  •   Galactic Markets Tech
  •   Level 3 Capital
  •   Resort World
  •   Thrall World
  Noble Estates   Noble +1   +1 Housing   −2   480   400
  •   Aristocratic Elite civic
  •   Level 2 Capital
  Slave Processing Facility
  •   +5% Slave Output
  •   −25% Slave Political Power
  −2   360   400
  •   Allowed Slavery policy
  •   Neural Implants
  •   Level 2 Capital
  •   Resort World
  Clone Vats   +33% Pop Growth Speed   −2   360   200
  •   Engineered Evolution
  •   Level 2 Capital
  •   Resort World
  Psi Corps   Telepath +2   +5 Stability   −5   480   500
  •   Mind over Matter
  •   Level 3 Capital
  •   Resort World
  •   Thrall World

Empire capital buildingsEdit

Capital buildings can only be constructed once on the capital world of an empire.

Building Effects Upkeep Time Cost Description
  Embassy Complex   +1 Envoys   −5
  −1
  480   600
  50
This building forms the heart of the empire's diplomatic efforts.

Due to the need to be close to the seat of the government, it can only be built at our capital.

  •   Xeno Diplomacy
  •    Gestalt Consciousness
  •   Tier 2 Capital
  Grand Embassy Complex   +2 Envoys   −8
  −2
  600   800
  100
The complex is intended to awe the viewer, rendering them compliant in negotiations.

Due to the need to be close to the seat of the government, it can only be built at our capital.

  •   Xeno Relations
  •    Gestalt Consciousness
  •   Tier 3 Capital
  Omega Alignment   +16 Physics Research   −8   900   1000 The surface of this object angles space. The interior is not visible to any sensor or imaging technology available. But we all know that what's in there.
  •   Omega Theory
  •    Gestalt Consciousness
  •   Tier 1 Capital

TradeEdit

Trade Buildings create Clerk and Merchant Jobs, which generate Trade Values and Amenities. While Clerk Jobs have a poor yield of only 2 Trade Value per Jobs, Commerce Buildings provide a significant number of them.

Building Jobs Upkeep Time Cost Description
  Commercial Zones   Clerk +5   −2   360   400 These commercial zones are home to towering office buildings and business complexes.
  •    Gestalt Consciousness
  •   Thrall World
  Commerce Megaplexes
  •   Clerk +10
  •   Merchant +1
  −5
  −1
  480   600
  50
Great commercial spires and towers rising up towards the sky, blotting out the light.
  •   Interstellar Economics
  •    Gestalt Consciousness
  •   Thrall World

RefineriesEdit

Refinery buildings produce     advanced resources. Alghough they consume   Minerals, they don't need any rare planetary features.

Building Jobs Upkeep Time Cost Description
  Chemical Plants   Chemist or Chem-Drone +1   −3   480   500 The unpredictable and sometimes unstable Volatile Motes are produced here artificially. No open flames are permitted within a five kilometer radius of the plants.
  •   Volatile Material Plants
  •   Resort World
  •   Thrall World
  Exotic Gas Refineries   Gas Refiner or Refinery Drone +1   −3   480   500 These advanced refineries work day and night to produce exotic gases.
  •   Exotic Gas Refining
  •   Resort World
  •   Thrall World
  Synthetic Crystal Plants   Translucer or Lensing Drone +1   −3   480   500 Nearly identical to the real thing, the crystals produced here are of the highest quality.
  •   Rare Crystal Manufacturing
  •   Resort World
  •   Thrall World
  Kha'lanka Crystal Plant   Translucer or Lensing Drone +3   −3   800   1000 The discovery of new crystal manufacturing techniques, far below the surface in the city of the Kha'lanka lithoids, has effectivized artificial crystal manufacturing through oxidation of rapidly growing silicon-based cell clusters.
  •   Whispers in the Stone archaeology site
  •   Resort World
  •   Thrall World

Organic safekeepingEdit

  Rogue Servitor empires need Organic safekeeping buildings to provide   Bio-Trophy Jobs for   Unity. These buildings are converted into   Housing buildings of equal tier if the planet is conquered by an empire that lacks the civic.

Building Jobs Upkeep Time Cost Description
  Organic Sanctuary
  •   Bio-Trophy +10
  •   Maintenance Drone +1
  −2   360   400 This sanctuary provides a sealed environment where organics can thrive in a safe and above all controlled manner.
  Organic Paradise
  •   Bio-Trophy +20
  •   Maintenance Drone +2
  −5
  −1
  480   600
  50
An AI-controlled artifical paradise designed to satisfy every need a sapient organic being might have, just so long as it does not express a need for self-determination.

  Idyllic Architecture

MilitaryEdit

Military buildings produce   defense armies and are vital for the protection of a world. Once constructed they will always be placed at the top of the buildings order to be the last buildings destroyed by orbital bombardment. Fortresses can also contain an FTL inhibitor if the   FTL Inhibition technology has been researched.

Building Produces Jobs Upkeep Time Cost Description
  Stronghold   Housing +1   Soldier or Warrior Drone +1   −1   240   600 A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion.
  •   Tier 1 Capital
  Fortress   Housing +3
  FTL inhibitor
  Soldier or Warrior Drone +3   −1
  −1
  360   400
  50
A massive fortress complex with an expanded garrison and training facilities for soldiers.
  •   Global Defense Grid
  •   Tier 2 Capital

Feature-relatedEdit

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

Building Effects Upkeep Time Cost Planetary Features Description
  Betharian Power Plant
  •   Energy +10
  •   Technician or Tech-Drone +4
  360   200   Betharian Fields Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits.
  •   Betharian Refining
  Alien Zoo
  •   Culture Worker +2
  •   Entertainer +1
  •     -1,   Duelist +1
  -1   360   200   Isolated Valley As a sign of our mastery of the unknown, we have gathered alien creatures from all across the galaxy.
  •   Xenology
  •    Gestalt Consciousness
  Crystal Mines   Crystal Miner or Crystal Mining Drone +1   -1   360   200
  •   Crystalline Caverns
  •   Crystal Forest
  •   Crystal Reef
  •   Rare Crystal Deposit
Great care must be taken when excavating these mines to avoid damaging the crystals.
  •   Rare Crystal Mining
  Gas Extraction Wells   Gas Extractor or Gas Extraction Drone +1   -1   360   200
  •   Bubbling Swamp
  •   Fuming Bog
  •   Exotic Gas Deposit
These hulking wells reach deep into the planet's mantle to access pockets of Exotic Gas.
  •   Exotic Gas Extraction
  Mote Harvesting Traps   Mote Harvester or Mote Harvesting Drone +1   -1   360   200
  •   Dust Caverns
  •   Dust Desert
  •   Volatile Mote Deposit
These intricate facilities trap Volatile Motes within energy fields, funneling them into special containment zone below ground where they can be stabilized and harvested.
  •   Mote Stabilization

Other buildingsEdit

Building Effects Upkeep Time Cost Description
  Resource Silos
  •   Resource Storage Capacity +2000
  •   Clerk +2
  •     -2,   Maintenance Drone +1
  −1   180   200 Massive resource silos and storage facilities where large quantities of resources can be safely kept.
  •   Resort World
  •   Thrall World
  Bio-Reactor   Energy +20   −25   240   200 A facility where organic matter is converted into energy at a highly efficient rate.
  •   Main species does not require Food
  Nanite Transmuter
  •   Exotic Gases +2
  •   Rare Crystals +2
  •   Volatile Motes +2
  −5
  −1
  600   1000 This factory mass-produces a variety of rare resources using extremely advanced nanites. A Nanite Deficit will halt production.
  •   Nanite Transmutation
  •   Planetary Administration
  •   Resort World
  •   Thrall World
  Slave Huts   Housing +8   −1   240   200 Crude dwellings for the planet's enslaved population.

  Thrall World

  Overseer Residences
  •   Housing +2
  •   Slave Overseer +2
  −1   240   200 These homes are reserved for the relatively privileged slave overseers.

  Thrall World

PurchasableEdit

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

Building Effects Upkeep Time Cost Deal Description
  Ministry of Culture
  •   +15% Unity from Jobs
  •   Culture Worker +3
  •     -3,   Synapse Drone +3
  •     -3,   Evaluator +3
  −2   480   Artisan enclave A fashionable headquarters for the ministry of culture, helping to spread knowledge, entertainment and art to the masses.
  •   Thrall World
  •   Planet Unique
  Numistic Shrine
  •   Merchant +2
  •   Priest +2
  180   1000
  •   Caravan
  •    Gestalt Consciousness
A shrine devoted to the worship of Numa, goddess of fortune.
  Waste Reprocessing Center
  •   Energy +10
  •   Minerals +10
  •   Amenities +5
  •   Tech-Drone +2
  480   100
  •   Caravan
  •    Gestalt Consciousness
A planet's one stop center for converting industrial and biowaste into mostly clean, mostly reusable energy and minerals. Designed by the Racket Industrial Enterprise, Its construction is somewhat arcane, and largely non-reverse-engineerable.

PrimitiveEdit

Primitive buildings can be found on planets owned by pre-FTL civilizations. They have negligible output and no upkeep and are removed or converted if the civilization is conquered or discovers FTL.

Building Produces Jobs Requirements Description
  Crude Huts
  •   +4 Housing
  •   +5 Amenities
  •   −10 Crime
Stone Age planet capital Primitive shelters constructed out of stone, clay or whatever other materials were available.
  Stone Palaces
  •   +3 Housing
  •   +25 Amenities
  •   −10 Crime
  •   +1 Feudal Noble
  •   +1 Warrior
  •   +1 Scholar
  •   +1 Cleric
Bronze Age – Steam Age planet capital Primitive Palaces built out of stone, where the local ruling elite resides.
  Regional Capitals
  •   +5 Housing
  •   +25 Amenities
  •   −20 Crime
  •   +2 Bureaucrat
  •   +2 Soldier
  •   +2 Researcher
  •   +2 Priest
Industrial Age – Early Space Age planet capital The regional capital buildings of the various nation-states inhabiting this primitive world.
  Junkheap
  •   +15 Housing
  •   +20 Amenities
  +10 Scavenger Junk Ratling planet capital A rusting, irradiated jumble of collapsed infrastructure, destroyed buildings. and decaying wreckage from an unknown civiliztion.
  Primitive Dwellings   +6 Housing Bronze Age – Renaissance Age These small buildings provide a minimal amount of shelter, but they keep out the worst of the elements.
  Urban Dwellings   +24 Housing Steam Age – Early Space Age Cramped and often polluted jungles of concrete.
  Primitive Factory   +2 Labourer Steam Age – Early Space Age Primitive, inefficient factories spewing pollution while producing goods.
  Primitive Mine Steam Age – Early Space Age Primitive mining tunnels that snake through the ground.
  Primitive Farms   +10 Farmer
  • Industrial Age – Early Space Age
  •    Lithoid
Primitive farmsteads working the soil for meager returns.
  Primitive Power Plant   +2 Technician Industrial Age – Early Space Age A primitive and somewhat unreliable power plant that relies on coal or early atomic power.
  Great Pyramid
  •   +2 Food
  •   +2 Society Research
Observation event A pyramid constructed by the local population to appease a deity descended from the sky.

Fallen empireEdit

Fallen Empire buildings are found on the homeworlds and planets of Fallen Empires. These buildings use incredibly advanced arcane technology, and as such are exceptionally effective compared to regular empire buildings. Most are autonomous, and can be used by other empires if captured. Ruined Fallen Empire buildings can be repaired. Fallen Empires, awakened or not, can never build more Fallen Empire buildings (with a few exceptions), making these buildings highly valuable.

Using the Reverse-Engineer Arcane Technology artifact action has a small chance to allow the user to build a Fallen Empire building on one of their planets. Each building takes   480 days to construct. If demolished however, they cannot be rebuilt.

Building Produces Jobs Upkeep On Capture Description
  Ancient Palace
  •   +2 Overseer
  •   +2 Protector
  −10 Converts to high level capital A massive palatial complex built in a different age. The decrepit and abandoned wings are not betrayed by its shining exterior.
  • Is the colony capital of biological Fallen Empire worlds
  Ancient Control Center   +5 Guardian   −10 Converts to high level capital The ancient control center of this section of the ringworld is just barely kept functional by the tireless effort of a legion of machine drones.
  • Is the colony capital of Ancient Caretakers worlds
  Xeno Preserve
  •   +30 Housing
  •   +15 Amenities
  +2 Xeno-Keeper   −10 Converts to low level capital A highly sophisticated preserve that maintains the natural habitat of the "preserved" alien species perfectly.
  • Is the colony capital of The Preserve
  Aegis Complex   +5 Protector   −10 Converts to Fortress A massive planetary defense complex housing a multitude of armories stocked to the brim with advanced precursor weaponry.
  Affluence Center   +50 Consumer Goods Usable Any material desire can be met here, no matter how outlandish.
  Auto-Forge   +25 Alloys Usable The colossal nano-replicator bays convert raw materials into advanced alloys with miraculous efficiency.
  Class-4 Singularity   +250 Energy N/A Usable Even after all this time, the containment fields remain stable. No one understands how.
  Dimensional Fabricator
  •   +100 Minerals
  •   +2 Exotic Gases
  •   +2 Rare Crystals
  •   +2 Volatile Motes

If Fallen Empire:

  •   +2 Dark Matter
  •   +2 Living Metal
  •   +2 Zro
  −20 Usable This building uses little-understood dimensional technology to tunnel into other realities and siphon off their valuable resources.
  Nourishment Center   +100 Food   −20 Usable If it exists as a flavor, it can be replicated here.
  Sky Dome
  •   +20 Housing
  •   +20 Amenities
  −10 Usable A floating utopia maintained with extremely advanced anti-gravity technology.
  Master Archive   +100 Research Output   +10 Archivist   −20 Usable The collected knowledge of five galactic ages is supposedly stored here, but the ability to operate the exceedingly complex and arcane data retrieval system has long since been lost. Still, whatever scraps of data can be obtained are often invaluable.
  • Can only be found on The Archives
  Empyrean Shrine   +3 Augur of the Shroud   −10 Converts to planet unique Unity building The shrine itself vibrates somehow, making it appears slightly blurred from a distance.
  • Can only be found on Sky Temple
  Ancient Cryo-Chamber   −20 Must be demolished or replaced Rows upon rows of cryo-pods line this massive structure, containing the long-expired remains of billions of alien specimens frozen long ago.
  • Can only be found on Alpha Complex.

ReferencesEdit