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Buildings

Version

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This article is considered accurate for the current version (2.3) of the game.

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 Pop.png 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 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%

Colony 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 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.

Name Produces Jobs Upkeep Time Cost Requirements
  Reassembled Ship Shelter
  •   Housing +3
  •   Amenities +3
  • (Default)   Colonist +2
  •     Colonist +1,   Roboticist +1
  −1 Always Present None The remains of a Colony Ship, reassembled for planetside form and function.
  Planetary Administration
  •   Housing +5
  •   Amenities +5
  •   Enforcer: +1
  •     Roboticist +1
  • (Default)   Administrator: +2
  •     Administrator +1,   Noble +1
  •     Administrator +1,   High Priest +1
  •     Administrator +1,   Merchant +1
  •     Administrator +1,   Science Director +1
  •     Executive +2
  −3   480   500 Seat of the local ruling elite
  •   Planetary Government technology
  • At least   10 pops
  Planetary Capital
  •   Housing +8
  •   Amenities +8
  •   Enforcer: +2
  •     Roboticist +2
  • (Default)   Administrator: +3
  •     Administrator +2,   Noble +1
  •     Administrator +1,   High Priest +2
  •     Administrator +1,   Merchant +2
  •     Administrator +2,   Science Director +1
  •     Executive +3
  −5   600   1000 A sprawling complex of bureaucratic structures that acts as the administrative center for a major colony.
  •   Colonial Centralization technology
  • At least   40 pops
  System Capital-Complex
  •   Housing +10
  •   Amenities +10
  •   Enforcer: +3
  •     Roboticist +3
  • (Default)   Administrator: +5
  •     Administrator +3,   Noble +2
  •     Administrator +2,   High Priest +3
  •     Administrator +2,   Merchant +3
  •     Administrator +3,   Science Director +2
  •     Executive +5
  −10   900   2000 A towering configuration of administrative bureaus and networked infrastructure, allowing the construction of highly demanding facilities.
  •   Galactic Administration technology
  • At least   80 pops

Machine intelligence capitalsEdit

  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.
Name Produces Jobs Upkeep Time Cost Requirements
  Deployment Post
  •   Housing: +3
  •   Amenities: +3
  •   Coordinator: +1
  •   Replicator: +2
  •   Hunter-Seeker Drone: +1
  •   Maintenance Drone: +1
  −1 Always present None The initial deployment post from which we will expand on this world.
  Administrative Array
  •   Housing: +5
  •   Amenities: +5
  •   Coordinator: +2
  •   Replicator: +3
  •   Replicator: +2  
  •   Hunter-Seeker Drone: +1
  •   Maintenance Drone: +2
  −3   480   500 A semi-autonomous computer network that handles the various administrative functions on a planet.
  •   Planetary Government technology
  • At least   10 pops
  Planetary Processor
  •   Housing: +8
  •   Amenities: +8
  •   Coordinator: +3
  •   Replicator: +4
  •   Replicator: +3  
  •   Hunter-Seeker Drone: +2
  •   Maintenance Drone: +3
  −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 technology
  • At least   40 pops
  Primary Nexus
  •   Housing: +10
  •   Amenities: +10
  •   Coordinator: +5
  •   Replicator: +4
  •   Replicator: +3  
  •   Hunter-Seeker Drone: +3
  •   Maintenance Drone: +4
  −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 technology
  • At least   80 pops

Hive mind capitalsEdit

  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
  •   Housing: +5
  •   Amenities: +10
  •   Synapse Drone: +2
  •   Maintenance Drone: +2
  •   Hunter-Seeker Drone: +1
  −2 Always present   1000[1] The organizational core from which the Hive Mind coordinates planetside functions.
  Hive Nexus
  •   Housing: +10
  •   Amenities: +10
  •   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 technology
  • At least   40 pops

Special capitalsEdit

Habitats, Resort Worlds and Thrall Worlds have their own capital buildings.

Name Produces Jobs Upkeep Time Cost Requirements
  Habitat Administration
  •   Housing +3
  •   Amenities +3
  •     Roboticist +1
  • (Default)   Administrator: +1
  •     Executive +1
  •     Synapse Drone +1
  •     Coordinator +1,   Replicator +1
Always present None The administrative hub of the Habitat, serving as its capital and the seat of the local government.

  Habitat

  Habitat Central Control
  •   Housing +5
  •   Amenities +5
  •   Enforcer: +1
  •     Roboticist +2
  • (Default)   Administrator: +2
  •     Administrator +1,   Noble +1
  •     Administrator +1,   High Priest +1
  •     Administrator +1,   Merchant +1
  •     Administrator +1,   Science Director +1
  •     Executive +2
  •     Synapse Drone +2
  •     Coordinator +2,   Replicator +1
  −2 Always present   500 An extensive complex of bureaucratic offices that oversees the administration of a highly-populated habitat.
  •   Habitat
  • At least   10 pops
  Resort Administration
  •   Housing +5
  •   Amenities +5
  •   Entertainer: +1
  •     Roboticist: +1
  • (Default)   Administrator: +1
  •     Executive: +1
Always present None The central complex from where this planet-wide resort is administrated.

  Resort World planet specialization

  Resort Capital-Complex
  •   Housing +10
  •   Amenities +10
  •   Entertainer: +2
  •     Roboticist: +1
  • (Default)   Administrator: +1
  •     Executive: +1
  −4   480   500 A huge sprawling complex capable of administrating an even greater number of resorts and tourist attractions.
  •   Resort World planet specialization
  • At least   10 pops
  Governor's Palace
  •   Housing +5
  •   Amenities +5
  •   Stability +5
  •   Slave Overseer: +2
  • (Default)   Administrator: +2
  •     Executive: +2
  −2 Always present None The lavish palace from which this Thrall-World is governed.

  Thrall World planet specialization

  Governor's Estates
  •   Housing +10
  •   Amenities +10
  •   Stability +10
  •   Slave Overseer: +3
  • (Default)   Administrator: +2
  •     Executive: +2
  −4   480   500 Sprawling and luxurious palaces that house the ruling elite of the Thrall-World.
  •   Thrall World planet specialization
  • At least   10 pops

Population growthEdit

Population growth buildings provide jobs that speed up the growth or assembly speed of pops.

Medical facilitiesEdit

Name Produces Jobs Upkeep Time Cost Requirements
  Gene Clinic
  •   Medical Worker: +2
  −2   360   300 Gene Clinics can offer advanced medical treatments, which statistically lead to a significantly healthier and longer-living population.
  •    Gestalt Consciousness
  •   Genetic Healthcare technology
  • Planet Unique
  Cyto-Revitalization Center
  •   Medical Worker: +5
  −2
  −1
  480   500
  50
Cyto-Revitalization Centers can offer advanced medical treatments to a large population. Treatments on a cellular level lead to a significantly healthier and longer-living population.
  •    Gestalt Consciousness
  •   Cyto-Revitalization technology
  •   Planetary Administration
  • Planet Unique
  Clone Vats   +33% Pop Growth Speed   −2   360   200 Clone Vats allow for a remarkable increase to population growth speed.
  •   Engineered Evolution Ascension Perk
  • Planet Unique

Spawning poolsEdit

Name Jobs Upkeep Time Cost Requirements
Icon Spawning Pools   Spawning Drone: +1   −2   360   300 Tended by the specific and gentle care of specialists, these pools stimulate our spawn into faster growth.
  •    Hive Mind
  • Planet Unique

Assembly plantsEdit

Name Jobs Upkeep Time Cost Requirements
  Robot Assembly Plants   Roboticist +1   −5   360   400 High-tech factories where skilled roboticists assemble the latest robot models.
  •    Gestalt Consciousness
  •   Robotic Workers technology
  • Robotic Workers policy is not set to Outlawed
  • Planet Unique
  Machine Assembly Plants   Replicator: +1   −2   360   300 A production line assembly plant where new units are constructed.
  •   Machine Intelligence
  • Planet Unique

GovernmentEdit

Government buildings provide various jobs that oversee the planet and protect it from disorder.

Law enforcementEdit

Law Enforcement buildings provide Enforcer Jobs, which reduce crime and generate defense armies.

Name Jobs Upkeep Time Cost Requirements
Precinct House
  •   Enforcer: +2
  −2   360   400 Monument to law and order. Enforcers are based here.
  •    Gestalt Consciousness
  •   Planetary Government technology
Hall of Judgement
  •   Enforcer: +5
  −4
  −1
  480   600
  50
A massive complex dedicated to courts and law enforcement.
  •    Gestalt Consciousness
  •   Colonial Centralization technology
Sentinel Posts
  •   Hunter-Seeker Drone: +2
  −2   360   400 These are the outposts from which Patrol Drones scan the Consciousness for signs of deviancy and malfunction.

   Gestalt Consciousness

  •  Planetary Government technology

OtherEdit

Name Produces Jobs Upkeep Time Cost Requirements
Noble Estates   Housing: +1   Noble: +1   −2   480   500 Palaces and mansions, resplendent in their glory, owned by the nobility. The surrounding countryside and the peasants that inhabit it are theirs as well.
  •    Aristocratic Elite civic
  • Planet Unique
Bureaucratic Complex
  •   Administrator: +2
  −3   480   500 A labyrinthine goverment complex of bureaucratic offices, sub-offices and sub-sub-offices.
  •   Byzantine Bureaucracy civic
  • Planet Unique
  Slave Processing Facility
  •   Slave Output: +5%
  •   Slave Political Power: −25%
  −2   360   400 This large and imposing facility is used to process slave labor and extinguish any trace of free will. A Slave Processing Facility is required for the creation of slave armies.
  •    Gestalt Consciousness
  •   Neural Implants technology
  • Slavery policy is set to Allowed
  • Planet Unique
Psi Corps   Stability +5   Telepath +2   -5   480   500 Psi-gifted individuals are brought from all across our empire to a place where they are able to hone their abilities.

The Psi Corps is your friend. Trust the Corps.


  •   Mind over Matter Ascension Perk
  •     Resort World planet specialization
  •     Thrall World planet specialization
  •   Planetary Capital
  • Planet Unique

ResourceEdit

These buildings improve the production of basic resources and provide extra storage.

StorageEdit

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.

Name Produces Jobs Upkeep Time Cost Requirements & Notes
Resource Silos Resource Storage Capacity: +2000   Clerk: +2
    Maintenance Drone: +1
  −1   180   200 Massive resource silos and storage facilities where large quantities of resources can be safely kept.
  •   Industrial Base technology

Food productionEdit

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.

Name Produces Jobs Upkeep Time Cost Requirements & Notes
  Food Processing Facilities   Food from   jobs: +15%   Farmer: +1
    Agri-Drone: +1
  −1   360   200 Food that is processed at these facilities has its nutritional value greatly increased.
  • Food Processing Tech
  • Planet Unique
  Food Processing Centers   Food from   jobs: +25%   Farmer: +2
    Agri-Drone: +2
  −1
  −1
  480   500
  50
Streamlined facilities where large amounts of food can be processed.
  • Advanced Food Processing Tech
  •   Planetary Administration
  • Planet Unique
  Hydroponics Farms   Farmer: +2
    Agri-Drone: +2
  −2   360   300 Hydroponics Farms produce nutrient-rich vegetable matter tailored for consumption by local Pops.
  •  Hydroponics Farming technology

Mineral productionEdit

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.

Name Produces Jobs Upkeep Time Cost Requirements & Notes
  Mineral Purification Plants   Minerals from   jobs: +15%

  
  Minerals from   jobs: +20%
  +2 max Mining Districts

  Miner: +1
    Mining Drone: +1
  −1   360   200

  
  300
  100

Minerals that have passed through these purifiers are of the highest quality.
  •    Habitat
  •    Ring World
  •     Resort World planet specialization
  • Mineral Purification Tech
  • Planet Unique
  Mineral Purification Hubs   Minerals from   jobs: +25%

  
  Minerals from   jobs: +30%
  +4 max Mining Districts

  Miner: +2
    Mining Drone: +2
  −1
  −1
  480   500
  50

  
  800
  150
  50

Massive hubs where minerals are received and then shuttled to arrays of purifiers.
  •    Habitat
  •    Ring World
  •     Resort World planet specialization
  • Advanced Mineral Purification Tech
  •   Planetary Administration
  • Planet Unique

Energy hubsEdit

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.

Name Produces Jobs Upkeep Time Cost Requirements & Notes
  Energy Grid   Energy from   jobs: +15%

  
  Energy from   jobs: +20%
  +2 max Generator Districts

  Technician: +1
    Tech-Drone: +1
  −1   360   200

  
  300
  100

A carefully calibrated grid network maximizes the output of power generators.
  •    Habitat if not   Gestalt Consciousness
  •     Resort World planet specialization
  •   Global Energy Management
  • Planet Unique
  Energy Nexus   Energy from   jobs: +25%

  
  Energy from   jobs: +30%
  +4 max Generator Districts

  Technician: +2
    Tech-Drone: +2
  −1
  −1
  480   500
  50

  
  800
  150
  50

This colossal facility centralizes all energy grids on the planet, improving their efficiency.
  •    Habitat if not   Gestalt Consciousness
  •     Resort World planet specialization
  •   Planetary Power Grid
  •   Planetary Administration
  • Planet Unique
Bio-Reactor   Energy Credits: +20   −25   240   200 A facility where organic matter is converted into energy at a highly efficient rate.
  •    Machine Intelligence
  • Bio-Reactor Tech

ManufacturingEdit

These buildings provide jobs that manufacture advanced products and basic strategy resources.

AlloysEdit

Name Jobs Upkeep Time Cost Requirements & Notes
Alloy Foundries   Metallurgist: +2
    Foundry Drone: +2
    Fabricator: +2
  −4   360   400 The Metallurgists working in these foundries produce high-quality alloys.
  • Industrial Base Tech
Alloy Mega-Forges   Metallurgist: +5
    Foundry Drone: +5
    Fabricator: +5
  −5
  −1
  480   600
  50
Production on a massive scale, these forges can manufacture alloys in great quantities.
  • Holographic Casts Tech
Alloy Nano-Plants   Metallurgist: +8
    Foundry Drone: +8
    Fabricator: +8
  −6
  −2
  600   800
  100
Advanced manufacturing centers where the alloy production process is aided by nanomachines.
  •   Planetary Capital
  • Nano-separators Tech

Consumer goodsEdit

Name Jobs Upkeep Time Cost Requirements & Notes
Civilian Industries   Artisan: +2
    Artisan Drone: +2
  −4   360   400 A wide collection of civilian industries and manufactories where a variety of consumer goods are produced.
  • Industrial Base Tech
  •    Gestalt Consciousness if not   Rogue Servitor
Civilian Fabricators   Artisan: +5
    Artisan Drone: +5
  −5
  −1
  480   600
  50
Large industrial fabricators geared towards producing consumer goods.
  •    Gestalt Consciousness if not   Rogue Servitor
  • Nano-Circult Assembly Tech
Civilian Repli-Complexes   Artisan: +8
    Artisan Drone: +8
  −6
  −2
  600   800
  100
Nearly anything can be replicated at the kiosks in these complexes.
  •    Gestalt Consciousness if not   Rogue Servitor
  •   Planetary Capital
  • Replicator Kiosks Tech

Processing centerEdit

Name Produces Jobs Upkeep Time Cost Requirements & Notes
Ministry of Production
 Resource Processing Center
  Alloys from   jobs: +15%
  Consumer Goods from   jobs: +15%
  Administrator: +1
  Coordinator: +1
  −5   480   500 The Ministry of Production works tirelessly to organize and streamline manufacturing across the entire planet.
 A vast facility which centralizes the handling of resources and manufacturing across the entire planet.
  •    Gestalt Consciousness if not   Rogue Servitor
  • Global Production Strategy Tech
  • Planet Unique

Advanced resourcesEdit

Name Jobs Upkeep Time Cost Requirements & Notes
Exotic Gas Refineries   Gas Refiner: +1
    Refinery Drone: +1
  −3   480   500 These advanced refineries work day and night to produce exotic gases.
  • Exotic Gas Refining Tech
Chemical Plants   Chemist: +1
    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 Tech
Synthetic Crystal Plants   Translucer: +1
    Lensing Drone: +1
  −3   480   500 Nearly identical to the real thing, the crystals produced here are of the highest quality.
  • Rare Crystal Manufacturing Tech

ResearchEdit

Research buildings generate   Researcher Jobs, which produce   research points for the empire.

Name Produces Jobs Upkeep Time Cost Requirements & Notes
  Research Labs   Researcher: +2
    Brain Drone: +2
    Calculator: +2
  −4   360   400 Research Labs provide the basic facilities for general research.
  •   Scientific Method
  •   Planetary Administration
  Research Complexes   Researcher: +5
    Brain Drone: +5
    Calculator: +5
  −5
  −1
  480   600
  50
Upgraded research facilities with a very large staff capacity.
  • Exotic Material Labs Tech
  •   Planetary Administration
  Advanced Research Complexes   Researcher: +8
    Brain Drone: +8
    Calculator: +8
  −6
  −2
  480   800
  100
These advanced research facilities have the very latest science equipment along with an extremely large staff capacity.
  • Multi-Dimensional Studies Tech
  •   Planetary Capital
  Research Institute
  Planetary Supercomputer
  Researcher Output: +15%   Science Director: +1
    Brain Drone: +1
    Calculator: +1
  −5   480   500 The Research Institute is a massive complex, gathering the cutting edges of disparate fields together for unprecedented synergy, improving the research outout of the whole planet.
  A single colossal supercomputer which can carry out incredibly complex calculations, improving the research output of the whole planet.
  • Interplanetary Research Initiative Tech
  •   Planetary Capital

TradeEdit

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.

Name Produces Jobs Upkeep Time Cost Requirements & Notes
icon Commercial Zones   Clerk: +5  −2   360   300 These commercial zones are home to towering office buildings and business complexes.
  •    Gestalt Consciousness
  • Interplanetary Commerce Tech
Icon Commerce Megaplexes   Clerk: +10
  Merchant: +1
 −2
 −1
  480   500
  50
Great commercial spires and towers rising up towards the sky, blotting out the light.
  •    Gestalt Consciousness
  • Interstellar Economics Tech
Icon Galactic Stock Exchanges   Trade Value: +20%   Merchant: +2   −5   480   500 By engaging in the free trade of goods and services we allow for a more specialized economy, where an individual can excel in a narrow field and trade for their needs.
  •    Gestalt Consciousness
  • Galactic Markets Tech
  •   Planetary Capital
  • Planetary Unique

AmenitiesEdit

These buildings improves the living condition of the planet by providing amenities, housing and various bonuses.

Housing buildingsEdit

Housing Buildings provide extra amenities and housing for the planet.

Name Produces Jobs Upkeep Time Cost Requirements & Notes
icon Luxury Residences   Housing: +3
  Amenities: +5
 −2   360   300 Intricately designed residental towers with luxurious apartments. Advanced zero-g technology is the only thing keeping the more outlandish terrace designs from collapsing.
  •    Habitat
  •    Shared Burdens
  Paradise Dome   Housing: +6
  Amenities: +10
  −2
  −1
  480   500
  50
A fully enclosed habitation dome with a self-contained ecosystem, a veritable private paradise for those rich or fortunate enough to live there.
  •    Habitat
  •    Shared Burdens
  • Idyllic Architecture Tech
icon Communal Housing   Housing: +5
  Amenities: +3
 −2   360   300 A block of uniform housing, equal in every way.
  •    Habitat
  •    Shared Burdens
Icon Utopian Communal Housing   Housing: +10
  Amenities: +6
  −2
  −1
  480   500
  50
An incredible feat of engineering that combines efficient, practical residences with carefully maintained idyllic landscapes.
  •    Habitat
  •    Shared Burdens
  • Idyllic Architecture Tech
Icon Slave Huts   Housing: +8   −1   240   200 Crude dwellings for the planet's enslave population
  •    Thrall-World
Icon Hive Warren   Housing: +6   Maintenance Drone: +1   −2   360   300 A vast warren offers shelters for many Drones to rest.
  •    Hive Mind
Icon Expanded Warren   Housing: +12   Maintenance Drone: +2   −2
  −1
  480   500
  50
By expanding the warrens, still more Drone can shelter within.
  •    Hive Mind
  • Anti-Gravity Engineering Tech
Icon Drone Storage   Housing: +4
  Amenities: +3
  −2   360   300 A storage area for Drones to undergo maintenance.
  •    Machine Intelligence
Icon Upgraded Drone Storage   Housing: +8
  Amenities: +6
  −2
  −1
  480   300
  50
With the latest upgrades, while undergoing maintenance a portion of Drones' power-generation can be re-directed to the grid.
  •    Machine Intelligence
  • Micro-Replicators Tech

Amenities buildingsEdit

These buildings provide jobs that produces amenities for the planet.

Name Jobs Upkeep Time Cost Requirements & Notes
Icon Holo-Theatres
  • (default)   Entertainer: +2
  •     Duelist: +2
  −2   360   300 The latest in holographic entertainment. Entire worlds built out of photons and energy fields.
  •    Gestalt Consciousness
  • Holo-Entertainment Tech
Icon Hyper-Entertainment Forums
  • (default)   Entertainer: +4
  •     Duelist: +4
  −2
  −1
  480   500
  50
These massive entertainment complexes is where dream come true. Shopping malls, restaurants, amusement parks, virtual arcades, and more. You dream it - we are it!
  •    Gestalt Consciousness
  • Hyper-Entertainment Forum Tech
Icon Maintenance Depots   Maintenance Drone: +3   −1   240   200 Workshops where maintenance of machinery and structures is planned, managed, and executed.
  •    Gestalt Consciousness
  • Planetary Government Tech

UnityEdit

Normal empireEdit

Culture buildingsEdit

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.

Name Jobs Upkeep Time Cost Requirements & Notes
  Autochthon Monument   Culture Worker: +2  −1   240   200 A monument to the first pioneers to venture into space.
  •    Spiritualist or   Fanatic Spiritualist
  •    Corporate
  •   Sociocultural History
  • Planet Unique
  Heritage Site   Culture Worker: +4  −2   360   400 An area dedicated to the early history of our empire and its people.
  •    Spiritualist or   Fanatic Spiritualist
  •    Corporate
  •   Heritage Sites
  •   Planetary Administration
  • Planet Unique
  Hypercomms Forum   Culture Worker: +7   −3
  −1
  480   600
  50
An immense facility equipped with avant-garde interpersonal communications equipment, the Forum allows for the exchange of multisensory ideas in casual discussions and rapid consensus-forming in debates.
  •    Spiritualist or   Fanatic Spiritualist
  •    Corporate
  •   Local Hypercommunication
  •   Planetary Capital
  • Planet Unique
  Auto-Curating Vault   Culture Worker: +10   −4
  −2
  600   1000
  100
A highly-specialized computerized network constantly acquires, analyzes, evaluates and puts on display everyday artifacts it deems of impending historical import, creating a living museum of the present and a window into the zeitgeist.
  •    Spiritualist or   Fanatic Spiritualist
  •    Corporate
  •   Automated Curation Algorithms
  •   System Capital-Complex
  • Planet Unique

CorporateEdit

Non-spiritualist   Corporate unity buildings generate   Manager job, which provide   Trade Value in addition to   Unity and   Society Output. Spiritualist Corps use temples instead.

Name Jobs Upkeep Time Cost Requirements & Notes
  Corporate Culture Site   Manager: +2   −1   240   200 A site dedicated to glorifying the unique corporate culture that permeates every business transaction conducted on the planet.
  •     Spiritualist
  •    Corporate
  •   Sociocultural History
  • Planet Unique
  Business Management Nexus   Manager: +4  −2   360   400 A facility where crucial decisions cocerning the business culture of the planet can by strategized and subconsciously focus-tested by sapient resource specialists.
  •     Spiritualist
  •    Corporate
  •   Focus Tested Management
  •   Planetary Administration
  • Planet Unique
  Synergy Forum   Manager: +7   −3
  −1
  480   600
  50
A massive FTL communications forum capable of synergizing the corporate culture of millions of planetary corporate subdivisions.
  •     Spiritualist
  •    Corporate
  •   Post-Relativistic Synergizing
  •   Planetary Capital
  • Planet Unique
  Vault of Acquisitions   Manager: +10   −5
  −2
  600   1000
  100
An enormous underground vault that serves the dual propose of business coordination site and public museum to the long and profitable history of the Megacorporation that built it.
  •     Spiritualist
  •    Corporate
  •   Vault of Acquisitions
  •   System Capital-Complex
  • Planet Unique

TemplesEdit

   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.

Name Produces Jobs Upkeep Time Cost Requirements & Notes
  Temple   Spiritualist Ethics Attraction: +5%   Priest: +2   −1   240   200 Simple constructs erected since time immemorial, temples are places of quiet contemplation and communion with that which unites us all.
  •     Spiritualist
  •   Sociocultural History
  • Planet Unique
  Holotemple   Spiritualist Ethics Attraction: +10%   Priest: +4   −2   360   400 An enhanced form of its rough-hewn predecessors, the latest in Spiritualist technology creates a mutable reality inside the Holotemple - all for deeper meditation and more intense devotion.
  •     Spiritualist
  •   Holographic Rituals
  •   Planetary Administration
  • Planet Unique
  Sacred Nexus   Spiritualist Ethics Attraction: +15%   Priest: +7  −3
 −1
  480   600
  50
The latest developments in field technology allow worshipers to directly experience the divine influence of sacred ground.
  •     Spiritualist
  •   Consecration Fields
  •   Planetary Capital
  • Planet Unique
  Citadel of Faith   Spiritualist Ethics Attraction: +20%   Priest: +10   −4
  −2
  600   1000
  100
A massive complex offering refuge and seclusion from the material world, for all comers.
  •     Spiritualist
  •   Metacognitive Faith
  •   System Capital-Complex
  • Planet Unique

Gestalt consciousnessEdit

Broadcast buildingsEdit

Normal   Gestalt Consciousness Empires use special buildings and jobs to "broadcast" their will, generate   Unity and   Society Output.

Name Jobs Upkeep Time Cost Requirements & Notes
Synaptic Nodes   Synapse Drone: +2   −1   240   200 A center of massive, macroscopic synapses, these nodes, tended to and assisted by specialized drones, receive and transmit the will of the Hive.
  •    Hive Mind
  • Synaptic Structures Tech
  • Planet Unique
Synaptic Clusters   Synapse Drone: +4  −2   360   400 Synaptic hive nodes networked and clustered together produce maximum meganeuron transmission per available surface area, strengthening the organization of the will to its drones.
  •    Hive Mind
  • Clustered Synapses Tech
  • Planet Unique
Confluence of Thought   Synapse Drone: +7  −3
 −1
  480   600
  50
A massive nervous center of macroscopic neurology, billions of meganeurons fire along vast stretches of roiling protoplasmic fibers in the Confluence, spreading, strengthening, coordinating the will of the Hive.
  •    Hive Mind
  • Confluence of Thought Tech
  •   Hive Nexus
  • Planet Unique
  Network Junction   Coordinator: +4  −2   360   400 This powerful transceiver increases the bandwidth of the signals being continuously sent between the many different systems operating across our empire.
  •    Machine Intelligence
  •    Rogue Servitor
  •  Planetary Communications
  •   Administrative Array
  • Planet Unique
  System Conflux   Coordinator: +7   −3
  −1
  480   600
  50
A massive hub facility that receives and forwards signals across interstellar distances from millions of different systems.
  •    Machine Intelligence
  •    Rogue Servitor
  •   Local Hypercommunication
  •   Planetary Processor
  • Planet Unique
  Alpha Hub   Coordinator: +10   −4
  −2
  600   1000
  100
The nerve center of all intra-communication that occurs between the quintillions of semi-sapient systems that administers our empire.
  •    Machine Intelligence
  •    Rogue Servitor
  •   Alpha Hub
  •   Primary Nexus
  • Planet Unique

Rogue servitor buildingsEdit

  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.

Name Jobs Upkeep Time Cost Requirements & Notes
  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.
  •    Machine Intelligence
  •    Rogue Servitor
  Organic Paradise   Bio-Trophy: +20
  Maintenance Drone: +2
  −3
  −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.
  •    Machine Intelligence
  •    Rogue Servitor
  • Idyllic Architecture Tech

ArmyEdit

These buildings provide jobs that protects the planet from invasion and increases naval capacity.

Name Produces Jobs Upkeep Time Cost Requirements & Notes
  Stronghold   Housing: +1   Soldier: +1
  Warrior Drone: +1
 −1   240   200 A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion.
  • Planetary Defense Tech
  Fortress   Housing: +3
  Planetary FTL Inhibitor
  Soldier: +3
  Warrior Drone: +3
  −1
  −1
  360   400
  50
A massive fortress complex with an expanded garrison and training facilities for soldiers.
  • Global Defense Grid Tech
  Military Academy Army Starting Experience: +100   Soldier: +1
  Warrior Drone: +1
  −2   480   400 Military Academies improve local recruitment rates and offer a higher standard of training.
  • Centralized Command Tech
  •  Drone Command Center Tech
  •   Maintenance Command Tech
Planetary Shield Generator Orbital Bombardment Damage: -50%   −5   600   500 Generating a strong energy shield within a planetary atmosphere is a greater challenge than in the vacuum of space, but it offers a potent defense against orbital bombardment.
  • Planetary Shields Tech

CorporateEdit

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 buildingsEdit

Some buildings can also be built by syndicate if all requirements are met.

Name Planet Bonus Corporate Bonus Upkeep Time Cost Requirements & Notes
Amusement Megaplex   Amenities: +10   Energy Credits: +10 N/A   480   800 A magical place where dream can become reality, this megaplex features wholesome, corporate-sanctioned fun for the entire family unit.
  •    Criminal Heritage
  • Planet Unique
Private Mining Consortium   Miner: +1   Minerals: +10   −2   360   500 A private mineral extraction company owned by a megacorporation. It employs local miners to access the planet's wealth.
  •    Criminal Heritage
Fast Food Chain   Farmer: +1   Food: +10   −2   360   500 Affordable, fast, and with a perfectly acceptable nutritional value. Zero toxins* and zero hassle!
* Food may contain traces of potassium benzoate, nitric acid, dark matter, soylent green and liquid smoke.
  •    Criminal Heritage
Virtual Entertainment Studios   Clerk: +2   Consumer Goods: +6   −2   360   500 Using nano-transaction systems and neuro-chemical retention algorithms, these development houses bring the latest in virtual entertainment software into the homes and lives of billions of sapient consumers.
  •    Criminal Heritage
Private Military Industries   Clerk: +2   Alloys: +3   −2   360   500 These planet-based corporate factories produce and assemble a variety of components that are vital in starship construction.
  •    Criminal Heritage
Mercenary Liaison Office   Soldier: +1
Army Starting Experience: +100
  Naval Capacity: +10   −2   360   500 This office allows locals to sign up for the exciting life of a corporate soldier of fortune. Generous compensation, limited health insurance and stories of adventure ensure a steady stream of recruits.
  •    Criminal Heritage
Public Relations Firm   Clerk: +2   Unity: +6   −3   480   800 Misconceptions and suspicions are always floating around any large corporate entity. It is in the public's interest to hear out all sides of any dispute, and this PR firm makes it their business to get their employer's point across.
  •    Criminal Heritage
  • Planet Unique
Private Research Enterprises   Clerk: +2   Research: +6   −3   480   800 In these state-of-the-art facilities, private tech-enterprises carry out important R&D on behalf of their parent company.
  •    Criminal Heritage
  • Planet Unique
Commercial Forum   Merchant: +1
  Branch Office Value: +25%
  −3   480   800 Movers and shakers, local economic leaders, and other important figures can meet with corporate representatives here in a relaxed, soothing environment ideal for the creation of new business deals.
  •    Criminal Heritage
  • Planet Unique
Temple of Prosperity   Prosperity Preacher: +2
  Spiritualist Ethics Attraction: +50%
  −2   360   500 A high-security temple that spreads the gospel of the Megachurch that built it.
  •    Gospel of the Masses
  • Planet Unique
Xeno-Outreach Agency   Trade Value: +5%   Immigration pull: +25%   −5
  −1
  600   1000
  50
This corporate agency promotes a wide variety of interstellar tourist attractions, as well as offering employment packages and signing bonuses to potential emigrants interested in relocating to corporate space.
  • Xeno Outreach Agencies Tech
  • Planet has equal to or greater than 50   pops
  • Planet Unique
Executive Retreat   Trade Value: +5%   Amenities: +10%   −5
  −1
  600   1000
  50
A luxurious resort complex for high ranking corporate officers. Here they can sample the local planetary culture in a high security environment.
  • Executive Leisure Program Tech
  • Planet has equal to or greater than 50   pops
  • Planet Unique

Syndicate buildingsEdit

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.

Name Planet Bonus Corporate Bonus Upkeep Time Cost Requirements & Notes
Underground Clubs   Amenities: +10
  Crime: +40
  Energy Credits: +10 N/A   480   800 These illegal entertainment clubs will satisfy any vice. As night descends, they are open for business in the planet's seedier districts.
  •    Criminal Heritage
  • Planet Unique
Wildcat Mining Operations   Trade Value: +5
  Crime: +25
  Minerals: +10   −2   360   500 Illegal, highly unsafe mining operations operated by the destitute and the desperate, who toil away in the vain hopes of striking it rich.
  •    Criminal Heritage
Bio-Reprocessing Plants   Trade Value: +5
  Crime: +25
  Food: +10   −2   360   500 Underground facilities where disloyal employees and other forms of unsavory bio-matter are reprocessed into ready-to-eat food products.
  •    Criminal Heritage
Concealed Drug Labs   Trade Value: +5
  Crime: +25
  Consumer Goods: +6   −2   360   500 Subterranean drug clubs in remote regions that are virtually undetectable from the surface. Chemists work day and night here to produce various illegal, highly addictive and quite lucrative narcotics.
  •    Criminal Heritage
Wrecking Yards   Trade Value: +5
  Crime: +25
  Alloys: +3   −2   360   500 Stolen vessels and prize ships brought in by pirates are broken into scrap here. Any valuable components and alloys are carefully salvaged.
  •    Criminal Heritage
Pirate Free Haven   Soldier: +1
Army Starting Experience: +100
  Crime: +40
  Naval Capacity: +10   −2   360   500 A secluded and hidden city on the planet's surface, where pirates and other lowlifes can congregate to repair their ships and trade stories.
  •    Criminal Heritage
Syndicate Front Corporations   Clerk: +2
  Crime: +40
  Unity: +6   −2   480   800 These above-the-board businesses allow the local criminal syndicate to operate behind a veneer of upstanding legality.
  •    Criminal Heritage
  • Planet Unique
Illicit Research Labs   Clerk: +2
  Crime: +40
  Research: +6   −3   480   800 All manner of highly illegal R&D is carried out in these secret laboratories.
  •    Criminal Heritage
  • Planet Unique
Smuggler's Port   Merchant: +1
  Branch Office Value: +25%
  Crime: +50
  −3   480   800 An unauthorized spaceport that remains off the records thanks to secrecy and generous bribes. Large volumes of illegal cargo passes through here every day.
  •    Criminal Heritage
  • Planet Unique

SpecialEdit

These buildings can only be obtained from certain event, having certain features or purchase from aliens.

Feature-relatedEdit

These buildings can only be unlocked by some planet features.

Name Produces Jobs Upkeep Time Cost Requirements & Notes
Betharian Power Plant   Energy Credits: +10   Technician: +4
   Tech-Drone: +4
N/A   360   200 Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits.
  • Betharian Refining Tech
  • Number limited by Betharian Fields Deposits
Alien Zoo   Entertainer: +1
  Culture Worker: +2
  −1   360   200 As a sign of our mastery of the unknown, we have gathered alien creatures from all across the galaxy.
  •    Gestalt Consciousness
  • Xenology Tech
  • Number limited by Isolated Valley Deposits
Crystal Mines   Crystal Miner: +1
   Crystal Mining Drone: +1
  −1   360   200 Great care must be taken when excavating these mines to avoid damaging the crystals.
  • Rare Crystal Mining Tech
  • Number limited by Rare Crystal Deposits
Gas Extraction Wells   Gas Extractor: +1
   Gas Extraction Drone: +1
  −1   360   200 These hulking wells reach deep into the planet's mantle to access pockets of Exotic Gas.
  • Exotic Gas Extraction Tech
  • Number limited by Exotic Gas Deposits
Mote Harvesting Traps   Mote Harvester: +1
   Mote Harvesting Drone: +1
  −1   360   200 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 Tech
  • Number limited by Volatile Motes Deposits

OthersEdit

Name Produces Jobs Upkeep Time Cost Requirements & Notes
Waste Reprocessing Center
  •   Minerals: +10
  •   Energy Credits: +10
  •   Amenities: +5
  Tech-Drone: +2 N/A   480   100 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.
  •    Gestalt Consciousness
  • Provided by caravaneers
Numistic Shrine
  •   Merchant: +2
  •   Priest: +2
N/A   180   100 A shrine devoted to the worship of Numa, goddess of fortune.
  •    Gestalt Consciousness
  • Provided by caravaneers
Ministry of Culture   Unity from   Jobs: +15%[2]
  • (Default)   Culture Worker: +3
  •     Synapse Drone: +3
  •     Coordinator: +3
  −2   480 N/A A fashionable headquarters for the ministry of culture, helping to spread knowledge, entertainment and art to the masses.
  • Provided by artisan enclave event
  • Planet Unique
Nanite Transmuter
  •   Rare Crystals: +2
  •   Volatile Motes: +2
  •   Exotic Gases: +2
  600   1000 This factory mass-produces a variety of rare resources using extremely advanced nanites.
  •    Distant Stars DLC
  •   Resort World
  •   Thrall World
  • Nanite Transmutation technology
Omega Alignment   Physics Research: +16   −6   900   1000 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.
  •    Gestalt Consciousness
  • Part of Horizon Signal event
  • Must be built on capital planet
  • Omega Theory technology
  • Planet Unique

PrimitiveEdit

These buildings can be found on planets owned by primitive civilizations. They have negligible output compared to the one constructed by spacefaring civilizations.

Name Produces Jobs Notes & Age
  Crude Huts   Housing: +4
  Amenities: +5
  Crime: -10
Primitive shelters constructed out of stone, clay or whatever other materials were available.
  • Stone Age
  Stone Palaces   Housing: +3
  Amenities: +25
  Crime: -10
  Feudal Noble: +1
  Warrior: +1
  Scholar: +1
  Cleric: +1
Primitive Palaces built out of stone, where the local ruling elite resides.
  • Bronze, Iron, Late Medieval, Renaissance and Steam Age
Regional Capitals   Housing: +5
  Amenities: +25
  Crime: -20
  Bureaucrat: +2
  Soldier (Primitive): +2
  Researcher (Primitive): +2
  Priest (Primitive): +2
The regional capital buildings of the various nation-states inhabiting this primitive world.
  • Industrial, Machine, Atomic and Early Space Age
  Primitive Dwellings   Housing: +6 These small buildings provide a minimal amount of shelter, but they keep out the worst of the elements.
  • Bronze, Iron, Late Medieval and Renaissance Age
  Urban Dwellings   Housing: +24 Cramped and often polluted jungles of concrete.
  • Steam, Industrial, Machine, Atomic and Early Space Age
  Primitive Factory   Laborer: +2 Primitive, inefficient factories spewing pollution while producing goods.
  • Steam, Industrial, Machine, Atomic and Early Space Age
  Primitive Mine   Miner (Primitive): +2 Primitive mining tunnels that snake through the ground.
  • Steam, Industrial, Machine, Atomic and Early Space Age
  Primitive Farms   Farmer (Primitive): +10 Primitive farmsteads working the soil for meager returns.
  • Industrial, Machine, Atomic and Early Space Age
  Primitive Power Plant   Technician (Primitive): +2 A primitive and somewhat unreliable power plant that relies on coal or early atomic power.
  • Industrial, Machine, Atomic and Early Space Age

Fallen empireEdit

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.

Name Produces Jobs Upkeep Time Description & Notes
  Ancient Palace     Administrator: +2
    Sky Cardinal: +2
  Protector: +2
  −10   480 A massive palatial complex built in a different age. The decrepit and abandoned wings are not betrayed by its shining exterior.
  • Can be found on organic Fallen Empire worlds
  Aegis Complex   Protector: +5  −10 N/A A massive planetary defense complex housing a multitude of armories stocked to the brim with advanced precursor weaponry.
Affluence Center   Consumer Goods: +50   −10
  −25
  480 Any material desire can be met here, no matter how outlandish.
  Nourishment Center   Food: +100   −20   480 If it exists as a flavor, it can be replicated here.
  Class−4 Singularity   Energy Credits: +250 N/A   480 Even after all this time, the containment fields remain stable. No one understands how.
Dimensional Fabricator   Minerals: +100
  Rare Crystals: +2
  Exotic Gases: +2
  Volatile Motes: +2
  −20 N/A This building uses little-understood dimensional technology to tunnel into other realities and siphon off their valuable resources.
  Auto-Forge   Alloys: +25   −10
  −50
  480 The colossal nano-replicator bays convert raw materials into advanced alloys with miraculous efficiency.
Sky Dome   Housing: +20
  Amenities: +20
  −10   480 A floating utopia maintained with extremely advanced anti-gravity technology.
Master Archive   Research Output: +100   Archivist: +10   −20   480 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
Xeno Preserve   Housing: +30
  Amenities: +15
  Xeno-Keeper: +2   −10   480 A highly sophisticated preserve that maintains the natural habitat of the "preserved" alien species perfectly.
  • Can only be found on The Preserve
Empyrean Shrine  Augur of the Shroud: +3   −10   480 The shrine itself vibrates somehow, making it appears slightly blurred from a distance.
  • Can only be found on Sky Temple
Ancient Control Center  Guardian: +5   −10 N/A 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.
  • Can only be found on the ringworld of Ancient Caretakers.
Ancient Cryo-Chamber   −20   480 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

  1. Only relevant if converting a non-hive capital.
  2. this is an empire-wide effect.