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 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.
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.
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 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.
Special designation capitalsEdit
Resort Worlds and Thrall Worlds have their own unique capital buildings.
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.
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.
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|
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.
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.
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.
Empire capital buildingsEdit
Capital buildings can only be constructed once on the capital world of an empire.
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.
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.
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.
Feature buildings can only be built based on the number certain rare Planetary Features allow.
Purchasable buildings can only be obtained via a deal with aliens.
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.
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.