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Buildings

Revision as of 18:49, 9 May 2017 by Flazeo255 (talk | contribs) (Other Planetary Uniques)

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This article is for the PC version of Stellaris only.

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

Contents

Yield suppression

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

Adjacency

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

Colony Capital

All capitals provide   Energy and increase   Governing Ethics Attraction. All but the most basic capital also produce   Unity and provide an   adjacency bonus to   Food,   Minerals and   Energy. An upgraded capital is also a prerequisite for most higher level buildings. All colony capitals produce an additional +1   Unity with the Colonization Fever tradition.

Type Produces Upkeep Time Cost Requirements & Notes
  Reassembled Ship Shelter +2   Energy
+5%   Governing Ethics Attraction
None 180   None
  Planetary Administration +4   Energy
+1   Unity
+15%   Governing Ethics Attraction
+1     Food
+1     Minerals
+1     Energy
None 360   350  
  •   Planetary Government
  • Requires population of 5 in colony
  • Doesn't require Reassembled Ship Shelter.
  Planetary Capital +6   Energy
+2   Unity
+15%   Governing Ethics Attraction
+2     Food
+2     Minerals
+2     Energy
None 720   500  
  •   Colonial Centralization
  • Requires population of 10 in colony
  Empire Capital-Complex +8   Energy
+3   Unity
+15%   Governing Ethics Attraction
+3     Food
+3     Minerals
+3     Energy
None 1080   1000  
100  
  •   Galactic Administration
  • Requires population of 15 in colony
  • Can be built on empire's capital only.

Energy

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

Power plants

Type Produces Upkeep Time Cost Requirements & Notes
  Basic Power Plant +2   Energy None 120   30  
  •   Reassembled Ship Shelter
  Power Plant I +3   Energy None 210   60  
  •   High-Energy Capacitors
  •   Planetary Administration
  Power Plant II +4   Energy None 180   90  
  •   Field Modulation
  •   Planetary Administration
  Power Plant III +5   Energy None 180   120  
  •   Quantum Energy States
  •   Planetary Capital
  Power Plant IV +6   Energy None 180   150  
  •   Quantum field manipulation
  •   Planetary Capital
  Power Plant V +8   Energy None 180   180  
  •   Quantum Field Manipulation
  •   Empire Capital-Complex
  Betharian Power Plant +10   Energy None 180   120  
  • Tile must have   Betharian Stone
  •   Betharian Refining
  •   Planetary Administration

Energy grids

Both the Energy Grid and Energy Nexus produce +2   Unity with the Pursuit of Profit tradition.

Type Produces Upkeep Time Cost Requirements & Notes
  Energy Grid +3   Energy
+10%   Energy
None 180   150  
  •   Global Energy Management
  •   Planetary Administration
  • Planet Unique
  Energy Nexus +6   Energy
+20%   Energy
None 180   200  
  •   Planetary Power Grid
  •   Planetary Capital
  • Planet Unique

Food

Food buildings include hydroponics farms that produce nutrient-rich vegetable matter tailored for consumption by local Pops. With the Agrarian Idyll civic, farms produce +1   Unity in addition to   Food.

Type Produces Upkeep Time Cost Requirements & Notes
  Basic Hydroponics Farm +2   Food -0.5   120   30  
  •   Reassembled Ship Shelter
  Hydroponics Farm I +3   Food -1   210   60  
  •   Hydroponics
  •   Planetary Administration
  Hydroponics Farm II +4   Food -1.5   180   90  
  •   Eco Simulation
  •   Planetary Administration
  Hydroponics Farm III +5   Food -2   180   120  
  •   Gene Crops
  •   Planetary Capital
  Hydroponics Farm IV +6   Food -2.5   180   150  
  •   Nano-Vitality Crops
  •   Planetary Capital
  Hydroponics Farm V +8   Food -3   180   180  
  •   Nano-Vitality Crops
  •   Empire Capital-Complex

Mineral production

Mineral buildings are used to produce   minerals for the empire. They include mineral silos, mining networks and mineral processing plants. The first increases the storage capacity of   minerals, the second extracts crucial minerals from the planet's crust and the last gives a bonus percentage to the total planetary mineral output.

Mineral silos

Mineral silos increase maximum storage capacity for   minerals and provide     minerals for neighboring buildings. Mineral Silos are planet unique, meaning that only one can be built per planet.

Type Produces Upkeep Time Cost Requirements & Notes
  Mineral Silo I +2000   Mineral Storage Capacity
+1     Minerals
None 210   60  
  • Planet Unique
  Mineral Silo II +3000   Mineral Storage Capacity
+1     Minerals
None 180   90  
  •   Mineral Processing
  •   Planetary Administration
  • Planet Unique
  Mineral Silo III +4000   Mineral Storage Capacity
+1     Minerals
None 180   120  
  •   Advanced Mineral Processing
  •   Planetary Capital
  • Planet Unique

Mining networks

Mining networks are used to extract   Minerals from the planet.

Type Produces Upkeep Time Cost Requirements & Notes
  Basic Mine +1   Minerals -0.5   120   30  
  •   Reassembled Ship Shelter
  Mining Network I +2   Minerals -1   210   60  
  •   Industrial Base
  •   Planetary Administration
  Mining Network II +3   Minerals -1.5   180   90  
  •   Geothermal Fracking
  •   Planetary Administration
  Mining Network III +4   Minerals -2   180   120  
  •   Deep Core Mining
  •   Planetary Capital
  Mining Network IV +5   Minerals -2.5   180   150  
  •   Mineral Isolation
  •   Planetary Capital
  Mining Network V +8   Minerals -3   180   180  
  •   Mineral Isolation
  •   Empire Capital-Complex

Mineral processing plants

Type Produces Upkeep Time Cost Requirements & Notes
  Mineral Processing Plant I +2   Minerals
+10%   Minerals
-2   180   150  
  •   Mineral Processing
  •   Planetary Administration
  • Planet Unique
  Mineral Processing Plant II +4   Minerals
+20%   Minerals
-3   180   200  
  •   Advanced Mineral Processing
  •   Planetary Capital
  • Planet Unique

Research

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

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

Unity

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

Type Produces Upkeep Time Cost Requirements & Notes
  Autochthon Monument +2   Unity −1   180   100  
  •   Sociocultural History
  • Planet Unique
  Heritage Site +4   Unity −2   270   100  
  •   Heritage Sites
  •   Planetary Administration
  • Planet Unique
  Hypercomms Forum +6   Unity
+10%   Unity
−3   360   350  
  •   Local Hypercommunication
  •   Planetary Capital
  • Planet Unique
  Auto-Curating Vault +10   Unity
+10%   Empire Unity
−4   720   500  
  •   Automated Curation Algorithms
  •   Empire Capital-Complex
  • Empire Unique

Unique

Unique buildings are limited in how many times they can be build and often provide special benefits. Planetary uniques can be built once on every planet. Empire uniques, which grant empire-wide bonuses, are limited to one in the empire. Buildings limited by government type can be built once per ruler, but are not limited in how many times they can be built in the empire or on a single planet.

Ethos

Type Produces Upkeep Time Cost Requirements & Notes
  Temple +2   Unity
+20%   Governing Ethics Attraction
−1   270   100  
  •   Spiritualist or   Fanatic Spiritualist
  • Planet Unique
  Holotemple +4   Unity
+30%   Governing Ethics Attraction
−2   360   250  
  •   Spiritualist or   Fanatic Spiritualist
  •   Holographic Rituals
  •   Planetary Capital
  • Planet Unique
  Citadel of Faith +10   Unity
+40%   Governing Ethics Attraction
−4   720   500  
  •   Spiritualist or   Fanatic Spiritualist
  •   Metacognitive Faith
  •   Empire Capital-Complex
  • Empire Unique

Other Planetary Uniques

These buildings provide various benefits and are available to all empires with the proper technology. The exception being Slave Processing Facility which is only available to   Authoritarian or   Xenophobe empires that have allowed slavery.

Type Produces Upkeep Time Cost Requirements & Notes
  Clone Vats +4   Society Output -2   360   200  
  •   Cloning
  •   Planetary Capital
  • Allows the creation of clone armies.
  • Planet Unique
  Frontier Clinic -5%   Growth Time
+2   Food
-1   360   150  
  •   Frontier Health
  • Cannot be built on Homeworld or Gaia world
  • Planet Unique
  Frontier Hospital -10%   Growth Time
+4   Food
-2   180   200  
  •   Frontier Hospital
  •   Planetary Capital
  • Cannot be built on Homeworld or Gaia world
  • Planet Unique
  Galactic Stock Exchange +10   Energy
+10%   Empire Energy
-3   360   500  
100  
  •   Galactic Markets
  •   Empire Capital-Complex or
  •   Habitat Administration
  • Empire Unique
  Military Academy +10%   Army Damage
+25%   Army Build Speed
-10   Unrest
-1   360   200  
  •   Centralized Command
  •   Planetary Administration
  • Planet Unique
  Ministry of Benevolence +6   Unity
+10%   Governing Ethics Attraction on Empire
-10   Empire Unrest
-7   720   500  
100  
  •   Galactic Benevolence
  •   Empire Capital-Complex or
  •   Habitat Administration
  • Empire Unique
  Paradise Dome +10%   Happiness
+5   Food
+2   Unity
-2   360   200  
  •   Utopian Dream
  •   Planetary Administration or
  •   Habitat Administration
  • Planet Unique
  Planetary Shield Generator +50%   Planet Fortification Toughness None 360   350  
  •   Planetary Shields
  •   Planetary Capital
  • Planet Unique
  Psi Corps -10   Empire Unrest -4   360   450  
  •   Mind over Matter Ascension Perk
  •   Empire Capital-Complex
  • Empire Unique
  Research Institute +5%   Research Speed
+5   Physics Output
+5   Society Output
+5   Engineering Output
-10   720   500  
100  
  •   Global Research Initiative
  •   Empire Capital-Complex or
  •   Habitat Administration
  • Empire Unique
  Slave Processing Facility +10%   Slave Mineral Output
+10%   Slave Food Output
-50%   Slave Unrest
None 360   250  
  •   Neural Implants
  • Must allow slavery.
  • Allows the creation of slave armies.
  • Planet Unique
  Symbol of Unity +5%   Happiness

+2   Unity

-1   360   200  
  •   Symbols of Unity
  • Planet Unique
  • Can be built in Habitats
  Visitor Center +5%   Habitability
+2   Energy
+2   Unity
+50%   Alien Migration Attraction
None 270   150  
  •   Alien Tourism
  • Planet Unique
  • Can be built in Habitats
  Xeno Zoo +2   Society Output
+1   Unity
+10%   Happiness
+25% Migration Attraction
-1   360   200  
  • Tile must have  
  •   Xenology
  •   Planetary Administration

Habitat

Habitats have their own set of buildings that are available only on habitats. The only exceptions are certain planet unique buildings and buildings associated with the Horizon Signal event chains. The buildings do not need to be unlocked, but constructing Habitats requires the Voidborne ascension perk.

Type Produces Upkeep Time Cost Requirements & Notes
  Habitat Administration +6   Energy
+2   Unity
+20%   Governing Ethics Attraction
None 1080   0  
  • Habitat Unique
  Astro-mining Bay +4   Minerals -2   360   150  
  •   Habitat Administration
  Solar Power Processor +8   Energy None 360   250  
  •   Habitat Administration
  • Cannot be built in systems with a black hole.
  Agricultural Zone +4   Food -2   360   200  
  •   Habitat Administration
  Laboratory Complex +3   Physics Output
+3   Society Output
+3   Engineering Output
-3   360   200  
  •   Habitat Administration
  Leisure District +4   Unity
+5%   Happiness
-4   730  400  
  •   Habitat Administration
  • Habitat Unique

Special

Special buildings cannot be built under normal circumstances, but are the results of events or found waiting on planets.

Event

Type Produces Upkeep Time Cost Description & Requirements
  Obelisk of Zanaam +6   Physics Output
+6   Society Output
+6   Engineering Output
None None None A mysterious obelisk covered in letters from a dead alien language. It hums with power and those in its proximity suffer headaches.
  • Found on the size 25 Holy Gaia World Zanaam.
  Great Pyramid +2   Food None None None A pyramid constructed by the local population to appease a deity descended from the sky.
  • Can appear on pre-FTL civilization planets as a result of an event with an observation post.
  Alien Toy Factory +6   Engineering Output
+3   Society Output
None None None Complex machinery ceaselessly molds complex polymers into small items of varying shapes and inscrutable purpose.
  • Can be found on a planet as a result of an anomaly.
  Mutant Landfill +8   Society Output None None None A putrid mass of dead mutated horrors. Their volatile organic matter has twisted together to form a structure of sorts.
  • Can appear as a result of the Abandoned Terraforming Equipment event
  Underground Vault +8   Society Output None None None These tents mark the surface entrance to a massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault's occupants turned on each other when their food ran out.
  • Possible outcome of the Underground Vault event
  Machine Park +6   Minerals
+3   Engineering Output
None None None These tents mark the surface entrance to a massive underground vault, intended as a bomb shelter by this world's original inhabitants. The vault contains a huge machine park along with stores of mining equipment.
  • Possible outcome of the Underground Vault event
  Particle Accelerator +6   Physics Output None None None This old particle accelerator was built using a novel design, and the surviving terminals within the structure contain a massive amount of research data composed by what must have been a brilliant theoretical physicist.
  • Can appear on tomb worlds
  Odd Factory +3   Energy
+3   Minerals
None None None A well-crafted facility that produces high value resources, left on the planet by a different civilization.
  Plague Research Station None None None None A temporary hospital with a focus on studying infected in order to produce a cure.
  • Appears at the beginning on the Infectious event.
  Plague Memorial +10%   Happiness None None None A memorial to remind the people of the horrible disease that once haunted their home. Stands as a testiment to the survival of the nation.
  • Reward of the Infectious event.
  Ether Drake Shrine +10%   Happiness None 120   30  
  • Empire Unique
  • Has modifier dragon_slayer (any option after dragon slayed)
  • Is either   spiritualist,   fanatic spiritualist,   xenophile or   fanatic xenophile.
  Dragonslayer Monument +10%   Happiness None 120   30  
  • Empire Unique
  • Has modifier dragon_slayer (any option after dragon slayed)
  • Is neither   spiritualist,   fanatic spiritualist,   xenophile nor   fanatic xenophile.
  Stellar Devourer Trophy
  • +5%   Happiness
  • +5%   Empire Happiness
None 1000   2500  
  • Empire Unique
  • Has modifier stellarite_trophy_allowed (  militarist,   fanatic militarist,   xenophobe or   fanatic xenophobe option not to create special project).
  Art Monument
  • +3   Unity
  • +10%   Happiness
  • +50% Migration Attraction
None 400   None
  • Planet Unique
  • Has purchased monument ( 1000/ 25) from Artist Enclave.
  • Each empire can build no more than 5 buildings of this type.
  Ministry of Culture
  • +6   Unity
  • +10%   Empire Unity
  • +10%   Happiness
  • +10%   Governing Ethics Attraction on Empire
None 500   None
  • Empire Unique
  • Has purchased monument ( 1000/ 1000) via Artist patron event.

Primitive

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

Type Produces Upkeep Time Cost Description & Requirements
  Primitive Farms +1   food None None None Primitive farmsteads working the soil for meager returns.
  • Can never be built.
  Primitive Factory +1   minerals None None None Primitive, inefficient factories spewing pollution while producing goods.
  • Can never be built.
  • Founds on civilizations that reached at least the Industrial Age|-

Fallen Empire

Fallen empire buildings are found on the homeworlds of fallen empires. They are far more effective than regular buildings of the same type available to normal empires.

Type Produces Upkeep Description & Notes
  Agri-Processing Complex +12   food -4   This ancient complex was built with technology long since lost to the ages.
  • Can never be built.
  Autonomous Fabricators +12   minerals -4   This ancient complex was built with technology long since lost to the ages.
  • Can be built through certain special projects.
  Dark Matter Power Plant +15   energy None This ancient complex was built with technology long since lost to the ages.
  • Can never be built.
  Xeno Preserve +1   food
+2   society research
-1   A highly sophisticated preserve that maintained the natural habitat of the 'preserved' alien species perfectly.
  • Can be built by the Enigmatic Observers on the Preserve.

Horizon Signal

These special buildings can be built as part or reward of the Horizon Signal event chains.

Type Produces Upkeep Time Cost Requirements & Notes
  Loop Institute +4   society research
+10%   happiness
+5% Governing ethics attraction
-2   180   120  
  •   Doctrine: Strange Loop
  • Planet Unique
  Spiral-Feed Power Hub +6   energy
+20%   energy
-5%   happiness
None 180   120  
  •   Entropic Recursion
  • Planet Unique
  • Incompatible with regular Power Hubs
  Omega Alignment +10   physics research -3   180   120  
  •   Omega Theory
  • Empire Unique
  • Allows the generation of an entry point for the Worm
  Loop-Powered Farm +12   food -3   None None
  • Can appear from The Waiting World event
  Spiral-Hewn Mine +12   minerals -3   None None
  • Can appear from The Waiting World event

References