Buildings
Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 1.5.
This article is for the PC version of Stellaris only.
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
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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 | |
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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 Capital | +6 Energy +2 Unity +15% Governing Ethics Attraction +2 Food +2 Minerals +2 Energy |
None | 720 | 500 |
| |
Empire Capital-Complex | +8 Energy +3 Unity +15% Governing Ethics Attraction +3 Food +3 Minerals +3 Energy |
None | 1080 | 1000 100 |
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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
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Energy grids
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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 | ||
Energy Nexus | +6 Energy +20% Energy |
None | 180 | 200 |
Food
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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.
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
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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.
Mining networks
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Mining networks are used to extract Minerals from the planet.
Mineral processing plants
Type | Produces | Upkeep | Time | Cost | Requirements & Notes | |
---|---|---|---|---|---|---|
Mineral Processing Plant I | +2 Minerals +10% Minerals |
-2 | 180 | 150 | ||
Mineral Processing Plant II | +4 Minerals +20% Minerals |
-3 | 180 | 200 |
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.
Unity
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Unity buildings produce Unity for the empire. With the exception of the Auto-Curating Vault, which is empire-unique, they are planet-unique.
Unique
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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
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Other Planetary Uniques
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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.
Habitat
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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.
Special
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Special buildings cannot be built under normal circumstances, but are the results of events or found waiting on planets.
Event
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Type | Produces | Upkeep | Time | Cost | Description & Requirements | |||
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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.
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Great Pyramid | +2 Food | None | None | None | A pyramid constructed by the local population to appease a deity descended from the sky.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Ether Drake Shrine | +10% Happiness | None | 120 | 30 |
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Dragonslayer Monument | +10% Happiness | None | 120 | 30 |
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Stellar Devourer Trophy | None | 1000 | 2500 |
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Art Monument | None | 400 | None |
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Ministry of Culture | None | 500 | None |
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Primitive
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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.
Fallen Empire
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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.
Horizon Signal
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These special buildings can be built as part or reward of the Horizon Signal event chains.
References
Game concepts
Governance | Empire • Ethics • Government • Civics • Policies • Edicts • Leader • Factions • Population • Species rights • Economy • Technology • Traditions • Crime |
Exploration | Exploration • Map • Species • Anomaly • Events • FTL • Fallen empire • Pre-FTL species • Precursors • Spaceborne aliens |
Colonization | Colonization • Celestial body • Planetary features • Planetary management • Districts • Buildings • Ship • Starbase • Megastructures |
Diplomacy | Diplomacy • Trade • Subject empire • Federations • Galactic community • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |