Buildings

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Revision as of 20:15, 14 April 2016 by Ben Kerman (talk | contribs) (Updated after ET5)
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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for Pre-release.

This article is for the PC version of Stellaris only.

Buildings are structures constructed on the surface of a planet. One building may be constructed per tile, either increasing the tile's productivity when it is worked by a population unit or providing some other bonus. They cost minerals to build and energy each month to maintain.

Buildings either augment or replace the existing production of a tile, depending on whether a building's output is the same as the tile's natural resource. If so, it will increase production of that resource. However, if the natural and artificial output don't match, the building takes precedence and the natural output stops. For example, if a tile produces one mineral and two food, building a Basic Science Lab I on it would cause both productions to end and only the science output from the building will be produced. If a Hydroponics Farm I is constructed on the same tile only the food would remain of the natural production. A Hydroponics Farm I on the aforementioned tile would result in 4 food per month, while a Mining Network I on that tile would result in 3 minerals per month and no food.

Planet-wide and empire-wide effects of buildings occur regardless of whether the tile aligns with the building.

Currently known buildings[1][2][3]

Building Cost Time Maintenance Attributes Description
Basic Hydroponics Farm Minerals.png 30 120 Energy Credits.png 1
  • Produces: Food.png 1
Hydroponics Farms produce nutrient-rich vegetable matter tailored for consumption by local Pops.
Basic Mine[4] Minerals.png 30 120 Energy Credits.png 1
  • Produces: Minerals.png 1
Mining Networks extract crucial Minerals from the planaet's crust.
Basic Power Plant[4] Minerals.png 30 120 None
  • Produces: Energy Credits.png 2
Basic Science Lab I Minerals.png 60 210 Energy Credits.png 1
  • Produces: Physics Research 1, Society Research 1, Engineering Research 1
Science Labs provide the basic facilities for general research, and can be Upgraded for more specialized functionalitty.
Betharian Power Plant I[4] Minerals.png 60 210 bet 1
  • Produces: Energy Credits.png 6
Betharian Power Plants consume Beltharian Stone to produce vast amounts of Energy Credits.
Betharian Power Plant II[4] Minerals.png 90 90 bet 1
  • Produces: Energy Credits.png 8
Biolab I[4] Minerals.png 60 210 Energy Credits.png 1
  • Produces: Physics Research 1, Society Research 2, Engineering Research 1
Biolab II[5] Minerals.png 120 180 Energy Credits.png 2
  • Produces: Physics Research 1, Society Research 3, Engineering Research 1
Engineering Facility I[4] Minerals.png 60 210 Energy Credits.png 1
  • Produces: Physics Research 1, Society Research 1, Engineering Research 2
Engineering Facility II[4] Minerals.png 90 90 Energy Credits.png 1.5
  • Produces: Physics Research 1, Society Research 1, Engineering Research 3
Frontier Clinic[4] Minerals.png 150 360 Energy Credits.png 1
  • Planet Unique
  • Produces: Food.png 2
  • Planet Modifier:
    • Habitability: +5.0%
Frontier clinics improve the quality of life of colonists on alien worlds.
Hydroponics Farm I[4] Minerals.png 60 210 Energy Credits.png 1
  • Produces: Food.png 2
Hydroponics Farm II[4] Minerals.png 90 90 Energy Credits.png 1.5
  • Produces: Food.png 3
Military Academy[4] Minerals.png 150 360 Energy Credits.png 1
  • Planet Unique
  • Planet Modifier:
    • Army Build Speed: +25.0%
  • Army Modifier:
    • Army Damage: +10.0%
Mineral Silo I[4] Minerals.png 60 210 Energy Credits.png 1
  • Empire Modifier:
    • Mineral Storage Capacity: +500
Mineral Silos increase our Empire's maximum Mineral storage capacity.
Mineral Silo II
Mineral Processing Plant I
Mining Network I Minerals.png 60 210 Energy Credits.png 1
  • Produces: Minerals.png 2
Mining Networks extract crucial Minerals from the planet's crust.
Mining Network II[4] Minerals.png 90 90 Energy Credits.png 1.5
  • Produces: Minerals.png 3
Mining Network III[5] Minerals.png 120 180 Energy Credits.png 2
  • Produces: Minerals.png 4
Physics Lab I[4] Minerals.png 60 210 Energy Credits.png 1
  • Produces: Physics Research 2, Society Research 1, Engineering Research 1
Planetary Administration[4] Minerals.png 350
Influence.png 50
360 None
  • Planet Unique
  • Produces: Minerals.png 3, Food.png 3
  • Adjacency Effect:
    • Mineral Output: +1
    • Food Output: +1
    • Energy Credits: +1
Basic governmental center to handle various administrative tasks.
Planetary Capital[4] Minerals.png 500
Influence.png 100
720 None
  • Planet Unique
  • Produces: Minerals.png 4, Food.png 4
  • Adjacency Effect:
    • Mineral Output: +2
    • Food Output: +2
    • Energy Credits: +2
Power Hub I[4] Minerals.png 150
Influence.png 25
180 None
  • Planet Unique
  • Produces: Energy Credits.png 3
  • Planet Modifier:
    • Energy Credits: +10.0%
Power Hubs produce some Energy Credits on their own, but more importantly increase the overall Energy Credit output of the planet.
Power Hub II[5] Minerals.png 250
Influence.png 25
180 None
  • Planet Unique
  • Produces: Energy Credits.png 6
  • Planet Modifier:
    • Energy Credits: +15.0%
Power Plant I Minerals.png 60 210 None
  • Produces: Energy Credits.png 3
Power Plants produce Energy Credits, necessary for maintaining most buildings and ships.
Power Plant II Minerals.png 90 180 None
  • Produces: Energy Credits.png 4
Reassembled Ship Shelter - 180 -
  • Planet Unique
  • Produces: Food.png 2
The remains of a Colony Ship, reassembled for planetside form and function.
Robotics Assembly Plant
Virtual Combat Arena[4] Minerals.png 350
Influence.png 10
360 Energy Credits.png 3
  • Planet Modifier:
    • Happiness: +5.0%
    • Ethics Divergence: -5.0%
  • Army Modifier:
    • Army Damage: +10.0%
The Virtual Combat Arena serves both as entertainment and a means foster communal unity. Local armies may also use the Virtual Combat Arena for virtual exercises.

References