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Buildings

Revision as of 08:22, 15 December 2017 by Meneth (talk | contribs) (replaced: {{SVersion|1.8}} → {{SVersion|1.9}} (20))

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Please help with verifying or updating older sections of this article. At least some were last verified for version 1.9.

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.

Note: Auth machine intelligence.png Machine Intelligence empires have a different set of names for capital and unity buildings. These are marked with the Auth machine intelligence.png Machine Intelligence icon.

Contents

Construction

Each world has a size which indicates how many tiles are on its surface. A typical homeworld might have 16~25 tiles while regular planets may range between 10~25 tiles. Each tile may produce resources if worked by a population.

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, mineral silo 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.

Building cost

  Building cost is a percentage modifier that affects the cost of constructing buildings on planets. The modifier stacks, and has the following sources:

  Population Governance Planet Technology
−25%
  •   Surviving Infrastructure
  •   Infrastructure Projects
−15%
  •   Constructobot
  •   Functional Architecture
  •   Prosperity tree adoption
  •   Willing Animal Labor
−10%
  •   Architectural Interest
  •   Architectural Sense
  •   Master's Teachings: The Greater Good
  •   Low Gravity
  •   Reluctant Animal Labor
−5%
  •   Forced Animal Labor
  •   Gravitational Analysis
+10%
  •   High Gravity
  •   Orbital Debris
+33%
  •   Shifting Sands

Building Time

  Building 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 very long to build.

Source Modifier
  architectural interest governor trait 10%
  governor trait 25%
Governor level 5% per level of governor
  Chosen One governor trait 30%
  Assembly Patterns tech 25%
  Assembly Algorithms repeatable tech 10% per time researched
  Mega Engineering tech 50%
  Construction templates tech 50%
Infrastructure projects planet edict 33%
Hostile animal life planet modifier -20%
Slave Riots -50%

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

 Deployment Post
+1   Energy
+5%   Governing Ethics Attraction
None 180   None
  Planetary Administration

 Administrative Array
+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

 Planetary Processor
+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

 Primary Nexus
+8   Energy
+3   Unity
+15%   Governing Ethics Attraction
+3     Food
+3     Minerals
+3     Energy
None 1080   1000  
  •   Galactic Administration
  • Requires population of 15 in colony
  • Can be built on empire's capital only.
  • If the capital is moved the building is downgraded.

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 +1   Energy None 120   30  
  •   Reassembled Ship Shelter
  Power Plant I +2   Energy None 210   60  
  •   High-Energy Capacitors
  •   Planetary Administration
  Power Plant II +3   Energy None 180   90  
  •   Field Modulation
  •   Planetary Administration
  Power Plant III +4   Energy None 180   120  
  •   Quantum Energy States
  •   Planetary Capital
  Power Plant IV +5   Energy None 180   150  
  •   Quantum field manipulation
  •   Planetary Capital
  Power Plant V +8   Energy None 180   150  
  •   Quantum Field Manipulation
  •   Empire Capital-Complex
  Betharian Power Plant +10   Energy None 240   150  
  • Tile must have   Betharian Stone
  •   Betharian Refining
  •   Planetary Administration

Energy grids

Both the buildings also produce +2   Unity with the  Pursuit of Profit tradition.

Type Produces Upkeep Time Cost Requirements & Notes
  Energy Grid +2   Energy
+10%   Energy
None 180   150  
  •   Global Energy Management
  •   Planetary Administration
  • Planet Unique
  Energy Nexus +4   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 also produce +1   Unity. With full accept Adaptibility tradition tree, farms produce +1   minerals in addition to   Food.

Type Produces Upkeep Time Cost Requirements & Notes
  Basic Hydroponics Farm +1   Food -0.5   120   30  
  •   Reassembled Ship Shelter
  Hydroponics Farm I +2   Food -1   210   60  
  •   Hydroponics
  •   Planetary Administration
  Hydroponics Farm II +3   Food -1.5   180   90  
  •   Eco Simulation
  •   Planetary Administration
  Hydroponics Farm III +4   Food -2   180   120  
  •   Gene Crops
  •   Planetary Capital
  Hydroponics Farm IV +5   Food -2.5   180   150  
  •   Nano-Vitality Crops
  •   Planetary Capital
  Hydroponics Farm V +7   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.

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. Note the the silo itself does not produce minerals, and suppresses the mineral output from the terrain.

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 +7   Minerals -3   180   180  
  •   Mineral Isolation
  •   Empire Capital-Complex

Mineral processing plants

Mineral processing plants give a bonus percentage to the total planetary mineral output.

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 all planet-unique.

Type Produces Upkeep Time Cost Requirements & Notes
  Autochthon Monument

 Uplink Node
+2   Unity −1   180   100  
  • Not   Spiritualist or   Fanatic Spiritualist
  •   Sociocultural History
  • Planet Unique
  Heritage Site

 Network Junction
+4   Unity −2   270   200  
  • Not   Spiritualist or   Fanatic Spiritualist
  •   Heritage Sites
  •   Planetary Administration
  • Planet Unique
  Hypercomms Forum

 System Conflux
+6   Unity
+10%   Unity
−3   360   350  
  • Not   Spiritualist or   Fanatic Spiritualist
  •   Local Hypercommunication
  •   Planetary Capital
  • Planet Unique
  Auto-Curating Vault

 Alpha Hub
+10   Unity
+10%   Empire Unity
−4   720   500  
  • Not   Spiritualist or   Fanatic Spiritualist
  •   Automated Curation Algorithms
  •   Empire Capital-Complex
  • Empire Unique

Temples

  Spiritualist and   Fanatic Spiritualist empires build temples instead of regular Unity buildings. They have the same costs and upkeep but provide more   Unity as well as spiritualist ethics attraction.

Type Produces Upkeep Time Cost Requirements & Notes
  Temple +3   Unity
+20% Spiritualist Ethics Attraction
−1   180   100  
  •   Spiritualist or   Fanatic Spiritualist
  • Planet Unique
  Holotemple +6   Unity
+30% Spiritualist Ethics Attraction
−2   270   200  
  •   Spiritualist or   Fanatic Spiritualist
  •   Holographic Rituals
  •   Planetary Administration
  • Planet Unique
  Sacred Nexus +9   Unity
+10%   Unity
+30% Spiritualist Ethics Attraction
−3   360   350  
  •   Spiritualist or   Fanatic Spiritualist
  •   Consecration Fields
  •   Planetary Capital
  • Planet Unique
  Citadel of Faith +12   Unity
+10%   Empire Unity
+50% Spiritualist Ethics Attraction
+10% Spiritualist Ethics Attraction on Empire
−4   720   500  
  •   Spiritualist or   Fanatic Spiritualist
  •   Metacognitive Faith
  •   Empire Capital-Complex
  • Empire Unique

Uniques

Unique buildings are limited in how many times they can be built 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.

Type Produces Upkeep Time Cost Requirements & Notes
  Gene Clinic +10%   Growth Speed
+2   Society
+1   Unity
-1   360   150  
  •   Genetic Healthcare
  • Planet Unique
  • Can be built in habitats
  Cyto-Revitalization Center +20%   Growth Speed
+4   Society
+2   Unity
-2   180   200  
  •   Cyto-Revitalization
  •   Planetary Capital
  • Planet Unique
  Clone Vats +4   Society Output -2   360   200  
  •   Cloning
  •   Planetary Capital
  • Allows the creation of clone armies.
  • Planet Unique
  Galactic Stock Exchange +10   Energy
+10%   Empire Energy
None 360   500  
100  
  •   Galactic Markets
  •   Empire Capital-Complex or
  •   Habitat Administration
  • Empire Unique
  Military Academy +10%   Army Damage
+25%   Army Build Speed
-10   Unrest
+2   Society
+2   Engineering
-2   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
  Planetary Shield Generator +2   Physics Output
+2   Engineering Output
+100%   Planet Fortification Toughness
None 360   350  
  •   Planetary Shields
  •   Planetary Capital
  • Planet 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
+2   Minerals
+2   Food
-3   360   250  
  •   Neural Implants
  • Must allow slavery.
  • Allows the creation of slave armies.
  • Planet Unique
  Alien Zoo +4   Society Output
+4   Unity
+5%   Happiness
+25%   Migration Attraction
-1   240   150  
  • Tile must have   Alien Pets
  •   Xenology
  •   Planetary Administration
Type Produces Upkeep Time Cost Requirements & Notes
  Psi Corps +10   Unity
-10%   Unrest
+5%   Governing Ethics Attraction on Empire
-4   360   450  
  •   Mind over Matter Ascension Perk
  •   Empire Capital-Complex
  • Empire Unique

Tradition Uniques

These buildings are only available once the required tradition is adopted. In Utopia they can be build in habitats as well.

Type Produces Upkeep Time Cost Requirements & Notes
  Paradise Dome +5%   Happiness
+4   Food
+2   Unity
-2   360   200  
  •   Utopian Dream
  •   Planetary Administration or
  •   Habitat Administration
  • Planet Unique
  Visitor Center +5%   Habitability
+2   Energy
+2   Unity
+50%   Alien Migration Attraction
None 270   150  
  •   Alien Tourism
  • Planet Unique
  Symbol of Purity +4   Unity
+20%   Governing Ethics Attraction
None 240   150  
  •   Fanatic Purifiers or   Inwards Perfection
  •   Symbol of Purity
  •   Planetary Administration
  • Planet Unique
Type Produces Upkeep Time Cost Requirements & Notes
  Hive Synapse +2   energy
+2   unity
+5% pop resource output
None 360   250  
  •   Hive Mind
  •   Hive Synapse
  • Planet Unique

Habitat

Habitats have their own set of buildings that are available only on habitats. The only exceptions are tradition and Horizon Signal buildings. The buildings do not need to be unlocked, but constructing Habitats requires the  Voidborne ascension perk. The Habitat Administration is free and required for any other building. It is also affected by the  Colonization Fever tradition.

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

Machine Intelligence

These buildings are only available to   Machine Intelligences. Most are available instead of a regular building, and are lost if a non-machine empire conquers the planet. In Utopia empires that finished the synthetic ascension path will not gain access to these buildings.

Type Produces Upkeep Time Cost Description & Requirements
  Spare Parts Depot +15% Robot build speed
+2   Society
+1   Unity
−1   360   150  
  • Replaces   Gene Clinic
  •   Modular Components
  • Planet Unique
  • Can be built in habitats
  Unit Assembly Plant +15% Robot build speed
+4   Society
+2   Unity
−2   180   200  
  • Replaces   Cyto-Revitalization Center
  •   Intelligent Factories
  •  Planetary Processor
  • Planet Unique
  Singularity Core +5%   Research Speed
+5   Physics Output
+5   Society Output
+5   Engineering Output
−10   720   500  
100  
  • Replaces   Research Institute
  •   Singularity Core
  •  Primary Nexus
  • Empire Unique
  Animal Evaluation Laboratory +2   Society Output
+4   Unity
−1   240   150  
  • Replaces   Alien Zoo
  • Tile must have  
  •   Xenology
  •   Planetary Administration
  Probability Engine +10   Energy
+10%   Energy
None 360   500  
100  
  • Replaces   Galactic Stock Exchange
  •   Probability Theory
  •  Primary Nexus
  • Empire Unique
  Control Center +2   energy
+4   Unity
+5% robot production output
None 360   250  
  • Not   Driven Assimilator or   Rogue Servitor
  •   Processing Hubs
  Neuro-Electric Amplifier +2   minerals
+2   energy
+15% cyborg   minerals output
+15% cyborg   energy output
None 360   250  
  • Is Machine Empire with   Driven Assimilator civic.
  •   Cyber-Comms
  •   Planetary Administration
  Nutrient Paste Facility +5   Food 1   180   100  
  • Is Machine Empire with   Rogue Servitor civic.
  Organic Sanctuary +1   Unity 1  
  • Is Machine Empire with   Rogue Servitor civic.
  • Appears automatically in any tile occupied by a Bio-Trophy POP. Disappears if the POP is moved.
  Organic Paradise +2   Unity 1  
  • Is Machine Empire with   Rogue Servitor civic.
  •   Organic Utopia
  • Appears automatically in any tile occupied by a Bio-Trophy POP. Disappears if the POP is moved.
  War Factory +10%   Army Damage
+25%   Army Build Speed
+2   Society
+2   Engineering
−2   200   360  
  • Is Machine Empire with   Determined Exterminator civic.

Event

These buildings can only appear as a result of game events.

Type Produces Upkeep Time Cost Description & Requirements
  Obelisk of Zanaam +10   Physics Output
+10   Society Output
+10   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.
  • Appears with the An Odd Factor event
  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 testament to the survival of the nation.
  • Reward of the Infectious event.

Horizon Signal

The technology or events to obtain these special buildings can only be gives as part of the Horizon Signal event chains.

Type Produces Upkeep Time Cost Requirements & Notes
  Loop Institute +8   Society Research
+5%   Happiness
+5%   Governing Ethics Attraction
-2   180   120  
  •   Doctrine: Strange Loop
  • Planet Unique
  Spiral-Feed Power Hub +6   Energy
+25%   Energy
-5%   Happiness
None 180   120  
  •   Entropic Recursion
  • Planet Unique
  • Incompatible with energy grids
  Omega Alignment +10   Physics Research -3   180   120  
  •   Omega Theory
  • Empire Unique
  • Allows the generation of an entry point for the Worm
  Loop-Plowed 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

Leviathan DLC

Type Produces Upkeep Time Cost Description & Requirements
  Ether Drake Shrine +15   Unity None 120   30  
  • Empire Unique
  • Defeated the Ether Drake
  •   spiritualist or   xenophile.
  Dragonslayer Monument +15   Unity None 120   30  
  • Empire Unique
  • Defeated the Ether Drake
  • Not   spiritualist or   xenophile.
  Stellar Devourer Trophy +15   Unity None 1000   2500  
  • Empire Unique
  • Chose the    militarist /    xenophobe option after defeating the Stellarite Devourer.
  Art Monument
  • +8   Unity
  • +50%   Migration Attraction
None 400   None
  • Planet Unique
  • Has purchased an art piece ( 1000/ 25) from Artisan Troupe.
  • Each empire can build no more than 5 buildings of this type.
  Ministry of Culture
  • +10   Unity
  • +5%   Empire Unity
  • +10%   Governing Ethics Attraction on Empire
None 500   None
  • Empire Unique
  • Has purchased monument ( 1000/ 1000) via Artist patron event.

Special

Special buildings cannot be built but can be found constructed by civilizations far more or less advanced.

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 & Notes
  Primitive Farms +1   Food None None None Primitive farmsteads working the soil for meager returns.
  Primitive Factory +1   Minerals None None None Primitive, inefficient factories spewing pollution while producing goods.
  • Found on civilizations that reached at least the Industrial Age

Fallen Empire

Fallen empire buildings are found on the homeworlds of fallen empires. They are even more effective than the highest level buildings of the same type available to normal empires. They cannot be rebuilt so if one is destroyed (not ruined) by orbital bombardment it is lost forever.

Type Produces Upkeep Description & Notes
  Agri-Processing Complex +12   Food -4   This ancient complex was built with technology long since lost to the ages.
  Ancient Archives +8   Physics research
+8   Society research
+8   Engineering research
None Vast stores of ancient Knowledge.
  Autonomous Fabricators +12   Minerals -4   This ancient complex was built with technology long since lost to the ages.
  Dark Matter Power Plant +15   Energy None This ancient complex was built with technology long since lost to the ages.
  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.

References