This article is considered
accurate for the current version (2.5) of the game.
A building provides variety of 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 tor a building slot any constructed building will go into disrepair and stop producing jobs. If a planetary population is completely wiped out (either by resettlement or warfare), all pre-existing buildings will be completely destroyed.
Planet build speed
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.
Source
|
Bonus
|
Master's Teachings: The Greater Good edict
|
+10%
|
Architectural Interest governor trait
|
+10%
|
Architectural Sense ruler trait
|
+10%
|
Brain Slug Host governor trait
|
+10%
|
Assembly Algorithms repeatable technology
|
+10%
|
Assembly Patterns technology
|
+25%
|
Standard Construction Templates / Prefabricated Buildings prosperity tradition
|
+25%
|
Construction Templates technology
|
+50%
|
Architectural Renaissance ambition
|
+100%
|
Colony capital
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.
Standard capitals
The standard set of capitals are built on planets and ringworlds by 



authorities. 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 the following jobs:
Enforcer jobs to reduce crime, spawn defence armies and produce a small amount of unity.
Administrator jobs produce unity and amenities.
Corporate empires have
Executive jobs in place of Administrators, which produce unity, amenities and trade value.
The following civics replace some Administrator jobs with other
Ruler strata jobs:
Aristocratic Elite with
Noble jobs providing planet stability and amenities.
Exalted Priesthood with
High Priest jobs that produce unity, amenities and society research.
Merchant Guilds with
Merchant jobs that produce trade value and amenities.
Technocracy with
Science Director jobs that produce research and amenities.
If an empire chooses the
Synthetic Evolution ascension perk the capital buildings will also provide
Roboticist jobs to assist with robotic pop assembly.
|
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements
|
|
Reassembled Ship Shelter
|
Housing +3
Amenities +3
|
- (Default)
Colonist +2
Colonist +1, Roboticist +1
|
−1
|
Always Present
|
None
|
The remains of a Colony Ship, reassembled for planetside form and function.
|
|
Planetary Administration
|
Housing +5
Amenities +5
|
Enforcer: +1
Roboticist +1
- (Default)
Administrator: +2
Administrator +1, Noble +1
Administrator +1, High Priest +1
Administrator +1, Merchant +1
Administrator +1, Science Director +1
Executive +2
|
−3
|
480
|
500
|
Seat of the local ruling elite
Planetary Government technology
- At least
10 pops
|
|
Planetary Capital
|
Housing +8
Amenities +8
|
Enforcer: +2
Roboticist +2
- (Default)
Administrator: +3
Administrator +2, Noble +1
Administrator +1, High Priest +2
Administrator +1, Merchant +2
Administrator +2, Science Director +1
Executive +3
|
−5
|
600
|
1000
|
A sprawling complex of bureaucratic structures that acts as the administrative center for a major colony.
Colonial Centralization technology
- At least
40 pops
|
|
System Capital-Complex
|
Housing +10
Amenities +10
|
Enforcer: +3
Roboticist +3
- (Default)
Administrator: +5
Administrator +3, Noble +2
Administrator +2, High Priest +3
Administrator +2, Merchant +3
Administrator +3, Science Director +2
Executive +5
|
−10
|
900
|
2000
|
A towering configuration of administrative bureaus and networked infrastructure, allowing the construction of highly demanding facilities.
Galactic Administration technology
- At least
80 pops
|
Machine intelligence capitals
Machine Intelligence empires have a different set of capital buildings providing the following jobs:
Coordinator jobs converting energy into research and unity as well as increasing the output of
Menial Drone on the planet.
Replicator jobs converting minerals into engineering research and amenities as well as assisting robotic pop assembly.
Hunter-Seeker Drone jobs reduce deviancy, supply defense armies and produce unity.
Maintenance Drone producing amenities.
|
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements
|
|
Deployment Post
|
Housing: +3
Amenities: +3
|
Coordinator: +1
Replicator: +2
Hunter-Seeker Drone: +1
Maintenance Drone: +1
|
−1
|
Always present
|
None
|
The initial deployment post from which we will expand on this world.
|
|
Administrative Array
|
Housing: +5
Amenities: +5
|
Coordinator: +2
Replicator: +3
Replicator: +2 
Hunter-Seeker Drone: +1
Maintenance Drone: +2
|
−3
|
480
|
500
|
A semi-autonomous computer network that handles the various administrative functions on a planet.
Planetary Government technology
- At least
10 pops
|
|
Planetary Processor
|
Housing: +8
Amenities: +8
|
Coordinator: +3
Replicator: +4
Replicator: +3 
Hunter-Seeker Drone: +2
Maintenance Drone: +3
|
−5
|
600
|
1000
|
A powerful administrative computer that has been designed to manage and oversee the various functions of a complex planetary settlement.
Colonial Centralization technology
- At least
40 pops
|
|
Primary Nexus
|
Housing: +10
Amenities: +10
|
Coordinator: +5
Replicator: +4
Replicator: +3 
Hunter-Seeker Drone: +3
Maintenance Drone: +4
|
−10
|
900
|
2000
|
The administrative heart of the system. Hundreds of AIs process requests and manage the minute but critical details that are involved in running an efficient interstellar civilization.
Galactic Administration technology
- At least
80 pops
|
Hive mind capitals
Hive Mind empires only have two capital buildings, equivalent to the level 2 and 3 buildings of other empires. New colonies start with a Hive Core.
The capitals provide the following jobs:
Synapse Drone jobs convert energy and food into society research and unity.
Hunter-Seeker Drone jobs reduce deviancy, supply defense armies and produce unity.
Maintenance Drone producing amenities.
|
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements
|
|
Hive Core
|
Housing: +5
Amenities: +10
|
Synapse Drone: +2
Maintenance Drone: +2
Hunter-Seeker Drone: +1
|
−2
|
Always present
|
1000[1]
|
The organizational core from which the Hive Mind coordinates planetside functions.
|
|
Hive Nexus
|
Housing: +10
Amenities: +10
|
Synapse Drone: +3
Maintenance Drone: +5
Hunter-Seeker Drone: +2
|
−4
|
480
|
1000
|
A sprawling capital complex from which the Hive Mind focuses planetary organization, coordination, and planning.
Colonial Centralization technology
- At least
40 pops
|
Special capitals
Habitats, Resort Worlds and Thrall Worlds have their own capital buildings.
Population growth
Population growth buildings provide jobs that speed up the growth or assembly speed of pops.
Medical facilities
|
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements
|
|
Gene Clinic
|
|
Medical Worker: +2
|
−2
|
360
|
300
|
Gene Clinics can offer advanced medical treatments, which statistically lead to a significantly healthier and longer-living population.
 Gestalt Consciousness
Genetic Healthcare technology
- Planet Unique
|
|
Cyto-Revitalization Center
|
|
Medical Worker: +5
|
−2
−1
|
480
|
500
50
|
Cyto-Revitalization Centers can offer advanced medical treatments to a large population. Treatments on a cellular level lead to a significantly healthier and longer-living population.
 Gestalt Consciousness
Cyto-Revitalization technology
Planetary Administration
- Planet Unique
|
|
Clone Vats
|
+33% Pop Growth Speed
|
|
−2
|
360
|
200
|
Clone Vats allow for a remarkable increase to population growth speed.
Engineered Evolution Ascension Perk
- Planet Unique
|
Spawning pools
|
Name
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements
|
Icon
|
Spawning Pools
|
Spawning Drone: +1
|
−2
|
360
|
300
|
Tended by the specific and gentle care of specialists, these pools stimulate our spawn into faster growth.
 Hive Mind
- Planet Unique
|
Assembly plants
|
Name
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements
|
|
Robot Assembly Plants
|
Roboticist +1
|
−5
|
360
|
400
|
High-tech factories where skilled roboticists assemble the latest robot models.
 Gestalt Consciousness
Robotic Workers technology
- Robotic Workers policy is not set to Outlawed
- Planet Unique
|
|
Machine Assembly Plants
|
Replicator: +1
|
−2
|
360
|
300
|
A production line assembly plant where new units are constructed.
Machine Intelligence
- Planet Unique
|
Government
Government buildings provide various jobs that oversee the planet and protect it from disorder.
Law enforcement
Law Enforcement buildings provide Enforcer Jobs, which reduce crime and generate defense armies.
Other
Resource
These buildings improve the production of basic resources and provide extra storage.
Storage
Planetary resource silos increase an empire's maximum storage capacity. All material resources (except
Trade Value, which will be automatically converted into other resources) and strategic resources must be stored, and all excessive products that cannot be stocked will be lost.
|
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Resource Silos
|
Resource Storage Capacity: +2000
|
Clerk: +2 Maintenance Drone: +1
|
−1
|
180
|
200
|
Massive resource silos and storage facilities where large quantities of resources can be safely kept.
Industrial Base technology
|
Food production
Food Processing Facilities directly boosts the
Food output of
Farmers. Because of the high yield of Farmers, building lots of Agricultural Districts and a Processing Facility is a very pop-efficient way of producing lots of Food.
If an organic empire finds itself lack of potential Agricultural Districts due to bad luck, they can instead build Hydroponics Farms to provide Farmer jobs to prevent starvation.
|
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Food Processing Facilities
|
Food from jobs: +15%
|
Farmer: +1 Agri-Drone: +1
|
−1
|
360
|
200
|
Food that is processed at these facilities has its nutritional value greatly increased.
- Food Processing Tech
- Planet Unique
|
|
Food Processing Centers
|
Food from jobs: +25%
|
Farmer: +2 Agri-Drone: +2
|
−1 −1
|
480
|
500 50
|
Streamlined facilities where large amounts of food can be processed.
- Advanced Food Processing Tech
Planetary Administration
- Planet Unique
|
|
Hydroponics Farms
|
|
Farmer: +2 Agri-Drone: +2
|
−2
|
360
|
300
|
Hydroponics Farms produce nutrient-rich vegetable matter tailored for consumption by local Pops.
Hydroponics Farming technology
|
Mineral production
Mineral Processing Facilities directly boosts the
Mineral output of
Miners. Building lots of Mining Districts and a Processing Facility is a very pop-efficient way of producing lots of Minerals.
Energy hubs
An Energy Hub directly boosts the
Energy output of Technicians. Building lots of Generator Districts and an Energy Hub is a very pop-efficient way of producing lots of Energy Credits.
Manufacturing
These buildings provide jobs that manufacture advanced products and basic strategy resources.
Alloys
|
Name
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Alloy Foundries
|
Metallurgist: +2 Foundry Drone: +2 Fabricator: +2
|
−4
|
360
|
400
|
The Metallurgists working in these foundries produce high-quality alloys.
|
|
Alloy Mega-Forges
|
Metallurgist: +5 Foundry Drone: +5 Fabricator: +5
|
−5 −1
|
480
|
600 50
|
Production on a massive scale, these forges can manufacture alloys in great quantities.
|
|
Alloy Nano-Plants
|
Metallurgist: +8 Foundry Drone: +8 Fabricator: +8
|
−6 −2
|
600
|
800 100
|
Advanced manufacturing centers where the alloy production process is aided by nanomachines.
Planetary Capital
- Nano-separators Tech
|
Consumer goods
|
Name
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Civilian Industries
|
Artisan: +2 Artisan Drone: +2
|
−4
|
360
|
400
|
A wide collection of civilian industries and manufactories where a variety of consumer goods are produced.
- Industrial Base Tech
 Gestalt Consciousness if not Rogue Servitor
|
|
Civilian Fabricators
|
Artisan: +5 Artisan Drone: +5
|
−5 −1
|
480
|
600 50
|
Large industrial fabricators geared towards producing consumer goods.
 Gestalt Consciousness if not Rogue Servitor
- Nano-Circult Assembly Tech
|
|
Civilian Repli-Complexes
|
Artisan: +8 Artisan Drone: +8
|
−6 −2
|
600
|
800 100
|
Nearly anything can be replicated at the kiosks in these complexes.
 Gestalt Consciousness if not Rogue Servitor
Planetary Capital
- Replicator Kiosks Tech
|
Processing center
|
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Ministry of Production
Resource Processing Center
|
Alloys from jobs: +15%
Consumer Goods from jobs: +15%
|
Administrator: +1
 Coordinator: +1
|
−5
|
480
|
500
|
The Ministry of Production works tirelessly to organize and streamline manufacturing across the entire planet.
A vast facility which centralizes the handling of resources and manufacturing across the entire planet.
 Gestalt Consciousness if not Rogue Servitor
- Global Production Strategy Tech
- Planet Unique
|
Advanced resources
|
Name
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Exotic Gas Refineries
|
Gas Refiner: +1 Refinery Drone: +1
|
−3
|
480
|
500
|
These advanced refineries work day and night to produce exotic gases.
|
|
Chemical Plants
|
Chemist: +1 Chem-Drone: +1
|
−3
|
480
|
500
|
The unpredictable and sometimes unstable Volatile Motes are produced here artificially. No open flames are permitted within a five kilometer radius of the plants.
- Volatile Material Plants Tech
|
|
Synthetic Crystal Plants
|
Translucer: +1 Lensing Drone: +1
|
−3
|
480
|
500
|
Nearly identical to the real thing, the crystals produced here are of the highest quality.
- Rare Crystal Manufacturing Tech
|
Research
Research buildings generate
Researcher Jobs, which produce
research points for the empire.
|
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Research Labs
|
|
Researcher: +2 Brain Drone: +2 Calculator: +2
|
−4
|
360
|
400
|
Research Labs provide the basic facilities for general research.
Scientific Method
Planetary Administration
|
|
Research Complexes
|
|
Researcher: +5 Brain Drone: +5 Calculator: +5
|
−5 −1
|
480
|
600 50
|
Upgraded research facilities with a very large staff capacity.
- Exotic Material Labs Tech
Planetary Administration
|
|
Advanced Research Complexes
|
|
Researcher: +8 Brain Drone: +8 Calculator: +8
|
−6 −2
|
480
|
800 100
|
These advanced research facilities have the very latest science equipment along with an extremely large staff capacity.
- Multi-Dimensional Studies Tech
Planetary Capital
|
|
Research Institute Planetary Supercomputer
|
Researcher Output: +15%
|
Science Director: +1 Brain Drone: +1 Calculator: +1
|
−5
|
480
|
500
|
The Research Institute is a massive complex, gathering the cutting edges of disparate fields together for unprecedented synergy, improving the research outout of the whole planet.
A single colossal supercomputer which can carry out incredibly complex calculations, improving the research output of the whole planet.
- Interplanetary Research Initiative Tech
Planetary Capital
|
Trade
Trade Buildings create Clerk and Merchant Jobs, which generate Trade Values and Amenities. Trade Value is converted to
Energy,
Unity and
Consumer Goods depending on the Empire's Trade Policy. While Clerk Jobs have a poor yield of only 2 Trade Value per Jobs, Commerce Buildings provide a significant number of them. This makes this building type suitable for tall planets with a large population.
Generating Energy Credits through Trade is a tall alternative to Generator Districts and an Energy Hub. While requiring significant investment and time for pops to grow, the yields of a Clerk workforce overshadows that of a Technician workforce. A default City District will provide housing for 5 pops for a total of 10 base Trade Value, whereas a default Generator District will provide housing for 2 pops that generate 8 base Energy Credits.
Gestalt Consciousness cannot utilize trade buildings because they have no civilian economy.
|
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
icon
|
Commercial Zones
|
|
Clerk: +5
|
−2
|
360
|
300
|
These commercial zones are home to towering office buildings and business complexes.
 Gestalt Consciousness
- Interplanetary Commerce Tech
|
Icon
|
Commerce Megaplexes
|
|
Clerk: +10 Merchant: +1
|
−2 −1
|
480
|
500 50
|
Great commercial spires and towers rising up towards the sky, blotting out the light.
 Gestalt Consciousness
- Interstellar Economics Tech
|
Icon
|
Galactic Stock Exchanges
|
Trade Value: +20%
|
Merchant: +2
|
−5
|
480
|
500
|
By engaging in the free trade of goods and services we allow for a more specialized economy, where an individual can excel in a narrow field and trade for their needs.
 Gestalt Consciousness
- Galactic Markets Tech
Planetary Capital
- Planetary Unique
|
Amenities
These buildings improves the living condition of the planet by providing amenities, housing and various bonuses.
Housing buildings
Housing Buildings provide extra amenities and housing for the planet.
|
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
icon
|
Luxury Residences
|
Housing: +3 Amenities: +5
|
|
−2
|
360
|
300
|
Intricately designed residental towers with luxurious apartments. Advanced zero-g technology is the only thing keeping the more outlandish terrace designs from collapsing.
|
|
Paradise Dome
|
Housing: +6 Amenities: +10
|
|
−2 −1
|
480
|
500 50
|
A fully enclosed habitation dome with a self-contained ecosystem, a veritable private paradise for those rich or fortunate enough to live there.
 Habitat
 Shared Burdens
- Idyllic Architecture Tech
|
icon
|
Communal Housing
|
Housing: +5 Amenities: +3
|
|
−2
|
360
|
300
|
A block of uniform housing, equal in every way.
|
Icon
|
Utopian Communal Housing
|
Housing: +10 Amenities: +6
|
|
−2 −1
|
480
|
500 50
|
An incredible feat of engineering that combines efficient, practical residences with carefully maintained idyllic landscapes.
 Habitat
 Shared Burdens
- Idyllic Architecture Tech
|
Icon
|
Slave Huts
|
Housing: +8
|
|
−1
|
240
|
200
|
Crude dwellings for the planet's enslave population
 Thrall-World
|
Icon
|
Hive Warren
|
Housing: +6
|
Maintenance Drone: +1
|
−2
|
360
|
300
|
A vast warren offers shelters for many Drones to rest.
 Hive Mind
|
Icon
|
Expanded Warren
|
Housing: +12
|
Maintenance Drone: +2
|
−2
−1
|
480
|
500 50
|
By expanding the warrens, still more Drone can shelter within.
 Hive Mind
- Anti-Gravity Engineering Tech
|
Icon
|
Drone Storage
|
Housing: +4 Amenities: +3
|
|
−2
|
360
|
300
|
A storage area for Drones to undergo maintenance.
 Machine Intelligence
|
Icon
|
Upgraded Drone Storage
|
Housing: +8 Amenities: +6
|
|
−2
−1
|
480
|
300 50
|
With the latest upgrades, while undergoing maintenance a portion of Drones' power-generation can be re-directed to the grid.
 Machine Intelligence
- Micro-Replicators Tech
|
Amenities buildings
These buildings provide jobs that produces amenities for the planet.
|
Name
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
Icon
|
Holo-Theatres
|
- (default)
Entertainer: +2
Duelist: +2
|
−2
|
360
|
300
|
The latest in holographic entertainment. Entire worlds built out of photons and energy fields.
 Gestalt Consciousness
- Holo-Entertainment Tech
|
Icon
|
Hyper-Entertainment Forums
|
- (default)
Entertainer: +4
Duelist: +4
|
−2
−1
|
480
|
500
50
|
These massive entertainment complexes is where dream come true. Shopping malls, restaurants, amusement parks, virtual arcades, and more. You dream it - we are it!
 Gestalt Consciousness
- Hyper-Entertainment Forum Tech
|
Icon
|
Maintenance Depots
|
Maintenance Drone: +3
|
−1
|
240
|
200
|
Workshops where maintenance of machinery and structures is planned, managed, and executed.
 Gestalt Consciousness
- Planetary Government Tech
|
Unity
Normal empire
Culture buildings
Non-Spiritualist normal empire use culture buildings to generate
Culture Worker Jobs, which produce
Unity and
Society Output for the empire. They are all planet-unique.
|
Name
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Autochthon Monument
|
Culture Worker: +2
|
−1
|
240
|
200
|
A monument to the first pioneers to venture into space.
 Spiritualist or Fanatic Spiritualist
 Corporate
Sociocultural History
- Planet Unique
|
|
Heritage Site
|
Culture Worker: +4
|
−2
|
360
|
400
|
An area dedicated to the early history of our empire and its people.
 Spiritualist or Fanatic Spiritualist
 Corporate
Heritage Sites
Planetary Administration
- Planet Unique
|
|
Hypercomms Forum
|
Culture Worker: +7
|
−3 −1
|
480
|
600 50
|
An immense facility equipped with avant-garde interpersonal communications equipment, the Forum allows for the exchange of multisensory ideas in casual discussions and rapid consensus-forming in debates.
 Spiritualist or Fanatic Spiritualist
 Corporate
Local Hypercommunication
Planetary Capital
- Planet Unique
|
|
Auto-Curating Vault
|
Culture Worker: +10
|
−4 −2
|
600
|
1000 100
|
A highly-specialized computerized network constantly acquires, analyzes, evaluates and puts on display everyday artifacts it deems of impending historical import, creating a living museum of the present and a window into the zeitgeist.
 Spiritualist or Fanatic Spiritualist
 Corporate
Automated Curation Algorithms
System Capital-Complex
- Planet Unique
|
Corporate
Non-spiritualist
Corporate unity buildings generate
Manager job, which provide
Trade Value in addition to
Unity and
Society Output. Spiritualist Corps use temples instead.
|
Name
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Corporate Culture Site
|
Manager: +2
|
−1
|
240
|
200
|
A site dedicated to glorifying the unique corporate culture that permeates every business transaction conducted on the planet.
  Spiritualist
 Corporate
Sociocultural History
- Planet Unique
|
|
Business Management Nexus
|
Manager: +4
|
−2
|
360
|
400
|
A facility where crucial decisions cocerning the business culture of the planet can by strategized and subconsciously focus-tested by sapient resource specialists.
  Spiritualist
 Corporate
Focus Tested Management
Planetary Administration
- Planet Unique
|
|
Synergy Forum
|
Manager: +7
|
−3 −1
|
480
|
600 50
|
A massive FTL communications forum capable of synergizing the corporate culture of millions of planetary corporate subdivisions.
  Spiritualist
 Corporate
Post-Relativistic Synergizing
Planetary Capital
- Planet Unique
|
|
Vault of Acquisitions
|
Manager: +10
|
−5 −2
|
600
|
1000 100
|
An enormous underground vault that serves the dual propose of business coordination site and public museum to the long and profitable history of the Megacorporation that built it.
  Spiritualist
 Corporate
Vault of Acquisitions
System Capital-Complex
- Planet Unique
|
Temples

Spiritualist empires build temples instead of culture buildings. These generate Spiritualist Ethics Attraction provide
Priest Jobs instead of Culture Worker Jobs, which provide Amenities in addition to
Unity and
Society Output. The buildings cost the same and have identical upkeep.
|
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Temple
|
Spiritualist Ethics Attraction: +5%
|
Priest: +2
|
−1
|
240
|
200
|
Simple constructs erected since time immemorial, temples are places of quiet contemplation and communion with that which unites us all.
  Spiritualist
Sociocultural History
- Planet Unique
|
|
Holotemple
|
Spiritualist Ethics Attraction: +10%
|
Priest: +4
|
−2
|
360
|
400
|
An enhanced form of its rough-hewn predecessors, the latest in Spiritualist technology creates a mutable reality inside the Holotemple - all for deeper meditation and more intense devotion.
  Spiritualist
Holographic Rituals
Planetary Administration
- Planet Unique
|
|
Sacred Nexus
|
Spiritualist Ethics Attraction: +15%
|
Priest: +7
|
−3 −1
|
480
|
600 50
|
The latest developments in field technology allow worshipers to directly experience the divine influence of sacred ground.
  Spiritualist
Consecration Fields
Planetary Capital
- Planet Unique
|
|
Citadel of Faith
|
Spiritualist Ethics Attraction: +20%
|
Priest: +10
|
−4 −2
|
600
|
1000 100
|
A massive complex offering refuge and seclusion from the material world, for all comers.
  Spiritualist
Metacognitive Faith
System Capital-Complex
- Planet Unique
|
Gestalt consciousness
Broadcast buildings
Normal
Gestalt Consciousness Empires use special buildings and jobs to "broadcast" their will, generate
Unity and
Society Output.
|
Name
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Synaptic Nodes
|
Synapse Drone: +2
|
−1
|
240
|
200
|
A center of massive, macroscopic synapses, these nodes, tended to and assisted by specialized drones, receive and transmit the will of the Hive.
 Hive Mind
- Synaptic Structures Tech
- Planet Unique
|
|
Synaptic Clusters
|
Synapse Drone: +4
|
−2
|
360
|
400
|
Synaptic hive nodes networked and clustered together produce maximum meganeuron transmission per available surface area, strengthening the organization of the will to its drones.
 Hive Mind
- Clustered Synapses Tech
- Planet Unique
|
|
Confluence of Thought
|
Synapse Drone: +7
|
−3 −1
|
480
|
600 50
|
A massive nervous center of macroscopic neurology, billions of meganeurons fire along vast stretches of roiling protoplasmic fibers in the Confluence, spreading, strengthening, coordinating the will of the Hive.
 Hive Mind
- Confluence of Thought Tech
Hive Nexus
- Planet Unique
|
|
Uplink Node
|
Coordinator: +2
|
−1
|
240
|
200
|
An uplink node that decreases planetary latency.
 Machine Intelligence
 Rogue Servitor
Sociocultural History
- Planet Unique
|
|
Network Junction
|
Coordinator: +4
|
−2
|
360
|
400
|
This powerful transceiver increases the bandwidth of the signals being continuously sent between the many different systems operating across our empire.
 Machine Intelligence
 Rogue Servitor
Planetary Communications
Administrative Array
- Planet Unique
|
|
System Conflux
|
Coordinator: +7
|
−3 −1
|
480
|
600 50
|
A massive hub facility that receives and forwards signals across interstellar distances from millions of different systems.
 Machine Intelligence
 Rogue Servitor
Local Hypercommunication
Planetary Processor
- Planet Unique
|
|
Alpha Hub
|
Coordinator: +10
|
−4 −2
|
600
|
1000 100
|
The nerve center of all intra-communication that occurs between the quintillions of semi-sapient systems that administers our empire.
 Machine Intelligence
 Rogue Servitor
Alpha Hub
Primary Nexus
- Planet Unique
|
Rogue servitor buildings
Rogue Servitor empires do not use common broadcast buildings. Instead, they serve and protect
Bio-Trophies and get a large amount of
Unity from them.
|
Name
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Organic Sanctuary
|
Bio-Trophy: +10
Maintenance Drone: +1
|
−2
|
360
|
400
|
This sanctuary provides a sealed environment where organics can thrive in a safe and above all controlled manner.
 Machine Intelligence
 Rogue Servitor
|
|
Organic Paradise
|
Bio-Trophy: +20
Maintenance Drone: +2
|
−3
−1
|
480
|
600
50
|
An AI-controlled artifical paradise designed to satisfy every need a sapient organic being might have, just so long as it does not express a need for self-determination.
 Machine Intelligence
 Rogue Servitor
- Idyllic Architecture Tech
|
Army
These buildings provide jobs that protects the planet from invasion and increases naval capacity.
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Stronghold
|
Housing: +1
|
Soldier: +1
 Warrior Drone: +1
|
−1
|
240
|
200
|
A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion.
|
|
Fortress
|
Housing: +3
Planetary FTL Inhibitor
|
Soldier: +3
 Warrior Drone: +3
|
−1
−1
|
360
|
400 50
|
A massive fortress complex with an expanded garrison and training facilities for soldiers.
|
|
Military Academy
|
Army Starting Experience: +100
|
Soldier: +1
 Warrior Drone: +1
|
−2
|
480
|
400
|
Military Academies improve local recruitment rates and offer a higher standard of training.
- Centralized Command Tech
Drone Command Center Tech
Maintenance Command Tech
|
|
Planetary Shield Generator
|
Orbital Bombardment Damage: -50%
|
|
−5
|
600
|
500
|
Generating a strong energy shield within a planetary atmosphere is a greater challenge than in the vacuum of space, but it offers a potent defense against orbital bombardment.
|
Corporate
These buildings can only be constructed by the branch offices of
Corporate Empires. Corporate Buildings are typically mutually beneficial, providing the Corp with some sort of modifier (such as Naval Capacity) or production of a resource (such as Alloys), and giving the planet owner some sort of modifier (such as Amenities) or an increased number of jobs. Many Corporate Buildings also increase trade value, which benefits both the owner of the planet and the Corporate. As a general rule however, the Corporate will always benefit more than the owner of the planet.
Corporate Buildings use a special set of building slots which exclusively for branch offices. Each additional
25 pops unlock a new building slot, capped to 4 buildings .
Normal corporate buildings
Some buildings can also be built by syndicate if all requirements are met.
Name
|
Planet Bonus
|
Corporate Bonus
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Amusement Megaplex
|
Amenities: +10
|
Energy Credits: +10
|
N/A
|
480
|
800
|
A magical place where dream can become reality, this megaplex features wholesome, corporate-sanctioned fun for the entire family unit.
 Criminal Heritage
- Planet Unique
|
|
Private Mining Consortium
|
Miner: +1
|
Minerals: +10
|
−2
|
360
|
500
|
A private mineral extraction company owned by a megacorporation. It employs local miners to access the planet's wealth.
 Criminal Heritage
|
|
Fast Food Chain
|
Farmer: +1
|
Food: +10
|
−2
|
360
|
500
|
Affordable, fast, and with a perfectly acceptable nutritional value. Zero toxins* and zero hassle! * Food may contain traces of potassium benzoate, nitric acid, dark matter, soylent green and liquid smoke.
 Criminal Heritage
|
|
Virtual Entertainment Studios
|
Clerk: +2
|
Consumer Goods: +6
|
−2
|
360
|
500
|
Using nano-transaction systems and neuro-chemical retention algorithms, these development houses bring the latest in virtual entertainment software into the homes and lives of billions of sapient consumers.
 Criminal Heritage
|
|
Private Military Industries
|
Clerk: +2
|
Alloys: +3
|
−2
|
360
|
500
|
These planet-based corporate factories produce and assemble a variety of components that are vital in starship construction.
 Criminal Heritage
|
|
Mercenary Liaison Office
|
Soldier: +1 Army Starting Experience: +100
|
Naval Capacity: +10
|
−2
|
360
|
500
|
This office allows locals to sign up for the exciting life of a corporate soldier of fortune. Generous compensation, limited health insurance and stories of adventure ensure a steady stream of recruits.
 Criminal Heritage
|
|
Public Relations Firm
|
Clerk: +2
|
Unity: +6
|
−3
|
480
|
800
|
Misconceptions and suspicions are always floating around any large corporate entity. It is in the public's interest to hear out all sides of any dispute, and this PR firm makes it their business to get their employer's point across.
 Criminal Heritage
- Planet Unique
|
|
Private Research Enterprises
|
Clerk: +2
|
Research: +6
|
−3
|
480
|
800
|
In these state-of-the-art facilities, private tech-enterprises carry out important R&D on behalf of their parent company.
 Criminal Heritage
- Planet Unique
|
|
Commercial Forum
|
Merchant: +1
Branch Office Value: +25%
|
|
−3
|
480
|
800
|
Movers and shakers, local economic leaders, and other important figures can meet with corporate representatives here in a relaxed, soothing environment ideal for the creation of new business deals.
 Criminal Heritage
- Planet Unique
|
|
Temple of Prosperity
|
Prosperity Preacher: +2
Spiritualist Ethics Attraction: +50%
|
|
−2
|
360
|
500
|
A high-security temple that spreads the gospel of the Megachurch that built it.
 Gospel of the Masses
- Planet Unique
|
|
Xeno-Outreach Agency
|
Trade Value: +5%
|
Immigration pull: +25%
|
−5
−1
|
600
|
1000
50
|
This corporate agency promotes a wide variety of interstellar tourist attractions, as well as offering employment packages and signing bonuses to potential emigrants interested in relocating to corporate space.
- Xeno Outreach Agencies Tech
- Planet has equal to or greater than 50
pops
- Planet Unique
|
|
Executive Retreat
|
Trade Value: +5%
|
Amenities: +10%
|
−5
−1
|
600
|
1000
50
|
A luxurious resort complex for high ranking corporate officers. Here they can sample the local planetary culture in a high security environment.
- Executive Leisure Program Tech
- Planet has equal to or greater than 50
pops
- Planet Unique
|
Syndicate buildings
Corporate with
Criminal Heritage civic use a special set of corporate buildings, which provides a large
Crime Rate boost for the planet. Their branch offices receive extra value from planetary crime rate.
Name
|
Planet Bonus
|
Corporate Bonus
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Underground Clubs
|
Amenities: +10
Crime: +40
|
Energy Credits: +10
|
N/A
|
480
|
800
|
These illegal entertainment clubs will satisfy any vice. As night descends, they are open for business in the planet's seedier districts.
 Criminal Heritage
- Planet Unique
|
|
Wildcat Mining Operations
|
Trade Value: +5
Crime: +25
|
Minerals: +10
|
−2
|
360
|
500
|
Illegal, highly unsafe mining operations operated by the destitute and the desperate, who toil away in the vain hopes of striking it rich.
 Criminal Heritage
|
|
Bio-Reprocessing Plants
|
Trade Value: +5
Crime: +25
|
Food: +10
|
−2
|
360
|
500
|
Underground facilities where disloyal employees and other forms of unsavory bio-matter are reprocessed into ready-to-eat food products.
 Criminal Heritage
|
|
Concealed Drug Labs
|
Trade Value: +5
Crime: +25
|
Consumer Goods: +6
|
−2
|
360
|
500
|
Subterranean drug clubs in remote regions that are virtually undetectable from the surface. Chemists work day and night here to produce various illegal, highly addictive and quite lucrative narcotics.
 Criminal Heritage
|
|
Wrecking Yards
|
Trade Value: +5
Crime: +25
|
Alloys: +3
|
−2
|
360
|
500
|
Stolen vessels and prize ships brought in by pirates are broken into scrap here. Any valuable components and alloys are carefully salvaged.
 Criminal Heritage
|
|
Pirate Free Haven
|
Soldier: +1 Army Starting Experience: +100
Crime: +40
|
Naval Capacity: +10
|
−2
|
360
|
500
|
A secluded and hidden city on the planet's surface, where pirates and other lowlifes can congregate to repair their ships and trade stories.
 Criminal Heritage
|
|
Syndicate Front Corporations
|
Clerk: +2
Crime: +40
|
Unity: +6
|
−2
|
480
|
800
|
These above-the-board businesses allow the local criminal syndicate to operate behind a veneer of upstanding legality.
 Criminal Heritage
- Planet Unique
|
|
Illicit Research Labs
|
Clerk: +2
Crime: +40
|
Research: +6
|
−3
|
480
|
800
|
All manner of highly illegal R&D is carried out in these secret laboratories.
 Criminal Heritage
- Planet Unique
|
|
Smuggler's Port
|
Merchant: +1
Branch Office Value: +25%
Crime: +50
|
|
−3
|
480
|
800
|
An unauthorized spaceport that remains off the records thanks to secrecy and generous bribes. Large volumes of illegal cargo passes through here every day.
 Criminal Heritage
- Planet Unique
|
Special
These buildings can only be obtained from certain event, having certain features or purchase from aliens.
Feature-related
These buildings can only be unlocked by some planet features.
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Betharian Power Plant
|
Energy Credits: +10
|
Technician: +4
 Tech-Drone: +4
|
N/A
|
360
|
200
|
Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits.
- Betharian Refining Tech
- Number limited by Betharian Fields Deposits
|
|
Alien Zoo
|
|
Entertainer: +1
Culture Worker: +2
|
−1
|
360
|
200
|
As a sign of our mastery of the unknown, we have gathered alien creatures from all across the galaxy.
 Gestalt Consciousness
- Xenology Tech
- Number limited by Isolated Valley Deposits
|
|
Crystal Mines
|
|
Crystal Miner: +1  Crystal Mining Drone: +1
|
−1
|
360
|
200
|
Great care must be taken when excavating these mines to avoid damaging the crystals.
- Rare Crystal Mining Tech
- Number limited by Rare Crystal Deposits
|
|
Mote Harvesting Traps
|
|
Mote Harvester: +1  Mote Harvesting Drone: +1
|
−1
|
360
|
200
|
These intricate facilities trap Volatile Motes within energy fields, funneling them into special containment zone below ground where they can be stabilized and harvested.
- Mote Stabilization Tech
- Number limited by Volatile Motes Deposits
|
Others
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Cost
|
Requirements & Notes
|
|
Waste Reprocessing Center
|
Minerals: +10
Energy Credits: +10
Amenities: +5
|
Tech-Drone: +2
|
N/A
|
480
|
100
|
A planet's one stop center for converting industrial and biowaste into mostly clean, mostly reusable energy and minerals. Designed by the Racket Industrial Enterprise, Its construction is somewhat arcane, and largely non-reverse-engineerable.
 Gestalt Consciousness
- Provided by caravaneers
|
|
Numistic Shrine
|
|
Merchant: +2
Priest: +2
|
N/A
|
180
|
100
|
A shrine devoted to the worship of Numa, goddess of fortune.
 Gestalt Consciousness
- Provided by caravaneers
|
|
Ministry of Culture
|
Unity from Jobs: +15%[2]
|
- (Default)
Culture Worker: +3
Synapse Drone: +3
Coordinator: +3
|
−2
|
480
|
N/A
|
A fashionable headquarters for the ministry of culture, helping to spread knowledge, entertainment and art to the masses.
- Provided by artisan enclave event
- Planet Unique
|
|
Nanite Transmuter
|
Rare Crystals: +2
Volatile Motes: +2
Exotic Gases: +2
|
|
−5
−1
|
600
|
1000
|
This factory mass-produces a variety of rare resources using extremely advanced nanites.
 Distant Stars DLC
Resort World
Thrall World
- Nanite Transmutation technology
|
|
Omega Alignment
|
Physics Research: +16
|
|
−6
|
900
|
1000
|
The surfact of this object angles space. The interior is not visible to any sensor or imaging technology available. But we all know that what's in there.
 Gestalt Consciousness
- Part of Horizon Signal event
- Must be built on capital planet
- Omega Theory technology
- Planet Unique
|
Primitive
These buildings can be found on planets owned by primitive civilizations. They have negligible output compared to the one constructed by spacefaring civilizations.
Name
|
Produces
|
Jobs
|
Notes & Age
|
|
Crude Huts
|
Housing: +4
Amenities: +5
Crime: -10
|
|
Primitive shelters constructed out of stone, clay or whatever other materials were available.
|
|
Stone Palaces
|
Housing: +3
Amenities: +25
Crime: -10
|
Feudal Noble: +1
Warrior: +1
Scholar: +1
Cleric: +1
|
Primitive Palaces built out of stone, where the local ruling elite resides.
- Bronze, Iron, Late Medieval, Renaissance and Steam Age
|
|
Regional Capitals
|
Housing: +5
Amenities: +25
Crime: -20
|
Bureaucrat: +2
Soldier (Primitive): +2
Researcher (Primitive): +2
Priest (Primitive): +2
|
The regional capital buildings of the various nation-states inhabiting this primitive world.
- Industrial, Machine, Atomic and Early Space Age
|
|
Primitive Dwellings
|
Housing: +6
|
|
These small buildings provide a minimal amount of shelter, but they keep out the worst of the elements.
- Bronze, Iron, Late Medieval and Renaissance Age
|
|
Urban Dwellings
|
Housing: +24
|
|
Cramped and often polluted jungles of concrete.
- Steam, Industrial, Machine, Atomic and Early Space Age
|
|
Primitive Factory
|
|
Laborer: +2
|
Primitive, inefficient factories spewing pollution while producing goods.
- Steam, Industrial, Machine, Atomic and Early Space Age
|
|
Primitive Mine
|
|
Miner (Primitive): +2
|
Primitive mining tunnels that snake through the ground.
- Steam, Industrial, Machine, Atomic and Early Space Age
|
|
Primitive Farms
|
|
Farmer (Primitive): +10
|
Primitive farmsteads working the soil for meager returns.
- Industrial, Machine, Atomic and Early Space Age
|
|
Primitive Power Plant
|
|
Technician (Primitive): +2
|
A primitive and somewhat unreliable power plant that relies on coal or early atomic power.
- Industrial, Machine, Atomic and Early Space Age
|
Fallen empire
Fallen empire buildings are found on the homeworlds and planets of Fallen empires. They are more effective than any building available to normal empires, and most of them are autonomous. They cannot be rebuilt, although a regular empire can gain the ability to construct one randomly chosen Fallen empire building as a random reward from the action "Reverse-Engineer Arcane Technology" for the price of 5
Minor Artifacts.
Name
|
Produces
|
Jobs
|
Upkeep
|
Time
|
Description & Notes
|
|
Ancient Palace
|
|
  Administrator: +2
  Sky Cardinal: +2
Protector: +2
|
−10
|
480
|
A massive palatial complex built in a different age. The decrepit and abandoned wings are not betrayed by its shining exterior.
- Can be found on organic Fallen Empire worlds
|
|
Aegis Complex
|
|
Protector: +5
|
−10
|
N/A
|
A massive planetary defense complex housing a multitude of armories stocked to the brim with advanced precursor weaponry.
|
|
Affluence Center
|
Consumer Goods: +50
|
|
−10
−25
|
480
|
Any material desire can be met here, no matter how outlandish.
|
|
Nourishment Center
|
Food: +100
|
|
−20
|
480
|
If it exists as a flavor, it can be replicated here.
|
|
Class−4 Singularity
|
Energy Credits: +250
|
|
N/A
|
480
|
Even after all this time, the containment fields remain stable. No one understands how.
|
|
Dimensional Fabricator
|
Minerals: +100
Rare Crystals: +2
Exotic Gases: +2
Volatile Motes: +2
|
|
−20
|
N/A
|
This building uses little-understood dimensional technology to tunnel into other realities and siphon off their valuable resources.
|
|
Auto-Forge
|
Alloys: +25
|
|
−10
−50
|
480
|
The colossal nano-replicator bays convert raw materials into advanced alloys with miraculous efficiency.
|
|
Sky Dome
|
Housing: +20 Amenities: +20
|
|
−10
|
480
|
A floating utopia maintained with extremely advanced anti-gravity technology.
|
|
Master Archive
|
Research Output: +100
|
Archivist: +10
|
−20
|
480
|
The collected knowledge of five galactic ages is supposedly stored here, but the ability to operate the exceedingly complex and arcane data retrieval system has long since been lost. Still, whatever scraps of data can be obtained are often invaluable.
- Can only be found on The Archives
|
|
Xeno Preserve
|
Housing: +30 Amenities: +15
|
Xeno-Keeper: +2
|
−10
|
480
|
A highly sophisticated preserve that maintains the natural habitat of the "preserved" alien species perfectly.
- Can only be found on The Preserve
|
|
Empyrean Shrine
|
|
Augur of the Shroud: +3
|
−10
|
480
|
The shrine itself vibrates somehow, making it appears slightly blurred from a distance.
- Can only be found on Sky Temple
|
|
Ancient Control Center
|
|
Guardian: +5
|
−10
|
N/A
|
The ancient control center of this section of the ringworld is just barely kept functional by the tireless effort of a legion of machine drones.
- Can only be found on the ringworld of Ancient Caretakers.
|
|
Ancient Cryo-Chamber
|
|
|
−20
|
480
|
Rows upon rows of cryo-pods line this massive structure, containing the long-expired remains of billions of alien specimens frozen long ago.
- Can only be found on Alpha Complex.
|
References
- ↑ Only relevant if converting a non-hive capital.
- ↑ this is an empire-wide effect.