Buildings

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Version

Outliner top.png
This article is considered accurate for the current version (1.4) of the game.

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.

Yield suppression[edit]

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[edit]

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[edit]

All capitals provide Food.png food and reduce Mod pop ethic shift.png ethics divergence. All but the most basic capital also provide Minerals.png minerals and Adjacency.png adjacency bonus to Food.png food, Minerals.png minerals and Energy Credits.png energy. A better capital is also a prerequisite for most higher level buildings.

Type Produces Upkeep Time Cost Requirements & Notes
Building colony shelter.png Reassembled Ship Shelter +2 Food.png food
-5% Mod pop ethic shift.png ethics divergence
None 180 Time.png None
Building capital 1.png Planetary Administration +3 Food.png food
+3 Minerals.png minerals
+1 Adjacency.png Food.png food
+1 Adjacency.png Minerals.png minerals
+1 Adjacency.png Energy Credits.png energy
-15% Mod pop ethic shift.png ethics divergence
None 360 Time.png 350 Minerals.png
  • Tech planetary government.png Planetary government
  • Requires population of 5 in colony
  • Doesn't require Reassembled Ship Shelter.
Building capital 2.png Planetary Capital +4 Food.png food
+4 Minerals.png minerals
+2 Adjacency.png Food.png food
+2 Adjacency.png Minerals.png minerals
+2 Adjacency.png Energy Credits.png energy
-15% Mod pop ethic shift.png ethics divergence
None 720 Time.png 500 Minerals.png
  • Tech colonial centralization.png Colonial centralization
  • Requires population of 10 in colony
Building capital 3.png Empire Capital-Complex +5 Food.png food
+5 Minerals.png minerals
+1 Influence.png influence
+3 Adjacency.png Food.png food
+3 Adjacency.png Minerals.png minerals
+3 Adjacency.png Energy Credits.png energy
-15% Mod pop ethic shift.png ethics divergence
None 1080 Time.png 1000 Minerals.png
100 Influence.png
  • Tech galactic administration.png Galactic administration
  • Requires population of 15 in colony
  • Can be built on empire's capital only.

Energy[edit]

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

Power Plants[edit]

Type Produces Upkeep Time Cost Requirements & Notes
Building basic power plant.png Basic Power Plant +2 Energy Credits.png energy None 120 Time.png 30 Minerals.png
  • Building colony shelter.png Reassembled ship shelter on the planet
Building power plant 1.png Power Plant I +3 Energy Credits.png energy None 210 Time.png 60 Minerals.png
  • Tech power plant 1.png High-energy capacitors
  • Building capital 1.png Planetary administration (or better) on the planet
Building power plant 2.png Power Plant II +4 Energy Credits.png energy None 180 Time.png 90 Minerals.png
  • Tech power plant 2.png Field modulation
  • Building capital 1.png Planetary administration (or better) on the planet
Building power plant 3.png Power Plant III +5 Energy Credits.png energy None 180 Time.png 120 Minerals.png
  • Tech power plant 3.png Quantum energy states
  • Building capital 2.png Planetary capital (or better) on the planet
Building power plant 4.png Power Plant IV +6 Energy Credits.png energy None 180 Time.png 150 Minerals.png
  • Tech power plant 4.png Quantum field manipulation
  • Building capital 2.png Planetary capital (or better) on the planet
Building power plant 5.png Power Plant V +8 Energy Credits.png energy None 180 Time.png 180 Minerals.png
  • Tech power plant 4.png Quantum Field Manipulation
  • Building capital 3.png Empire capital-complex on the planet

Betharian Power Plants[edit]

Type Produces Upkeep Time Cost Requirements & Notes
Building betharian power plant 1.png Betharian Power Plant I +6 Energy Credits.png energy None 120 Time.png 60 Minerals.png
  • Tile must have Betharian.png Betharian stone
  • Tech mine betharian.png Betharian refining
  • Building capital 1.png Planetary administration (or better) on the planet
Building betharian power plant 1.png Betharian Power Plant II +8 Energy Credits.png energy None 180 Time.png 90 Minerals.png
  • Tile must have Betharian.png Betharian stone
  • Tech power plant 2.png Field modulation
  • Building capital 1.png Planetary administration (or better) on the planet
Building betharian power plant 1.png Betharian Power Plant III +10 Energy Credits.png energy None 180 Time.png 120 Minerals.png
  • Tile must have Betharian.png Betharian stone
  • Tech power plant 3.png Quantum energy states
  • Building capital 2.png Planetary capital (or better) on the planet
Building betharian power plant 1.png Betharian Power Plant IV +12 Energy Credits.png energy None 180 Time.png 150 Minerals.png
  • Tile must have Betharian.png Betharian stone
  • Tech power plant 4.png Quantum field manipulation
  • Building capital 2.png Planetary capital (or better) on the planet

Power Hubs[edit]

Type Produces Upkeep Time Cost Requirements & Notes
Building power hub 1.png Power Hub I +3 Energy Credits.png energy
+10% Energy Credits.png energy
None 180 Time.png 150 Minerals.png
  • Can only build one per planet
  • Tech power hub 1.png Global energy management
  • Building capital 1.png Planetary administration (or better) on the planet
Building power hub 2.png Power Hub II +6 Energy Credits.png energy
+20% Energy Credits.png energy
None 180 Time.png 200 Minerals.png
  • Can only build one per planet
  • Tech power hub 2.png Planetary power grid
  • Building capital 2.png Planetary capital (or better) on the planet

Food[edit]

Food buildings include hydroponics farms that produce nutrient-rich vegetable matter tailored for consumption by local Pops.

Type Produces Upkeep Time Cost Requirements & Notes
Building basic farm.png Basic Hydroponics Farm +1 Food.png food -1 Energy Credits.png 120 Time.png 30 Minerals.png
  • Building colony shelter.png Reassembled ship shelter on the planet
Building hydroponics farm 1.png Hydroponics Farm I +2 Food.png food -1 Energy Credits.png 210 Time.png 60 Minerals.png
  • Tech eco simulation.png Hydroponics
  • Building capital 1.png Planetary administration (or better) on the planet
Building hydroponics farm 2.png Hydroponics Farm II +3 Food.png food -1.5 Energy Credits.png 180 Time.png 90 Minerals.png
  • Tech hydroponics.png Eco simulation
  • Building capital 1.png Planetary administration (or better) on the planet
Building hydroponics farm 3.png Hydroponics Farm III +4 Food.png food -2 Energy Credits.png 180 Time.png 120 Minerals.png
  • Tech gene crops.png Gene crops
  • Building capital 2.png Planetary capital (or better) on the planet
Building hydroponics farm 4.png Hydroponics Farm IV +5 Food.png food -2.5 Energy Credits.png 180 Time.png 150 Minerals.png
  • Tech nano vitality crops.png Nano-vitality crops
  • Building capital 2.png Planetary capital (or better) on the planet
Building hydroponics farm 5.png Hydroponics Farm V +8 Food.png food -3 Energy Credits.png 180 Time.png 180 Minerals.png
  • Tech nano vitality crops.png Nano-vitality crops
  • Building capital 3.png Empire capital-complex on the planet

Mineral Production[edit]

Mineral buildings are used to produce Minerals.png minerals for the empire. They include mineral silos, mining networks and mineral processing plants. The first increases the storage capacity of Minerals.png 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[edit]

Mineral silos increase maximum storage capacity for Minerals.png minerals and provide Adjacency.png Minerals.png 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
Building mineral silo 1.png Mineral Silo I +2000 max Minerals.png minerals
+1 Adjacency.png Minerals.png minerals
None 210 Time.png 60 Minerals.png None
Building mineral silo 1.png Mineral Silo II +3000 max Minerals.png minerals
+1 Adjacency.png Minerals.png minerals
None 180 Time.png 90 Minerals.png
  • Tech mineral processing 1.png Mineral processing
  • Building capital 1.png Planetary administration (or better) on the planet
Building mineral silo 1.png Mineral Silo III +4000 max Minerals.png minerals
+1 Adjacency.png Minerals.png minerals
None 180 Time.png 120 Minerals.png
  • Tech mineral processing 2.png Advanced mineral processing
  • Building capital 2.png Planetary capital (or better) on the planet

Mining Networks[edit]

Mining networks are used to extract Minerals.png minerals from the planet.

Type Produces Upkeep Time Cost Requirements & Notes
Building basic mine.png Basic Mine +1 Minerals.png minerals -1 Energy Credits.png 120 Time.png 30 Minerals.png
  • Building colony shelter.png Reassembled ship shelter on the planet
Building mining network 1.png Mining Network I +2 Minerals.png minerals -1 Energy Credits.png 210 Time.png 60 Minerals.png
  • Tech basic industry.png Industrial base
  • Building capital 1.png Planetary administration (or better) on the planet
Building mining network 2.png Mining Network II +3 Minerals.png minerals -1.5 Energy Credits.png 180 Time.png 90 Minerals.png
  • Tech mining network 2.png Geothermal fracking
  • Building capital 1.png Planetary administration (or better) on the planet
Building mining network 3.png Mining Network III +4 Minerals.png minerals -2 Energy Credits.png 180 Time.png 120 Minerals.png
  • Tech mining network 3.png Deep core mining
  • Building capital 2.png Planetary capital (or better) on the planet
Building mining network 4.png Mining Network IV +5 Minerals.png minerals -2.5 Energy Credits.png 180 Time.png 150 Minerals.png
  • Tech mining network 4.png Mineral isolation
  • Building capital 2.png Planetary capital (or better) on the planet
Building mining network 5.png Mining Network V +8 Minerals.png minerals -3 Energy Credits.png 180 Time.png 180 Minerals.png
  • Tech mining network 4.png Mineral isolation
  • Building capital 3.png Empire capital-complex on the planet

Mineral Processing Plants[edit]

Type Produces Upkeep Time Cost Requirements & Notes
Building mineral processing plant 1.png Mineral Processing Plant I +2 Minerals.png minerals
+10% Minerals.png minerals
-2 Energy Credits.png 180 Time.png 150 Minerals.png
  • Can only build one per planet
  • Tech mineral processing 1.png Mineral processing
  • Building capital 1.png Planetary administration (or better) on the planet
Building mineral processing plant 2.png Mineral Processing Plant II +4 Minerals.png minerals
+20% Minerals.png minerals
-3 Energy Credits.png 180 Time.png 250 Minerals.png
  • Can only build one per planet
  • Tech mineral processing 2.png Advanced mineral processing
  • Building capital 2.png Planetary capital (or better) on the planet

Research[edit]

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
Building basic science lab 1.png Basic Science Lab +1 Physics Research.png physics research
+1 Society Research.png society research
+1 Engineering Research.png engineering research
-1 Energy Credits.png 210 Time.png 60 Minerals.png
  • Tech basic science lab 1.png Scientific Method
Building physics lab 1.png Physics Lab I +2 Physics Research.png physics research
+1 Society Research.png society research
+1 Engineering Research.png engineering research
-1.5 Energy Credits.png 180 Time.png 90 Minerals.png
  • Tech physics lab 1.png Quantum theory
  • Building capital 1.png Planetary administration (or better) on the planet
Building physics lab 2.png Physics Lab II +3 Physics Research.png physics research
+1 Society Research.png society research
+1 Engineering Research.png engineering research
-2 Energy Credits.png 180 Time.png 120 Minerals.png
  • Tech physics lab 2.png Applied quantum physics
  • Building capital 2.png Planetary capital (or better) on the planet
Building physics lab 3.png Physics Lab III +4 Physics Research.png physics research
+1 Society Research.png society research
+1 Engineering Research.png engineering research
-2.5 Energy Credits.png 180 Time.png 150 Minerals.png
  • Tech physics lab 3.png Space-time theory
  • Building capital 2.png Planetary capital (or better) on the planet
Building physics lab 5.png Physics Lab IV +6 Physics Research.png physics research
+1 Society Research.png society research
+1 Engineering Research.png engineering research
-3 Energy Credits.png 180 Time.png 180 Minerals.png
  • Tech physics lab 3.png Space-time theory
  • Building capital 3.png Empire capital-complex on the planet
Building biolab 1.png Biolab I +1 Physics Research.png physics research
+2 Society Research.png society research
+1 Engineering Research.png engineering research
-1.5 Energy Credits.png 180 Time.png 90 Minerals.png
  • Tech biolab 1.png Biodiversity studies
  • Building capital 1.png Planetary administration (or better) on the planet
Building biolab 2.png Biolab II +1 Physics Research.png physics research
+3 Society Research.png society research
+1 Engineering Research.png engineering research
-2 Energy Credits.png 180 Time.png 120 Minerals.png
  • Tech biolab 2.png Xenobiology
  • Building capital 2.png Planetary capital (or better) on the planet
Building biolab 3.png Biolab III +1 Physics Research.png physics research
+4 Society Research.png society research
+1 Engineering Research.png engineering research
-2.5 Energy Credits.png 180 Time.png 150 Minerals.png
  • Tech biolab 3.png Secrets of life
  • Building capital 2.png Planetary capital (or better) on the planet
Building biolab 4.png Biolab IV +1 Physics Research.png physics research
+6 Society Research.png society research
+1 Engineering Research.png engineering research
-3 Energy Credits.png 180 Time.png 180 Minerals.png
  • Tech biolab 3.png Secrets of life
  • Building capital 3.png Empire capital-complex on the planet
Building engineering facility 1.png Engineering Facility I +1 Physics Research.png physics research
+1 Society Research.png society research
+2 Engineering Research.png engineering research
-1.5 Energy Credits.png 180 Time.png 90 Minerals.png
  • Tech engineering lab 1.png Nanomechanics
  • Building capital 1.png Planetary administration (or better) on the planet
Building engineering facility 2.png Engineering Facility II +1 Physics Research.png physics research
+1 Society Research.png society research
+3 Engineering Research.png engineering research
-2 Energy Credits.png 180 Time.png 120 Minerals.png
  • Tech engineering lab 2.png Supersolid materials
  • Building capital 2.png Planetary capital (or better) on the planet
Building engineering facility 3.png Engineering Facility III +1 Physics Research.png physics research
+1 Society Research.png society research
+4 Engineering Research.png engineering research
-2.5 Energy Credits.png 180 Time.png 150 Minerals.png
  • Tech engineering lab 3.png Superfluid materials
  • Building capital 2.png Planetary capital (or better) on the planet
Building engineering facility 4.png Engineering Facility IV +1 Physics Research.png physics research
+1 Society Research.png society research
+6 Engineering Research.png engineering research
-3 Energy Credits.png 180 Time.png 180 Minerals.png
  • Tech engineering lab 3.png Superfluid materials
  • Building capital 3.png Empire capital-complex on the planet

Unique[edit]

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[edit]

Ethos specific buildings require the empire to hold a specific ethos and research a rare technology. All Ethos buildings are either planetary uniques or empire uniques. There is one buliding for every ethos with the excepton of there being two for Individualist.png Individualist or Fanatic Individualist.png Fanatic Individualist empires.

Type Produces Upkeep Time Cost Requirements & Notes
Building paradise dome.png Paradise Dome +10% Mod pop happiness.png happiness
+5% Mod habitability.png habitability
+2 Food.png food
-2 Energy Credits.png 360 Time.png 300 Minerals.png
  • Is Pacifist.png Pacifist or Fanatic Pacifist.png Fanatic Pacifist
  • Tech paradise dome.png Paradise dome tech
  • Building capital 1.png Planetary administration (or better) on the planet
  • Planetary Unique
Building hyper entertainment forum.png Hyper-Entertainment Forum +15% Mod pop happiness.png happiness -6 Energy Credits.png 720 Time.png 550 Minerals.png
  • Is Individualist.png Individualist or Fanatic Individualist.png Fanatic Individualist
  • Tech hyper entertainment forum.png Hyper-entertainment forum tech
  • Building capital 2.png Planetary capital (or better) on the planet
  • Planetary Unique
Building monument purity.png Monument to Purity +10% Mod pop happiness.png happiness None 360 Time.png 150 Minerals.png
  • Is Xenophobe.png Xenophobe or Fanatic Xenophobe.png Fanatic Xenophobe
  • Tech purity campaigns.png Purity campaigns
  • Planetary Unique
Building virtual combat arena.png Virtual Combat Arena +5% Mod pop happiness.png happiness
-5% Mod pop ethic shift.png ethics divergence
+10% Mod army damage mult.png army damage
-3 Energy Credits.png 360 Time.png 350 Minerals.png
  • Is Militarist.png Militarist or Fanatic Militarist.png Fanatic Militarist
  • Tech virtual combat arena.png Virtual combat simulations
  • Building capital 1.png Planetary administration (or better) on the planet
  • Planetary Unique
Building institute.png Research Institute +5% Mod country all tech research speed.png research speed
+5 Physics Research.png physics research
+5 Society Research.png society research
+5 Engineering Research.png engineering research
-10 Energy Credits.png 720 Time.png 600 Minerals.png
50 Influence.png
  • Is Materialist.png Materialist or Fanatic Materialist.png Fanatic Materialist
  • Tech global research initiative.png Global research initiative
  • Building capital 2.png Planetary capital on the planet
  • Empire Unique
Building ministry benevolence.png Ministry of Benevolence -15% Mod pop ethic shift.png ethics divergence
(Empire Modifier)
-7 Energy Credits.png 720 Time.png 400 Minerals.png
50 Influence.png
  • Is Collectivist.png Collectivist or Fanatic Collectivist.png Fanatic Collectivist
  • Tech galactic benevolence.png Galactic benevolence
  • Building capital 3.png Empire capital-complex on the planet
  • Empire Unique
Building galactic stock exchange.png Galactic Stock Exchange +10% Energy Credits.png energy
(Empire Modifier)
-2 Energy Credits.png 360 Time.png 450 Minerals.png
35 Influence.png
  • Is Individualist.png Individualist or Fanatic Individualist.png Fanatic Individualist
  • Tech galactic markets.png Galactic markets
  • Building capital 3.png Empire capital-complex on the planet
  • Empire Unique
Building visitor center.png Visitor Center 5% Mod habitability.png Habitability
-10% Diplomacy opinion.png Xenophobia
+50% Mod planet migration xeno pull.png Alien Migration Attraction
-2 Energy Credits.png 360 Time.png 200 Minerals.png
  • Tech visitor center.png Alien Visitor Centers
  • Is Xenophile.png Xenophile or Fanatic Xenophile.png Fanatic Xenophile
  • Planetary unique
Building symbol unity.png Symbol of Unity -10% Mod pop ethic shift.png ethics divergence None 360 Time.png 200 Minerals.png
  • Tech symbol unity.png Symbols of Unity
  • Is Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Planetary unique

Government[edit]

Government unique buildings require the empire to have Divine Mandate.png divine mandate, Transcendent Empire.png transcendent empire, Enlightened Monarchy.png enlightened monarchy or Irenic Monarchy.png irenic monarchy. The buildings can be build once for every ruler and are named after the ruler during who's reign they were built. As a result species with shorter life spawns can build these buildings more often.

Type Produces Upkeep Time Cost Requirements & Notes
Building grand mausoleum.png Grand Mausoleum -10% Mod pop ethic shift.png ethics divergence None 1000 Time.png 250 Minerals.png
  • Is Divine Mandate.png divine mandate or Transcendent Empire.png transcendent empire
  • Building capital 1.png Planetary administration (or better) on the planet
  • Can only be built once per ruler
Building royal gardens.png Royal Gardens +10% Mod pop happiness.png happiness None 720 Time.png 200 Minerals.png
  • Is Enlightened Monarchy.png enlightened monarchy or Irenic Monarchy.png irenic monarchy
  • Can only be built once per ruler

Other Planetary Uniques[edit]

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 Collectivist.png Collectivist, Fanatic Collectivist.png Fanatic Collectivist, Xenophobe.png Xenophobe or Fanatic Xenophobe.png Fanatic Xenophobe empires that have allowed slavery.

Type Produces Upkeep Time Cost Requirements & Notes
Building clinic.png Frontier Clinic +5% Mod habitability.png habitability
+2 Food.png food
-1 Energy Credits.png 360 Time.png 150 Minerals.png
  • Tech frontier health.png Frontier health
  • Cannot be built on homeworld
  • Planet Unique
Building clinic.png Frontier Hospital +10% Mod habitability.png habitability
+4 Food.png food
-2 Energy Credits.png 180 Time.png 200 Minerals.png
  • Building clinic.png Frontier Hospital
  • Cannot be built on homeworld
  • Planet Unique
  • Building capital 2.png Planetary Capital (or better) on the planet
Building military academy.png Military Academy +10% Mod army damage mult.png army damage
+25% Mod army build speed mult.png army build speed
-1 Energy Credits.png 360 Time.png 150 Minerals.png
  • Tech centralized command.png Centralized command
  • Building capital 1.png Planetary administration (or better) on the planet
  • Planet Unique
Building xeno zoo.png Xeno Zoo +2 Society Research.png society research
+10% Mod pop happiness.png happiness
-1 Energy Credits.png 360 Time.png 250 Minerals.png
  • Tile must have Alien Pets.png
  • Tech xeno zoo.png Xeno zoo tech
  • Building capital 1.png Planetary administration (or better) on the planet
Building clone vats.png Clone Vats +4 Society Research.png society research -2 Energy Credits.png 360 Time.png 200 Minerals.png
  • Tech cloning.png Cloning
  • Building capital 2.png Planetary capital (or better) on the planet
  • Allows the creation of clone armies.
  • Planet Unique
Building shield generator.png Planetary Shield Generator +50% Unknown.png planet fortification toughness None 360 Time.png 350 Minerals.png
  • Tech planetary shield generator.png Planetary shields
  • Building capital 2.png Planetary capital (or better) on the planet
  • Planet Unique
Building slave processing.png Slave Processing Facility +10% Slave mineral output.png slave mineral output
+10% Slave food output.png slave food output
None 720 Time.png 350 Minerals.png
  • Tech neural implants.png Neural implants
  • Must allow slavery.
  • Allows the creation of slave armies.

Special[edit]

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

Event[edit]

Type Produces Upkeep Time Cost Description & Requirements
Building monolith.png Obelisk of Zanaam +6 Physics Research.png physics research
+6 Society Research.png society research
+6 Engineering Research.png engineering research
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 a size 25 Gaia world Zanaam.
Building great pyramid.png Great Pyramid +2 Food.png 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.
Building ancient factory.png Alien Toy Factory +6 Engineering Research.png engineering research
+3 Society Research.png society research
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.
Building hive ruins.png Mutant Landfill +8 Society Research.png society research None None None A putrid mass of dead mutated horrors. Their volatile organic matter has twisted together to form a structure of sorts.
  • Only appears on infested planets.
Building primitive farm.png Underground Vault +8 Society Research.png society research 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.
  • Can appear on tomb worlds planets as a result of an anomaly.
Building primitive farm.png Machine Park +6 Minerals.png minerals
+3 Engineering Research.png engineering research
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.
Building primitive factory.png Particle Accelerator +6 Physics Research.png physics research 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.
Building primitive factory.png Odd Factory +3 Energy Credits.png energy
+3 Minerals.png minerals
None None None A well-crafted facility that produces high value resources, left on the planet by a different civilization.
Building primitive farm.png 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.
Building religious monument.png Plague Memorial +10 Mod pop happiness.png 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.
File:Building guardian dragon shrine.png Ether Drake Shrine +10% planet Mod pop happiness.png happiness None 120 Time.png 30 Minerals.png
  • Empire Unique
  • Has modifier dragon_slayer (any option after dragon slayed)
  • Is either Spiritualist.png spiritualist, Fanatic Spiritualist.png fanatic spiritualist, Xenophile.png xenophile or Fanatic Xenophile.png fanatic xenophile.
File:Building guardian dragon monument.png Dragonslayer Monument +10% planet Mod pop happiness.png happiness None 120 Time.png 30 Minerals.png
  • Empire Unique
  • Has modifier dragon_slayer (any option after dragon slayed)
  • Is neither Spiritualist.png spiritualist, Fanatic Spiritualist.png fanatic spiritualist, Xenophile.png xenophile nor Fanatic Xenophile.png fanatic xenophile.
Building zanaam obelisk.png Stellar Devourer Trophy
  • +5% planet Mod pop happiness.png happiness
  • +2.5% empire Mod pop happiness.png happiness
None 1000 Time.png 2500 Minerals.png
  • Empire Unique
  • Has modifier stellarite_trophy_allowed (Militarist.png militarist, Fanatic Militarist.png fanatic militarist, Xenophobe.png xenophobe or Fanatic Xenophobe.png fanatic xenophobe option not to create special project).
Building zanaam obelisk.png Art Monument
  • +10% planet Mod pop happiness.png happiness
  • -10% planet Diplomacy opinion.png xenophobia
  • +50% migration attraction
None 400 Time.png None
  • Planet Unique
  • Has purchased monument (Minerals.png1000/Influence.png25) from Artist Enclave.
  • Each empire can build no more than 5 buildings of this type.
Building modern 1.png Ministry of Culture
  • +10% planet Mod pop happiness.png happiness
  • -5% empire Diplomacy opinion.png xenophobia
  • -10% empire Mod pop ethic shift.png ethics divergence
None 500 Time.png None
  • Empire Unique
  • Has purchased monument (Minerals.png1000/Energy Credits.png1000) via Artist patron event.

Primitive[edit]

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
Building primitive farm.png Primitive Farms +1 Food.png food None None None Primitive farmsteads working the soil for meager returns.
  • Can never be built.
  • Founds on civilizations that reached at least the Industrial Age
Building primitive factory.png Primitive Factory +1 Minerals.png minerals None None None Primitive, inefficient factories spewing pollution while producing goods.
  • Can never be built.

Fallen Empire[edit]

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
Building agri processing complex.png Agri-Processing Complex +12 Food.png food -4 Energy Credits.png This ancient complex was built with technology long since lost to the ages.
  • Can never be built.
Building ancient factory.png Autonomous Fabricators +12 Minerals.png minerals -4 Energy Credits.png This ancient complex was built with technology long since lost to the ages.
  • Can be built through certain special projects.
Building dark matter power plant.png Dark Matter Power Plant +15 Energy Credits.png energy None This ancient complex was built with technology long since lost to the ages.
  • Can never be built.
Building xeno preserve.png Xeno Preserve +1 Food.png food
+2 Society Research.png society research
-1 Energy Credits.png A highly sophisticated preserve that maintained the natural habitat of the 'preserved' alien species perfectly.
  • Can be built through Enigmatic Observers tasks.

Horizon Signal[edit]

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

Type Produces Upkeep Time Cost Requirements & Notes
Building akx worm 2.png Loop Institute +4 Society Research.png society research
+10% Mod pop happiness.png happiness
-5% Mod pop ethic shift.png ethics divergence
-2 Energy Credits.png 180 Time.png 100 Minerals.png
  • Tech akx worm 2.png Doctrine: Strange Loop
  • Planet Unique
Building akx worm 1.png Spiral-Feed Power Hub +6 Energy Credits.png energy
+20% Energy Credits.png energy
-5% Mod pop happiness.png happiness
None 180 Time.png 100 Minerals.png
  • Tech akx worm 1.png Entropic Recursion
  • Planet Unique
  • Incompatible with regular Power Hubs
Building akx worm 3.png Omega Alignment +8 Physics Research.png physics research -3 Energy Credits.pngNone 180 Time.png 100 Minerals.png
  • Tech akx worm 3.png Omega Theory
  • Empire Unique
  • Allows the generation of an entry point for the Worm

References[edit]


Game concepts
Governance EmpireGovernment typesPoliciesEdictsLeaderFactionsPopulation
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesSpaceborne aliens
Colonization ColonizationCelestial bodyEconomyBuildingsTechnologyConstructionSpaceportFleet
Diplomacy DiplomacyTradeSubject empireAlliances and federationsAI personalities
Warfare WarfareSpace warfareLand warfareOrbital bombardmentMilitary stationShip designer
Others EthosTraitsTerraformingGenetic modificationSlaveryCrisisPreset empiresEaster eggs