Buildings

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.5.

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.

Construction[edit]

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[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.

Building cost[edit]

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

Mod planet building cost mult.png Population Governance Planet Technology
-25%
  • Infrastructure Projects
−20%
  • AI Overlordship.png Machine Consciousness
−15%
  • Civic functional architecture.png Functional Architecture
  • (unrecognized string “standard construction templates” for Template:Icon) Standard Construction Templates
  • "Willing Animal Labor" modifier
−10%
  • Trait ruler architectural sense.png Architectural Sense
  • Master's Teachings: The Greater Good
  • Leader trait architectural interest.png Architectural Interest
  • PM Low Gravity.png Low Gravity
  • "Surviving Infrastructure" modifier
  • "Reluctant Animal Labor" modifier
−5%
  • "Forced Animal Labor" modifier
  • Tech repeatable reduced building cost.png Gravitational Analysis
+10%
  • PM High Gravity.png High Gravity
  • "Orbital Debris" modifier
+33%
  • "Shifting Sands" modifier

Building Time[edit]

Mod planet building build speed mult.png 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
Leader trait architectural interest.png architectural interest governor trait 10%
Leader trait synthetic.png governor trait 25%
Governor level 5% per level of governor
Leader trait psionic chosen one.png Chosen One governor trait 30%
Tech assembly pattern.png Assembly Patterns tech 25%
Tech repeatable reduced building time.png Assembly Algorithms repeatable tech 10% per time researched
Tech mega engineering.png Mega Engineering tech 50%
Tech construction templates.png Construction templates tech 50%
Infrastructure projects planet edict 33%
Hostile animal life planet modifier -20%
Slave Riots -50%

Colony Capital[edit]

All capitals provide Energy Credits.png Energy and increase Mod pop government ethic attraction.png Governing Ethics Attraction. All but the most basic capital also produce Unity.png Unity and provide an Adjacency.png adjacency bonus to Food.png Food, Minerals.png Minerals and Energy Credits.png Energy. An upgraded capital is also a prerequisite for most higher level buildings. All colony capitals produce an additional +1 Unity.png Unity with the Colonization Fever tradition.

Type Produces Upkeep Time Cost Requirements & Notes
Building colony shelter.png Reassembled Ship Shelter +2 Energy Credits.png Energy
+5% Mod pop government ethic attraction.png Governing Ethics Attraction
None 180 Time None
Building capital 1.png Planetary Administration +4 Energy Credits.png Energy
+1 Unity.png Unity
+15% Mod pop government ethic attraction.png Governing Ethics Attraction
+1 Adjacency.png Food.png Food
+1 Adjacency.png Minerals.png Minerals
+1 Adjacency.png Energy Credits.png Energy
None 360 Time 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 +6 Energy Credits.png Energy
+2 Unity.png Unity
+15% Mod pop government ethic attraction.png Governing Ethics Attraction
+2 Adjacency.png Food.png Food
+2 Adjacency.png Minerals.png Minerals
+2 Adjacency.png Energy Credits.png Energy
None 720 Time 500 Minerals.png
  • Tech colonial centralization.png Colonial Centralization
  • Requires population of 10 in colony
Building capital 3.png Empire Capital-Complex +8 Energy Credits.png Energy
+3 Unity.png Unity
+15% Mod pop government ethic attraction.png Governing Ethics Attraction
+3 Adjacency.png Food.png Food
+3 Adjacency.png Minerals.png Minerals
+3 Adjacency.png Energy Credits.png Energy
None 1080 Time 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 30 Minerals.png
  • Building colony shelter.png Reassembled Ship Shelter
Building power plant 1.png Power Plant I +3 Energy Credits.png Energy None 210 Time 60 Minerals.png
  • Tech power plant 1.png High-Energy Capacitors
  • Building capital 1.png Planetary Administration
Building power plant 2.png Power Plant II +4 Energy Credits.png Energy None 180 Time 90 Minerals.png
  • Tech power plant 2.png Field Modulation
  • Building capital 1.png Planetary Administration
Building power plant 3.png Power Plant III +5 Energy Credits.png Energy None 180 Time 120 Minerals.png
  • Tech power plant 3.png Quantum Energy States
  • Building capital 2.png Planetary Capital
Building power plant 4.png Power Plant IV +6 Energy Credits.png Energy None 180 Time 150 Minerals.png
  • Tech power plant 4.png Quantum field manipulation
  • Building capital 2.png Planetary Capital
Building power plant 5.png Power Plant V +8 Energy Credits.png Energy None 180 Time 180 Minerals.png
  • Tech power plant 4.png Quantum Field Manipulation
  • Building capital 3.png Empire Capital-Complex
Building betharian power plant 1.png Betharian Power Plant +10 Energy Credits.png Energy None 180 Time 120 Minerals.png
  • Tile must have Betharian.png Betharian Stone
  • Tech mine betharian.png Betharian Refining
  • Building capital 1.png Planetary Administration

Energy grids[edit]

Both the Energy Grid and Energy Nexus produce +2 Unity.png Unity with the Pursuit of Profit tradition.

Type Produces Upkeep Time Cost Requirements & Notes
Building power hub 1.png Energy Grid +3 Energy Credits.png Energy
+10% Energy Credits.png Energy
None 180 Time 150 Minerals.png
  • Tech power hub 1.png Global Energy Management
  • Building capital 1.png Planetary Administration
  • Planet Unique
Building power hub 2.png Energy Nexus +6 Energy Credits.png Energy
+20% Energy Credits.png Energy
None 180 Time 200 Minerals.png
  • Tech power hub 2.png Planetary Power Grid
  • Building capital 2.png Planetary Capital
  • Planet Unique

Food[edit]

Food buildings include hydroponics farms that produce nutrient-rich vegetable matter tailored for consumption by local Pops. With the Agrarian Idyll civic, farms produce +1 Unity.png Unity in addition to Food.png Food.

Type Produces Upkeep Time Cost Requirements & Notes
Building basic farm.png Basic Hydroponics Farm +2 Food.png Food -0.5 Energy Credits.png 120 Time 30 Minerals.png
  • Building colony shelter.png Reassembled Ship Shelter
Building hydroponics farm 1.png Hydroponics Farm I +3 Food.png Food -1 Energy Credits.png 210 Time 60 Minerals.png
  • Tech eco simulation.png Hydroponics
  • Building capital 1.png Planetary Administration
Building hydroponics farm 2.png Hydroponics Farm II +4 Food.png Food -1.5 Energy Credits.png 180 Time 90 Minerals.png
  • Tech hydroponics.png Eco Simulation
  • Building capital 1.png Planetary Administration
Building hydroponics farm 3.png Hydroponics Farm III +5 Food.png Food -2 Energy Credits.png 180 Time 120 Minerals.png
  • Tech gene crops.png Gene Crops
  • Building capital 2.png Planetary Capital
Building hydroponics farm 4.png Hydroponics Farm IV +6 Food.png Food -2.5 Energy Credits.png 180 Time 150 Minerals.png
  • Tech nano vitality crops.png Nano-Vitality Crops
  • Building capital 2.png Planetary Capital
Building hydroponics farm 5.png Hydroponics Farm V +8 Food.png Food -3 Energy Credits.png 180 Time 180 Minerals.png
  • Tech nano vitality crops.png Nano-Vitality Crops
  • Building capital 3.png Empire Capital-Complex

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 Minerals.png Mineral Storage Capacity
+1 Adjacency.png Minerals.png Minerals
None 210 Time 60 Minerals.png
  • Planet Unique
Building mineral silo 1.png Mineral Silo II +3000 Minerals.png Mineral Storage Capacity
+1 Adjacency.png Minerals.png Minerals
None 180 Time 90 Minerals.png
  • Tech mineral processing 1.png Mineral Processing
  • Building capital 1.png Planetary Administration
  • Planet Unique
Building mineral silo 1.png Mineral Silo III +4000 Minerals.png Mineral Storage Capacity
+1 Adjacency.png Minerals.png Minerals
None 180 Time 120 Minerals.png
  • Tech mineral processing 2.png Advanced Mineral Processing
  • Building capital 2.png Planetary Capital
  • Planet Unique

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 -0.5 Energy Credits.png 120 Time 30 Minerals.png
  • Building colony shelter.png Reassembled Ship Shelter
Building mining network 1.png Mining Network I +2 Minerals.png Minerals -1 Energy Credits.png 210 Time 60 Minerals.png
  • Tech basic industry.png Industrial Base
  • Building capital 1.png Planetary Administration
Building mining network 2.png Mining Network II +3 Minerals.png Minerals -1.5 Energy Credits.png 180 Time 90 Minerals.png
  • Tech mining network 2.png Geothermal Fracking
  • Building capital 1.png Planetary Administration
Building mining network 3.png Mining Network III +4 Minerals.png Minerals -2 Energy Credits.png 180 Time 120 Minerals.png
  • Tech mining network 3.png Deep Core Mining
  • Building capital 2.png Planetary Capital
Building mining network 4.png Mining Network IV +5 Minerals.png Minerals -2.5 Energy Credits.png 180 Time 150 Minerals.png
  • Tech mining network 4.png Mineral Isolation
  • Building capital 2.png Planetary Capital
Building mining network 5.png Mining Network V +8 Minerals.png Minerals -3 Energy Credits.png 180 Time 180 Minerals.png
  • Tech mining network 4.png Mineral Isolation
  • Building capital 3.png Empire Capital-Complex

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 150 Minerals.png
  • Tech mineral processing 1.png Mineral Processing
  • Building capital 1.png Planetary Administration
  • Planet Unique
Building mineral processing plant 2.png Mineral Processing Plant II +4 Minerals.png Minerals
+20% Minerals.png Minerals
-3 Energy Credits.png 180 Time 200 Minerals.png
  • Tech mineral processing 2.png Advanced Mineral Processing
  • Building capital 2.png Planetary Capital
  • Planet Unique

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 60 Minerals.png
  • Tech basic science lab 1.png Scientific Method
Building physics lab 1.png Physics Lab I +2 Physics Research.png Physics Output
+1 Society Research.png Society Output
+1 Engineering Research.png Engineering Output
-1.5 Energy Credits.png 180 Time 90 Minerals.png
  • Tech physics lab 1.png Quantum Theory
  • Building capital 1.png Planetary Administration
Building physics lab 2.png Physics Lab II +3 Physics Research.png Physics Output
+1 Society Research.png Society Output
+1 Engineering Research.png Engineering Output
-2 Energy Credits.png 180 Time 120 Minerals.png
  • Tech physics lab 2.png Applied Quantum Physics
  • Building capital 2.png Planetary Capital
Building physics lab 3.png Physics Lab III +4 Physics Research.png Physics Output
+1 Society Research.png Society Output
+1 Engineering Research.png Engineering Output
-2.5 Energy Credits.png 180 Time 150 Minerals.png
  • Tech physics lab 3.png Space-Time Theory
  • Building capital 2.png Planetary Capital
Building physics lab 5.png Physics Lab IV +6 Physics Research.png Physics Output
+1 Society Research.png Society Output
+1 Engineering Research.png Engineering Output
-3 Energy Credits.png 180 Time 180 Minerals.png
  • Tech physics lab 3.png Space-Time Theory
  • Building capital 3.png Empire Capital-Complex
Building biolab 1.png Biolab I +1 Physics Research.png Physics Output
+2 Society Research.png Society Output
+1 Engineering Research.png Engineering Output
-1.5 Energy Credits.png 180 Time 90 Minerals.png
  • Tech biolab 1.png Biodiversity Studies
  • Building capital 1.png Planetary Administration
Building biolab 2.png Biolab II +1 Physics Research.png Physics Output
+3 Society Research.png Society Output
+1 Engineering Research.png Engineering Output
-2 Energy Credits.png 180 Time 120 Minerals.png
  • Tech biolab 2.png Xenobiology
  • Building capital 2.png Planetary Capital
Building biolab 3.png Biolab III +1 Physics Research.png Physics Output
+4 Society Research.png Society Output
+1 Engineering Research.png Engineering Output
-2.5 Energy Credits.png 180 Time 150 Minerals.png
  • Tech biolab 3.png Secrets of Life
  • Building capital 2.png Planetary Capital
Building biolab 4.png Biolab IV +1 Physics Research.png Physics Output
+6 Society Research.png Society Output
+1 Engineering Research.png Engineering Output
-3 Energy Credits.png 180 Time 180 Minerals.png
  • Tech biolab 3.png Secrets of Life
  • Building capital 3.png Empire Capital-Complex
Building engineering facility 1.png Engineering Facility I +1 Physics Research.png Physics Output
+1 Society Research.png Society Output
+2 Engineering Research.png Engineering Output
-1.5 Energy Credits.png 180 Time 90 Minerals.png
  • Tech engineering lab 1.png Nanomechanics
  • Building capital 1.png Planetary Administration
Building engineering facility 2.png Engineering Facility II +1 Physics Research.png Physics Output
+1 Society Research.png Society Output
+3 Engineering Research.png Engineering Output
-2 Energy Credits.png 180 Time 120 Minerals.png
  • Tech engineering lab 2.png Supersolid Materials
  • Building capital 2.png Planetary Capital
Building engineering facility 3.png Engineering Facility III +1 Physics Research.png Physics Output
+1 Society Research.png Society Output
+4 Engineering Research.png Engineering Output
-2.5 Energy Credits.png 180 Time 150 Minerals.png
  • Tech engineering lab 3.png Superfluid Materials
  • Building capital 2.png Planetary Capital
Building engineering facility 4.png Engineering Facility IV +1 Physics Research.png Physics Output
+1 Society Research.png Society Output
+6 Engineering Research.png Engineering Output
-3 Energy Credits.png 180 Time 180 Minerals.png
  • Tech engineering lab 3.png Superfluid Materials
  • Building capital 3.png Empire Capital-Complex on the planet

Unity[edit]

Unity buildings produce Unity.png Unity for the empire. With the exception of the Auto-Curating Vault, which is empire-unique, they are planet-unique.

Type Produces Upkeep Time Cost Requirements & Notes
Building autochthon monument.png Autochthon Monument +2 Unity.png Unity −1 Energy Credits.png 180 Time 100 Minerals.png
  • Tech cultural heritage.png Sociocultural History
  • Planet Unique
Building heritage site.png Heritage Site +4 Unity.png Unity −2 Energy Credits.png 270 Time 100 Minerals.png
  • Tech heritage site.png Heritage Sites
  • Building capital 1.png Planetary Administration
  • Planet Unique
Building hypercomms forum.png Hypercomms Forum +6 Unity.png Unity
+10% Unity.png Unity
−3 Energy Credits.png 360 Time 350 Minerals.png
  • Tech hypercomms forum.png Local Hypercommunication
  • Building capital 2.png Planetary Capital
  • Planet Unique
Building autocurating vault.png Auto-Curating Vault +10 Unity.png Unity
+10% Unity.png Empire Unity
−4 Energy Credits.png 720 Time 500 Minerals.png
  • Tech autocurating vault.png Automated Curation Algorithms
  • Building capital 3.png Empire Capital-Complex
  • Empire Unique

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]

Type Produces Upkeep Time Cost Requirements & Notes
Building temple.png Temple +2 Unity.png Unity
+20% Mod pop government ethic attraction.png Governing Ethics Attraction
−1 Energy Credits.png 270 Time 100 Minerals.png
  • Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Planet Unique
Building holotemple.png Holotemple +4 Unity.png Unity
+30% Mod pop government ethic attraction.png Governing Ethics Attraction
−2 Energy Credits.png 360 Time 250 Minerals.png
  • Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Tech holographic rituals.png Holographic Rituals
  • Building capital 2.png Planetary Capital
  • Planet Unique
Building citadel of faith.png Citadel of Faith +10 Unity.png Unity
+40% Mod pop government ethic attraction.png Governing Ethics Attraction
−4 Energy Credits.png 720 Time 500 Minerals.png
  • Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist
  • Tech transcendent faith.png Metacognitive Faith
  • Building capital 3.png Empire Capital-Complex
  • Empire Unique

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 Authoritarian.png Authoritarian or Xenophobe.png Xenophobe empires that have allowed slavery.

Type Produces Upkeep Time Cost Requirements & Notes
Building clone vats.png Clone Vats +4 Society Research.png Society Output -2 Energy Credits.png 360 Time 200 Minerals.png
  • Tech cloning.png Cloning
  • Building capital 2.png Planetary Capital
  • Allows the creation of clone armies.
  • Planet Unique
Building clinic.png Frontier Clinic +10% Mod pop growth req.png Growth Speed
+2 Society Research.png Society
-1 Energy Credits.png 360 Time 150 Minerals.png
  • Tech frontier health.png Frontier Health
  • Cannot be built on Homeworld or Gaia world
  • Planet Unique
Building clinic.png Frontier Hospital +20% Mod pop growth req.png Growth Speed
+4 Society Research.png Society
+1 Unity.png Unity
-2 Energy Credits.png 180 Time 200 Minerals.png
  • Tech frontier health.png Frontier Hospital
  • Building capital 2.png Planetary Capital
  • Cannot be built on Homeworld or Gaia world
  • Planet Unique
Building galactic stock exchange.png Galactic Stock Exchange +10 Energy Credits.png Energy
+10% Energy Credits.png Empire Energy
-3 Energy Credits.png 360 Time 500 Minerals.png
100 Influence.png
  • Tech galactic markets.png Galactic Markets
  • Building capital 3.png Empire Capital-Complex or
  • Building hab capital.png Habitat Administration
  • Empire Unique
Building military academy.png Military Academy +10% Mod army damage mult.png Army Damage
+25% Mod army build speed mult.png Army Build Speed
-10 Unrest.png Unrest
+2 Society Research.png Society
+2 Engineering Research.png Engineering
-1 Energy Credits.png 360 Time 200 Minerals.png
  • Tech centralized command.png Centralized Command
  • Building capital 1.png Planetary Administration
  • Planet Unique
Building ministry benevolence.png Ministry of Benevolence +6 Unity.png Unity
+10% Mod pop government ethic attraction.png Governing Ethics Attraction on Empire
-10 Unrest.png Empire Unrest
-7 Energy Credits.png 720 Time 500 Minerals.png
100 Influence.png
  • Tech galactic benevolence.png Galactic Benevolence
  • Building capital 3.png Empire Capital-Complex or
  • Building hab capital.png Habitat Administration
  • Empire Unique
Building paradise dome.png Paradise Dome +5% Mod pop happiness.png Happiness
+5 Food.png Food
+2 Unity.png Unity
-2 Energy Credits.png 360 Time 200 Minerals.png
  • Tradition harmony utopian dream.png Utopian Dream
  • Building capital 1.png Planetary Administration or
  • Building hab capital.png Habitat Administration
  • Planet Unique
Building shield generator.png Planetary Shield Generator +50% Shield Planet Fortification Toughness None 360 Time 350 Minerals.png
  • Tech planetary shield generator.png Planetary Shields
  • Building capital 2.png Planetary Capital
  • Planet Unique
Building institute.png Research Institute +5% Mod country all tech research speed.png Research Speed
+5 Physics Research.png Physics Output
+5 Society Research.png Society Output
+5 Engineering Research.png Engineering Output
-10 Energy Credits.png 720 Time 500 Minerals.png
100 Influence.png
  • Tech global research initiative.png Global Research Initiative
  • Building capital 3.png Empire Capital-Complex or
  • Building hab capital.png Habitat Administration
  • Empire Unique
Building slave processing.png Slave Processing Facility +10% Slave mineral output.png Slave Mineral Output
+10% Slave food output.png Slave Food Output
-50% Unrest.png Slave Unrest
+2 Minerals.png Minerals
+2 Food.png Food
None 360 Time 250 Minerals.png
  • Tech neural implants.png Neural Implants
  • Must allow slavery.
  • Allows the creation of slave armies.
  • Planet Unique
Building visitor center.png Visitor Center +5% Mod habitability.png Habitability
+2 Energy Credits.png Energy
+2 Unity.png Unity
+50% Mod planet migration xeno pull.png Alien Migration Attraction
None 270 Time 150 Minerals.png
  • Tradition diplomacy alien tourism.png Alien Tourism
  • Planet Unique
  • Can be built in Habitats
Building xeno zoo.png Xeno Zoo +2 Society Research.png Society Output
+1 Unity.png Unity
+10% Mod pop happiness.png Happiness
+25% Migration Attraction
-1 Energy Credits.png 360 Time 200 Minerals.png
  • Tile must have Alien Pets.png
  • Tech alien life studies.png Xenology
  • Building capital 1.png Planetary Administration
Type Produces Upkeep Time Cost Requirements & Notes
Building hab laboratory module.png Psi Corps -10 Unrest.png Empire Unrest -4 Energy Credits.png 360 Time 450 Minerals.png
  • Ap mind over matter.png Mind over Matter Ascension Perk
  • Building capital 3.png Empire Capital-Complex
  • Empire Unique

Habitat[edit]

Habitats have their own set of buildings that are available only on habitats. The only exceptions are certain planet unique buildings and buildings associated with the Horizon Signal event chains. The buildings do not need to be unlocked, but constructing Habitats requires the Voidborne ascension perk.

Type Produces Upkeep Time Cost Requirements & Notes
Building hab capital.png Habitat Administration +6 Energy Credits.png Energy
+2 Unity.png Unity
+20% Mod pop government ethic attraction.png Governing Ethics Attraction
None 1080 Time 0 Minerals.png
  • Habitat Unique
Building hab astro mining facility.png Astro-mining Bay +4 Minerals.png Minerals -2 Energy Credits.png 360 Time 150 Minerals.png
  • Building hab capital.png Habitat Administration
Building hab solar power processor.png Solar Power Processor +8 Energy Credits.png Energy None 360 Time 250 Minerals.png
  • Building hab capital.png Habitat Administration
  • Cannot be built in systems with a black hole or Dyson Sphere.
Building hab agri bay.png Agricultural Zone +4 Food.png Food -2 Energy Credits.png 360 Time 200 Minerals.png
  • Building hab capital.png Habitat Administration
Building hab laboratory module.png Laboratory Complex +3 Physics Research.png Physics Output
+3 Society Research.png Society Output
+3 Engineering Research.png Engineering Output
-3 Energy Credits.png 360 Time 200 Minerals.png
  • Building hab capital.png Habitat Administration
Building hab cultural center.png Leisure District +4 Unity.png Unity
+5% Mod pop happiness.png Happiness
-4 Energy Credits.png 730Time 400 Minerals.png
  • Building hab capital.png Habitat Administration
  • Habitat Unique

Event[edit]

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

Type Produces Upkeep Time Cost Description & Requirements
Building zanaam obelisk.png Obelisk of Zanaam +6 Physics Research.png Physics Output
+6 Society Research.png Society Output
+6 Engineering Research.png 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.
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 Output
+3 Society Research.png 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.
Building hive ruins.png Mutant Landfill +8 Society Research.png 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
Building primitive farm.png Underground Vault +8 Society Research.png 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
Building primitive farm.png Machine Park +6 Minerals.png Minerals
+3 Engineering Research.png 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
Building primitive factory.png Particle Accelerator +6 Physics Research.png 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
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.

Horizon Signal[edit]

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
Building akx worm 2.png Loop Institute +8 Society Research.png Society Research
+5% Mod pop happiness.png Happiness
+5% Governing Ethics Attraction
-2 Energy Credits.png 180 Time 120 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 120 Minerals.png
  • Tech akx worm 1.png Entropic Recursion
  • Planet Unique
  • Incompatible with regular Power Hubs
Building akx worm 3.png Omega Alignment +10 Physics Research.png Physics Research -3 Energy Credits.png 180 Time 120 Minerals.png
  • Tech akx worm 3.png Omega Theory
  • Empire Unique
  • Allows the generation of an entry point for the Worm
Building basic farm.png Loop-Powered Farm +12 Food.png Food -3 Energy Credits.png None None
  • Can appear from The Waiting World event
Building basic mine.png Spiral-Hewn Mine +12 Minerals.png Minerals -3 Energy Credits.png None None
  • Can appear from The Waiting World event

Leviathan DLC[edit]


Type Produces Upkeep Time Cost Description & Requirements
Building zanaam obelisk.png Ether Drake Shrine +15 Unity.png Unity None 120 Time 30 Minerals.png
  • Empire Unique
  • Defeated the Ether Drake
  • Is Spiritualist.png spiritualist, Fanatic Spiritualist.png fanatic spiritualist, Xenophile.png xenophile or Fanatic Xenophile.png fanatic xenophile.
Building religious monument.png Dragonslayer Monument +15 Unity.png Unity None 120 Time 30 Minerals.png
  • Empire Unique
  • Defeated the Ether Drake
  • Is neither Spiritualist.png spiritualist or Fanatic Spiritualist.png fanatic spiritualist nor Xenophile.png xenophile or Fanatic Xenophile.png fanatic xenophile.
Building zanaam obelisk.png Stellar Devourer Trophy +15 Unity.png Unity None 1000 Time 2500 Minerals.png
  • Empire Unique
  • Chose the Militarist.pngFanatic Militarist.png militarist / Xenophobe.pngFanatic Xenophobe.png xenophobe option after defeating the Stellarite Devourer.
Building zanaam obelisk.png Art Monument
  • +10 Unity.png Unity
  • +50% Migration Attraction
None 400 Time None
  • Planet Unique
  • Has purchased an art piece (Minerals.png1000/Influence.png25) from Artisan Troupe.
  • Each empire can build no more than 5 buildings of this type.
Building modern 1.png Ministry of Culture
  • +6 Unity.png Unity
  • +10% Unity.png Empire Unity
  • +10% Mod pop government ethic attraction.png Governing Ethics Attraction on Empire
None 500 Time None
  • Empire Unique
  • Has purchased monument (Minerals.png1000/Energy Credits.png1000) via Artist patron event.

Special[edit]

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

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 & Notes
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.
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.
  • Found on civilizations that reached at least the Industrial Age

Fallen Empire[edit]

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.

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 by the Enigmatic Observers on The Preserve.

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