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Please help with verifying or updating older sections of this article. At least some were last verified for version 3.12.

This article is for the PC version of Stellaris only.

Buildings

A Building building represents a collection of facilities scattered across a world that create Jobs that generate different kinds of resources that are not suitable to large-scale resource gathering. If a world's population is completely wiped out (either by resettlement or warfare), all existing buildings are removed.

Building slots[]

Buildings are constructed in a colony's building slots. A colony can have up to 12 building slots, although most of them are initially unavailable and the first one is dedicated to the colony's capital building. Additional building slots are unlocked by upgrading the capital building, constructing certain districts, researching technologies, and some civics. Ecumenopolises, Ring World Ring Worlds, Hive Worlds, and Machine Worlds start with all building slots unlocked.

Source (for planets and habitats) Building slots Stackable
Adaptive Ecology Adaptive Ecology tradition +1
Ceramo-Metal Infrastructure +1
Durasteel Infrastructure +1
+1
Imperial PalaceImperial CenterImperial Complex Imperial capital +11
Source (for planets only) Building slots Stackable
Reassembled Ship ShelterDeployment Post Tier I capital +1
Planetary AdministrationAdministrative ArrayHive Core Tier II capital +2
Planetary CapitalPlanetary Processor Tier III capital +3
System Capital-ComplexPrimary NexusHive Nexus Tier IV capital +4
Planetary housing district (each) +1
+0.25
+0.34
+0.34
  • Orbital Assembly Complex on planet:
  • Habitation Modules (each)
+0.5
(max +2 total)
  • Resort Administration Resort Administration
  • Governor's Palace Governor's Palace
+5
  • Resort Capital-Complex Resort Capital-Complex
  • Governor's Estates Governor's Estates
+11
Source (for habitats only) Building slots Stackable
Habitat Administration Habitat Administration +1
Habitat Central Control Habitat Central Control +2
Habitat System Control Habitat System Control +3
Housing orbitals with Habitat Administration Tier I capital (each) +0.5
Housing orbitals with Habitat Central Control Tier II capital (each) +0.75
Housing orbitals with Habitat System Control Tier III capital (each) +1
Habitation District Habitation districts (each) +0.5
Industrial districts (each) +0.25
+0.25
+0.5
(+1 with Dimensional Manipulation Device)

Planetary build speed[]

The planetary build speed modifier reduces the Time time it takes to construct all buildings. This modifier can be very useful, as it also affects building upgrades, and higher level buildings often take longer to build. Note that this modifier actually increases the rate of construction, thus a 100% increase in build speed is equal to a 50% reduction in build time.

Source Planetary build speed
Architectural Renaissance edict +100%
Construction Templates technology +50%
Nanite Entity governor trait +40%
Sct Standard Construction Templates tradition +25%
Assembly Patterns technology +25%
Assembly Algorithms technology (repeatable 5 times) +10%
Master's Teachings: The Greater Good edict +10%
Industrial Development resolution 3 +10%
Secrets of the First League empire modifier +10%
Architectural Sense ruler trait +10%
Architectural Interest governor trait +10%
Brain Slug Host governor trait +10%
Ecological Protection resolution 2 −5%
Subterranean origin −10%
Ecological Protection resolution 3 −15%

Capital buildings[]

Main article: Planet capital

The capital always occupies the first building slot and provides some of the basic housing, amenities, defense armies, jobs that reduce crime, as well as other jobs which vary depending on empire authority and civics. Upgrading the capital is one of the ways of unlocking additional building slots. Capital buildings cannot be demolished, downgraded or disabled, and are automatically converted to the appropriate type if traded, ceded, or conquered by another empire with a different authority or if the planet designation is changed.

Unique buildings[]

Main article: Unique buildings

Unique buildings are buildings that can only be built a limited number of times per planet or empire, and typically contain effects beyond the creation of jobs. Many of them require the capital to have reached a certain level.

Regular buildings[]

Each regular building has up to 3 tiers, which determine its number of jobs, upkeep, construction time and cost. Tier II and III buildings require a capital of the same tier or above as well as a certain strategic resource for construction and upkeep.

If a world is conquered by an empire that uses a different set of buildings for the same primary resource, the existing buildings are converted into new ones of the same tier. Tiered buildings cannot be constructed on  Thrall-World Thrall-Worlds.

Tier Upkeep Cost
I −2 Time 360  400
II −5 −1 Time 480  600  50
III −8 −2 Time 600  800  100
Tier I Tier II
(Requires Tier II capital})
Tier III
(Requires Tier III capital})
Effects per tier Strategic resource Properties
Research
Research LabsResearch Labs Research ComplexesResearch Complexes Advanced Research ComplexesAdvanced Research Complexes Researcher +2 Researchers Exotic Gases
Unity
Administrative Offices Administrative Offices Administrative ParkAdministrative Park Administrative ComplexAdministrative Complex +2 Administrators Rare Crystals
Temple Temple Holotemple Holotemple Sacred Nexus Sacred Nexus Rare Crystals
  • Either:
  • Fanatic Spiritualist Spiritualist
  • A Union of Faith (Holy Covenant Level 5 perk) Holy Covenant Level 5
Temple Sacrificial Temple Grim Holotemple Grim Holotemple Temple of Grand Sacrifice Temple of Grand Sacrifice Exotic Gases Death Cult
Synaptic Nodes Synaptic Nodes Synaptic ClustersSynaptic Clusters Confluence of ThoughtConfluence of Thought Exotic Gases
Network Junction Network Junction System ConfluxSystem Conflux +2 Coordinators Rare Crystals
Organic Sanctuary Organic Sanctuary Organic Paradise Organic Paradise Bio-Trophy +10 Bio-Trophies Exotic Gases
Amenities
Holo-Theatres Holo-Theatres Hyper-Entertainment Forums Hyper-Entertainment Forums Exotic Gases
Trade Value
Commercial Zones Commercial Zones Commerce Megaplexes Commerce Megaplexes Rare Crystals
Food
Hydroponics Hydroponics Farms
Housing
(Tier II upkeep: −3 −1)
Luxury Residences Luxury Residences Paradise Domes Paradise Dome Rare Crystals
Communal Housing Communal Housing Utopian Communal Housing Utopian Communal Housing Rare Crystals
Hive Warren Hive Warren Expanded Warren Expanded Warren Rare Crystals Hive Mind
Drone Storage Drone Storage Upgraded Drone Storage Upgraded Drone Storage Rare Crystals Machine Intelligence

Military buildings[]

Military buildings produce defense armies and are vital for the protection of a world. Once constructed they are always placed at the top of the buildings order to be the last buildings destroyed by orbital bombardment. Fortresses also contain an FTL inhibitor if the FTL Inhibition technology has been researched. Upgrading Strongholds into Fortresses requires the Global Defense Grid technology, as well as a Tier II capital or above.

Building FTL Inhibitor Regular jobs Upkeep Cost Description
Stronghold Stronghold +2 Soldiers −1 Time 240
400
A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion.
Fortress Fortress +4 Soldiers −1
−1
Time 360
600
50
A massive fortress complex with an expanded garrison and training facilities for soldiers.

Law enforcement buildings[]

Law enforcement buildings produce defense armies and Unity and, most importantly, reduce Crime or Deviancy.

Building Jobs Upkeep Cost Requirements Description
Precinct Houses Precinct Houses +2 Enforcer −2 Time 360
400
Monuments to law and order. Enforcers are based here.
Hall of Judgment Hall of Judgment +5 Enforcer −1
−1
Time 480
600
50
Colonial Centralization technology A massive complex dedicated to courts and law enforcement.
Sentinel Posts Sentinel Posts Hunter-Seeker Drone +2 Hunter-Seeker Drone −2 Time 360
200
Gestalt Consciousness These are the outposts from which Patrol Drones scan the Consciousness for signs of deviancy and malfunction.

Refinery buildings[]

Refinery buildings produce strategic resources. They are less efficient than the extraction buildings that require planetary features, but refineries can be built on planets without those features. They cannot be built on Resort Worlds, Thrall-Worlds, or Gestation Worlds.

Building Jobs Upkeep Cost Requirements Description
Chemical Plants Chemical Plants +1 Chemist −3 Time 480
500
Volatile Material Plants technology The unpredictable and sometimes unstable Volatile Motes are produced here artificially. No open flames are permitted within a five kilometer radius of the plants.
Exotic Gas Refineries Exotic Gas Refineries +1 Gas Refiner −3 Time 480
500
Exotic Gas Refining technology These advanced refineries work day and night to produce exotic gases.
Synthetic Crystal Plants Synthetic Crystal Plants +1 Translucer −3 Time 480
500
Rare Crystal Manufacturing technology Nearly identical to the real thing, the crystals produced here are of the highest quality.
Kha'lanka Crystal Plant Kha'lanka Crystal Plant +3 Translucers −3 Time 800
1000
Whispers in the Stone archaeology site The discovery of new crystal manufacturing techniques, far below the surface in the city of the Kha'lanka lithoids, has effectivized artificial crystal manufacturing through oxidation of rapidly growing silicon-based cell clusters.

Nanotech buildings[]

Nanotech buildings are unlocked via the Nanotech Nanotech tradition tree. They cannot be built on Resort Worlds or Thrall-Worlds.

Building Effects Upkeep Cost Requirements Description
Nanite Research Facility Researcher +3 Nanotech Researcher
  • −8
  • −1
Time 480
800
50
Nanotech Nanotech tradition tree Conducting research at a nanoscopic scale brings a whole new perspective on the universe.
Nanite Research Complex Researcher +6 Nanotech Researcher
  • −10
  • −2
Time 600
2000
100
Aggregation Systems Aggregation Systems tradition How peculiar it is that the infinitely small and the infinitely big look so much alike.
Nanotech Cauldron +15 Alloys
  • −30
  • −3
Time 480
800
Molecular Reconfiguration Molecular Reconfiguration tradition Operating at a molecular level, the swarm can easily reconfigure mineral structures into sturdy alloy lattices.

Other buildings[]

Building Effects Upkeep Cost Requirements Description
Resource Silos Resource Silos −1 Time 180
200
Massive resource silos and storage facilities where large quantities of resources can be safely kept.
98px link= Nanite Transmuter
  • +2 Exotic Gases
  • +2 Rare Crystals
  • +2 Volatile Motes
  • −5
  • −1
Time 600
1000
This factory mass-produces a variety of rare resources using extremely advanced nanites. A Nanite Deficit will halt production.
Slave Huts Slave Huts +8 Housing −1 Time 240
200
 Thrall-World Thrall-World Crude dwellings for the planet's enslaved population.
Overseer Residences Overseer Residences
  • +2 Slave Overseer job
  • +2 Housing
−1 Time 240
200
 Thrall-World Thrall-World These homes are reserved for the relatively privileged slave overseers.

Fallen empire buildings[]

Fallen empire buildings can only be constructed by Fallen Empires. They are the most effective buildings in the game and unlike other buildings they are cheaper to upgrade than to build and their upkeep remains unchanged. They are not converted if the world is conquered by an empire lacking the technology to build them and can also be repaired if ruined. There are two ways for other empires to gain access to fallen empire buildings. They cannot be built on  Thrall-World Thrall-Worlds, and most cannot be built on  Resort World Resort Worlds.

  • If Ancient Relics is enabled, using the Reverse-Engineer Arcane Technology artifact action has a 5.9% chance (doubled with Archaeo-Engineers Archaeo-Engineers) to allow the empire to build a certain fallen empire building. Only one building can be constructed. If they are ruined they can be repaired, but if they are demolished they cannot be rebuilt.
  • If The Machine Age is enabled, empires with the Cosmogenesis ascension perk can unlock the technology to build or upgrade fallen empire buildings once they reach the required crisis level.
Tier I Tier II Upkeep
Building Produces Cost Building Produces Cost
Reverse-engineerable
Sky Dome
  • Time 480
  • 600
Empyrean Dome
  • Time 480
  • 600
  • −10
  • −2
Class-3 Singularity
  • Time 480
  • 800
  • 100
Class-4 Singularity
  • Time 480
  • 800
  • −5
  • −1
Nourishment Complex
  • Time 480
  • 800
Nourishment Center
  • Time 480
  • 800
  • −15
  • −3
Affluence Emporium +6 Artisans
  • Time 480
  • 800
  • 100
Affluence Center
  • Time 480
  • 800
  • −15
  • −3
  • −2
Hyper-Forge Metallurgist +6 Metallurgists
  • Time 480
  • 800
  • 100
Auto-Forge
  • Time 480
  • 800
  • −30
  • −2
Dimensional Replicator
  • +3 Exotic Gases
  • +3 Rare Crystals
  • +3 Volatile Motes
  • Time 480
  • 800
Dimensional Fabricator
  • +5 Exotic Gases
  • +5 Rare Crystals
  • +5 Volatile Motes
  • +2 Dark Matter
  • +2 Living Metal
  • +2 Zro
  • +2 Nanites
  • Time 480
  • 800
  • −30
  • −5
Non-reverse-engineerable
Quantum Drilling Plant
  • Time 480
  • 800
  • 100
Quantum Drilling Hub
  • Time 480
  • 800
  • −30
  • −5
  • −2
Justice Complex +6 Enforcer jobs
  • Time 480
  • 800
  • 100
Ziggurat of Justice
  • +6 Enforcer jobs
  • Edict Fund +10 Edict Fund
  • −40 Crime
  • Time 480
  • 800
  • −15
  • −3
  • −2
Shrinkspace Depot +50000 Resource Storage Capacity
  • Time 480
  • 800
Extra-Dimensional Depot +100000 Resource Storage Capacity
  • Time 480
  • 800
  • −15
  • −3
Aspis Bastion
  • Time 480
  • 600
  • 100
Aspis Complex
  • Time 480
  • 600
  • −15
  • −3
  • −2
Galactic Commerce Hub Merchant +4 Merchant jobs
  • Time 480
  • 800
  • 100
Interstellar Commerce Nexus
  • Merchant +6 Merchant jobs
  • +1% Trade value empirewide
  • Time 480
  • 800
  • −15
  • −3
  • −2
Omnivident Administration +6 Administrators
  • Time 480
  • 800
  • 100
Omniscient Administration
  • Time 480
  • 800
  • −15
  • −3
  • −2
Celestial Sanctum Priest +6 Priests
  • Time 480
  • 800
  • 100
Celestial Cathedral
  • Time 480
  • 800
  • −15
  • −3
  • −2
Ephaptic Cluster +6 Synapse Drones
  • Time 480
  • 800
  • 100
Ephaptic Axon
  • Time 480
  • 800
  • −15
  • −3
  • −2
Fractal Coordination Point +6 Coordinators
  • Time 480
  • 800
  • 100
Quantic Coordination Point
  • Time 480
  • 800
  • −15
  • −3
  • −2
Molecular-Revitalization Institute
  • +1 Years Leader Lifespan
  • Individualist Medical Worker +4 Medical Worker
  • +2 Spawning Drone
  • +2 Offspring Drone
  • Destroyed if Machine Intelligence
  • Time 480
  • 800
  • 100
Bioregeneration Institute
  • +2 Years Leader Lifespan
  • Individualist Medical Worker +6 Medical Worker
  • +3 Spawning Drone
  • +3 Offspring Drone
  • Destroyed if Machine Intelligence
  • Time 480
  • 800
  • −15
  • −3
  • −2
Robot Manufacturing Nexus
  • Time 480
  • 800
  • 100
Robot Quantum Production Hub
  • Time 480
  • 800
  • −50
  • −5
  • −1.5
Virtual Bliss Plaza +2 Entertainer jobs
  • Time 480
  • 800
  • 100
Omni-Bliss Nexus
  • +6 Entertainer jobs
  • +100 Amenities
  • Time 480
  • 800
  • −15
  • −3
  • −2
Quantum Innovation Nexus
  • Time 480
  • 800
  • 100
Transcendentral Innovation Department
  • Time 480
  • 800
  • −30
  • −5
  • −2
Non-buildable
Can only be found on the capital of the Ancient Caretakers Ancient Cryo-Chamber
  • Trait Point +1 Trait point for organic species
  • Trait Point +1 Trait picks for organic species
  • Research speed (society) +10% Biology research speed
  • −50
  • −1
Can only be found on the capital of the Holy Guardians Phased Empyrean Shrine
  • −10
  • −3
  • −2
Can only be found on one of the systems of the Keepers of Knowledge Master Archive
  • −30
  • −5
  • −1

Pre-FTL buildings[]

Pre-FTL buildings can be found on planets owned by pre-FTL civilizations. They have negligible output and no upkeep and are removed or converted if the civilization is conquered or discovers FTL.

Building Produces Jobs Requirements Description
Primitive Dwellings Primitive Dwellings
Early Colony
+6 Housing Bronze Age – Renaissance Age
  • These small buildings provide a minimal amount of shelter, but they keep out the worst of the elements.
  • Starting to optimize the space available, these hexagon shaped buildings can house what could moderately be called a colony.
Urban Dwellings Urban Dwellings
Drone Storage
+24 Housing Steam Age – Early Space Age
  • Cramped and often polluted jungles of concrete.
  • A utilitarian solution for housing drones when they are undergoing their rest cycle. There are separate entrances and exits to maximize the hive's recharge process.
98px link= Primitive Factory Laborer +2 Labourer/Factory Drone Steam Age – Early Space Age Primitive, inefficient factories spewing pollution while producing goods.
98px link= Primitive Mine
  • Miner+2 Miner/Mining Drone
Steam Age – Early Space Age Primitive mining tunnels that snake through the ground.
Primitive Farms Primitive Farms
  • Farmer +10 Farmer/Agri-Drone
  • Steam Age – Early Space Age
  • Lithoid
Primitive farmsteads working the soil for meager returns.
98px link= Primitive Power Plant
  • +2 Technician/Tech-Drone
Industrial Age – Early Space Age A primitive and somewhat unreliable power plant that relies on coal or early atomic power.
Great Pyramid Great Pyramid
  • +2 Food
  • Society research +2 Society Research
Observation event A pyramid constructed by the local population to appease a deity descended from the sky.
Radio Telescope Array Radio Telescope Array Increased chance of gaining Awareness
  • Researcher +2 Researcher/Brain Drone
Observation event An array of radio telescopes in pursuit of discovering intelligent alien life.
Gaia Seeders Gaia Seeders Ranger +10 Content Terraformer First Contact Habinte Unified Worlds Perfected atmospheric controls maintaining this planets pristine status.
98px link= Grand Sapling +2 Food from Farmers Ranger +5 Content Terraformer First Contact Habinte Unified Worlds A titanic sapling, the result of centuries of floral research and manipulation, capable of feeding millions.
Hanging Cities Hanging Cities
  • +20 Housing
  • +5 Building Slots
Ranger +5 Content Terraformer First Contact Habinte Unified Worlds Cities covered in grand forests, bringing the inhabitants closer to nature.
Nature Preserve Lodge Nature Preserve Lodge Ranger +5 Content Terraformer First Contact Habinte Unified Worlds A retreat to enjoy this planet's beauty.

References[]

Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthicsLeader
Governance EmpireOriginGovernmentCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
Economy ResourcesPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
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