Version
This article is for the PC version of Stellaris only.
Planetary management
Buildings
A 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 Worlds, Hive Worlds, and Machine Worlds start with all building slots unlocked.
Source (for planets and habitats) | Building slots | Stackable |
---|---|---|
Adaptive Ecology tradition | +1 | |
Ceramo-Metal Infrastructure | +1 | |
Durasteel Infrastructure | +1 | |
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+1 | |
Imperial capital | +11 |
Source (for planets only) | Building slots | Stackable |
---|---|---|
Tier I capital | +1 | |
Tier II capital | +2 | |
Tier III capital | +3 | |
Tier IV capital | +4 | |
Planetary housing district (each) | +1 | |
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+0.25 | |
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+0.34 | |
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+0.34 | |
+0.5 (max +2 total) |
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+5 | |
|
+11 |
Source (for habitats only) | Building slots | Stackable |
---|---|---|
Habitat Administration | +1 | |
Habitat Central Control | +2 | |
Habitat System Control | +3 | |
Housing orbitals with | Tier I capital (each)+0.5 | |
Housing orbitals with | Tier II capital (each)+0.75 | |
Housing orbitals with | Tier III capital (each)+1 | |
Habitation districts (each) | +0.5 | |
Industrial districts (each) | +0.25 | |
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+0.25 | |
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+0.5 (+1 with ) |
Planetary build speed[]
The planetary build speed modifier reduces the 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.
Please help with verifying or updating this section. It was last verified for version 3.9. |
Source | Planetary build speed |
---|---|
Architectural Renaissance edict | +100% |
Construction Templates technology | +50% |
Nanite Entity governor trait | +40% |
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 | 360 400 |
II | −5 −1 | 480 600 50 |
III | −8 −2 | 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 Labs | Research Complexes | Advanced Research Complexes | +2 Researchers | Exotic Gases |
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Unity | |||||
Administrative Offices | Administrative Park | Administrative Complex | +2 Administrators | Rare Crystals |
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Temple | Holotemple | Sacred Nexus |
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Rare Crystals | |
Sacrificial Temple | Grim Holotemple
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Temple of Grand Sacrifice
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Exotic Gases | Death Cult |
Synaptic Nodes | Synaptic Clusters | Confluence of Thought |
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Exotic Gases | |
Uplink Node | Network Junction | System Conflux | +2 Coordinators | Rare Crystals | |
Organic Sanctuary | Organic Paradise | +10 Bio-Trophies | Exotic Gases |
| |
Amenities | |||||
Holo-Theatres | Hyper-Entertainment Forums | Exotic Gases | |||
Trade Value | |||||
Commercial Zones | Commerce Megaplexes | Rare Crystals | |||
Food | |||||
Hydroponics Farms |
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Housing (Tier II upkeep: −3 −1) | |||||
Luxury Residences | Paradise Dome | Rare Crystals | |||
Communal Housing | Utopian Communal Housing | Rare Crystals |
| ||
Hive Warren | Expanded Warren | Rare Crystals | Hive Mind | ||
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 | +2 Soldiers | −1 | 240 400 |
A planetary stronghold housing a substantial garrison force to protect the world from invasion and rebellion. | ||
Fortress | +4 Soldiers | −1 −1 |
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 | +2 Enforcer | −2 | 360 400 |
|
Monuments to law and order. Enforcers are based here. | |
Hall of Judgment | +5 Enforcer | −1 −1 |
480 600 50 |
Colonial Centralization technology | A massive complex dedicated to courts and law enforcement. | |
Sentinel Posts | +2 Hunter-Seeker Drone | −2 | 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 | +1 Chemist | −3 | 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 | +1 Gas Refiner | −3 | 480 500 |
Exotic Gas Refining technology | These advanced refineries work day and night to produce exotic gases. | |
Synthetic Crystal Plants | +1 Translucer | −3 | 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 | +3 Translucers | −3 | 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 tradition tree. They cannot be built on Resort Worlds or Thrall-Worlds.
Other buildings[]
Building | Effects | Upkeep | Cost | Requirements | Description | |
---|---|---|---|---|---|---|
Resource Silos |
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−1 | 180 200 |
|
Massive resource silos and storage facilities where large quantities of resources can be safely kept. | |
Nanite Transmuter | 600 1000 |
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This factory mass-produces a variety of rare resources using extremely advanced nanites. A Nanite Deficit will halt production. | |||
Slave Huts | +8 Housing | −1 | 240 200 |
Thrall-World Thrall-World | Crude dwellings for the planet's enslaved population. | |
Overseer Residences | −1 | 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) 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 | ||||||
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Building | Produces | Cost | Building | Produces | Cost | |||
Reverse-engineerable | ||||||||
Sky Dome |
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Empyrean Dome |
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Class-3 Singularity |
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Class-4 Singularity |
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Nourishment Complex |
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Nourishment Center |
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Affluence Emporium | +6 Artisans | Affluence Center |
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Hyper-Forge | +6 Metallurgists | Auto-Forge |
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Dimensional Replicator | Dimensional Fabricator | |||||||
Non-reverse-engineerable | ||||||||
Quantum Drilling Plant |
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Quantum Drilling Hub |
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Justice Complex | +6 Enforcer jobs | Ziggurat of Justice | ||||||
Shrinkspace Depot | +50000 Resource Storage Capacity | Extra-Dimensional Depot | +100000 Resource Storage Capacity | |||||
Aspis Bastion |
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Aspis Complex |
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Galactic Commerce Hub | +4 Merchant jobs | Interstellar Commerce Nexus | ||||||
Omnivident Administration | +6 Administrators | Omniscient Administration |
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Celestial Sanctum | +6 Priests | Celestial Cathedral |
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Ephaptic Cluster | +6 Synapse Drones | Ephaptic Axon |
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Fractal Coordination Point | +6 Coordinators | Quantic Coordination Point |
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Molecular-Revitalization Institute |
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Bioregeneration Institute |
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Robot Manufacturing Nexus |
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Robot Quantum Production Hub |
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Virtual Bliss Plaza | +2 Entertainer jobs | Omni-Bliss Nexus | ||||||
Quantum Innovation Nexus |
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Transcendentral Innovation Department |
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Non-buildable | ||||||||
Can only be found on the capital of the Ancient Caretakers | Ancient Cryo-Chamber | |||||||
Can only be found on the capital of the Holy Guardians | Phased Empyrean Shrine |
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Can only be found on one of the systems of the Keepers of Knowledge | Master Archive |
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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 Early Colony |
+6 Housing | Bronze Age – Renaissance Age | |||
Urban Dwellings Drone Storage |
+24 Housing | Steam Age – Early Space Age | |||
Primitive Factory | +2 Labourer/Factory Drone | Steam Age – Early Space Age | Primitive, inefficient factories spewing pollution while producing goods. | ||
Primitive Mine | Steam Age – Early Space Age | Primitive mining tunnels that snake through the ground. | |||
Primitive Farms |
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Primitive farmsteads working the soil for meager returns. | |||
Primitive Power Plant | Industrial Age – Early Space Age | A primitive and somewhat unreliable power plant that relies on coal or early atomic power. | |||
Great Pyramid | Observation event | A pyramid constructed by the local population to appease a deity descended from the sky. | |||
Radio Telescope Array | Increased chance of gaining Awareness | Observation event | An array of radio telescopes in pursuit of discovering intelligent alien life. | ||
Gaia Seeders | +10 Content Terraformer | Habinte Unified Worlds | Perfected atmospheric controls maintaining this planets pristine status. | ||
Grand Sapling | +2 Food from Farmers | +5 Content Terraformer | Habinte Unified Worlds | A titanic sapling, the result of centuries of floral research and manipulation, capable of feeding millions. | |
Hanging Cities | +5 Content Terraformer | Habinte Unified Worlds | Cities covered in grand forests, bringing the inhabitants closer to nature. | ||
Nature Preserve Lodge | +5 Content Terraformer | Habinte Unified Worlds | A retreat to enjoy this planet's beauty. |
References[]
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics • Leader |
Governance | Empire • Origin • Government • Civics • Policies • Edicts • Factions • Technology • Traditions • Situations |
Economy | Resources • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |