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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

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.

Capital tiers[]

Capital buildings can generally be categorized into 4 tiers by which technology unlocks that tier,[1] what other buildings require them,[2] and the max general productivity bonus that they can apply. The standard capitals line up on these criteria neatly, however other types do not. With Nemesis, the Galactic Emperor can upgrade their empire capital with a "fifth" tier imperial capital building.

Capital tier Required technology Job productivity
Output Upkeep Upkeep Required technology
II Planetary Government +10% +10% Improved Production
III Colonial Centralization +20% +20% Efficiencies of Scale
IV+ Galactic Administration +30% +30% Maximized Productivity

Tier IV capitals and Imperial capitals are converted to Tier III and Tier IV capitals respectively, other capitals convert to the same tier unless specified otherwise.

Standard capitals[]

The standard set of capitals are built on planets and ring worlds without a special designation by non-gestalt empires.

Capital Produces Jobs Upkeep Cost Requirements
Reassembled Ship Shelter
Reassembled Ship Shelter
The remains of a Colony Ship, reassembled for planetside form and function.
−1 N/A
Planetary Administration
Planetary Administration
Seat of the local ruling elite.
{{{type}}}0
{{{body}}}
−5 Time 480
600
Planetary Capital
Planetary Capital
A sprawling complex of bureaucratic structures that acts as the administrative center for a major colony.
{{{type}}}0
{{{body}}}
−8 Time 600
800
System Capital-Complex
System Capital-Complex
A towering configuration of administrative bureaus and networked infrastructure, allowing the construction of highly demanding facilities.
{{{type}}}0
{{{body}}}
−10 Time 900
2000
Imperial Palace
Imperial Palace
A massive palace complex fit for the greatest empire history has ever seen. If there is a bright center to the galaxy, this is it.
{{{type}}}0
{{{body}}}
−10 Time 900
2000
  • Galactic Emperor
  • Empire Capital Empire Capital designation
  • Has at least 50 sapient pops

Hive Mind capitals[]

Hive Mind empires only have two regular capital buildings. The Hive Core is a tier II capital, non-Hive tier I capitals will convert into the Hive Core when conquered. The Hive Nexus acts as tier IV capital for building requirements, and converts to tier III capitals for non-Hive empires.

Capital Produces Jobs Upkeep Cost Requirements
Hive Core
Hive Core
The organizational core from which the Hive Mind coordinates planetside functions.
−2 N/A
Hive Nexus
Hive Nexus
A sprawling capital complex from which the Hive Mind focuses planetary organization, coordination, and planning.
−5
  • Time 480
  • 600
Imperial Complex
Imperial Complex
From this massive structure, the Hive Mind governs the Galactic Imperium. This is where the fate of the galaxy is decided.
−10
  • Time 900
  • 2000
  • Galactic Emperor
  • Empire Capital Hive Capital designation
  • Has at least 50 sapient pops

Machine Intelligence capitals[]

Machine Intelligence empires have the same four capital tiers as regular empires. Capital conversion works normally, except that the Administrative Array (tier II) will convert to a Reassembled Ship Shelter (tier I) if the planet is conquered by a non-Gestalt empire.[4] Also, the Planetary Processor (tier III) counts as tier IV for building requirements.[5]

Driven Assimilator capitals have one less Replicator, replaced by a Maintenance Drone on upgraded capitals.

Capital Produces Jobs Upkeep Cost Requirements
Deployment Post
Deployment Post
The initial deployment post from which we will expand on this world.
{{{type}}}0
{{{body}}}
−1 N/A
Administrative Array
Administrative Array
A semi-autonomous computer network that handles the various administrative functions on a planet.
{{{type}}}0
{{{body}}}
−3
  • Time 480
  • 500
  • Planetary Instantiation technology
  • Has at least 10 sapient pops[3]
Planetary Processor
Planetary Processor
A powerful administrative computer that has been designed to manage and oversee the various functions of a complex planetary settlement.
{{{type}}}0
{{{body}}}
−5
  • Time 600
  • 1000
Primary Nexus
Primary Nexus
The administrative heart of the system. Hundreds of AIs process requests and manage the minute but critical details that are involved in running an efficient interstellar civilization.
{{{type}}}0
{{{body}}}
−10
  • Time 900
  • 2000
Imperial Center
Imperial Center
This colossal complex is the administrative heart of the Galactic Imperium. Thousands of AIs are constantly processing and evaluating the current state of the galaxy.
{{{type}}}0
{{{body}}}
−10
  • Time 900
  • 2000
  • Galactic Emperor
  • Empire Capital Machine Capital designation
  • Has at least 50 sapient pops

Habitat capitals[]

Habitats have their own capital buildings, which are used by all empires. If the Galactic Emperor has a habitat as their capital, they can upgrade the capital to the respective Imperial capital. Habitat Administration counts as tier II for building requirements. Habitat Central Control counts as tier III for building requirements. Habitat System Control counts as tier IV for building requirements.

Void Dwellers with finished Domination Domination tradition tree pay 20% less alloy upkeep.

Capital Produces Individualist Individualist jobs Gestalt jobs
Upkeep Cost Requirements
Habitat Administration
Habitat Administration
The administrative hub of the Habitat, serving as its capital and the seat of the local government.
{{{type}}}0
{{{body}}}
  • −3
  • −5
Habitat Central Control
Habitat Central Control
An extensive complex of bureaucratic offices that oversees the administration of a highly-populated habitat.
{{{type}}}0
{{{body}}}
  • +10% Upkeep +10%
{{{type}}}0
{{{body}}}
  • −3
  • −5
  • Time 480
  • 600
Habitat System Control
Habitat System Control
A huge sprawling complex of bureaucratic offices that oversees the administration of a highly-populated habitat.
{{{type}}}0
{{{body}}}
  • +20% Upkeep +20%
{{{type}}}0
{{{body}}}
  • −5
  • −5
  • Time 600
  • 800

Special designation capitals[]

Resort Worlds and Thrall Worlds have their own unique capital buildings. For each designation, the basic capital acts as tier 2, except for job productivity, for which it has no bonus; the upgraded capitals convert as tier 3 and count as tier 2 for job productivity and as tier 4 for building requirements.

Capital
Produces Jobs Upkeep Cost Requirements
Resort Administration
Resort Administration
The central complex from where this planet-wide resort is administrated.
{{{type}}}0
{{{body}}}
−2 N/A  Resort World Resort World
Resort Capital-Complex
Resort Capital-Complex
A huge sprawling complex capable of administrating an even greater number of resorts and tourist attractions.
{{{type}}}0
{{{body}}}
−5
  • Time 480
  • 600
Governor's Palace
Governor's Palace
The lavish palace from which this Thrall-World is governed.
−2 N/A  Thrall-World Thrall-World
Governor's Estates
Governor's Estates
Sprawling and luxurious palaces that house the ruling elite of the Thrall-World.
  • −2
  • Time 480
  • 500

Synaptic Lathe capitals[]

The Synaptic Lathe uses its own set of capitals.

Capital Effects Upkeep Cost Requirements
Processing Unit
Processing Unit
The quantic nature of the processing units of the Synaptic Lathe allows it to parallelize computing across multiple dimensional layers.
−8
−5
N/A Synaptic Lathe
Processing Unit: Parallelized
Processing Unit: Parallelized
This improved processing unit is now more capable of running parallel operations by rebounding the cognitive echoes of Neural Chips in contained gamma-space pockets.
−8
−10
  • Time 480
  • 2000
Processing Unit: Vectorial
Processing Unit: Vectorial
This upgraded processing unit streamlines computations through the creation of negative space vectors. This dimensional compartmentalization of processes yields extraordinary results in efficiency and stability.
−8
−15
  • Time 600
  • 2000

Fallen empire capitals[]

The following capitals are found only on the worlds of fallen empires. They all unlock all building slots on the planet.

Building Housing Amenities Jobs Converts to Use Description
Ancient Palace Ancient Palace +12 +150
  • +2 Overseer if not Fanatic Spiritualist Holy Guardians
  • Sky Cardinal +2 Sky Cardinal if Fanatic Spiritualist Holy Guardians
  • Protector +2 Protector
Tier IV capital A massive palatial complex built in a different age. The decrepit and abandoned wings are not betrayed by its shining exterior.
Ancient Control Center Ancient Control Center +12 +150
  • +5 Guardian
  • Maintenance Drone +4 Caretaker
Tier IV capital Machine Intelligence fallen empire The ancient control center of this section of the ringworld is just barely kept functional by the tireless effort of a legion of machine drones.
Venerable Nucleus Venerable Nucleus +12 +150
  • +5 Synapse Drone
  • Maintenance Drone +7 Maintenance Drone
  • Hunter-Seeker Drone +4 Hunter-Seeker Drone
Tier IV capital Hive Mind fallen empire This ancient nexus of the hive's supremacy is where uncountable generations of drones have dutifully executed directives.
Xeno Preserve Xeno Preserve +30 +15 +2 Xeno-Keeper Tier II capital The Preserve A highly sophisticated preserve that maintains the natural habitat of the "preserved" alien species perfectly.
Habitat Administration Habitat Administration +5 +25
  • +1 Overseer if not Fanatic Spiritualist Holy Guardians
  • Sky Cardinal +1 Sky Cardinal if Fanatic Spiritualist Holy Guardians
  • Protector +1 Protector
  • Machine Intelligence fallen empire, instead:
    • +2 Guardian
    • Maintenance Drone +1 Caretaker
Habitat Central Control Fallen empire habitats A highly sophisticated preserve that maintains the natural habitat of the "preserved" alien species perfectly.

Pre-FTL capitals[]

The following capitals are found only on the worlds of pre-FTL species.

Individualist Hive Mind Converts to Ages
Building Produces Jobs Building Produces Jobs
Crude Huts Crude Huts
  • +4 Housing
  • +5 Amenities
  • −10 Crime
Crude Huts Simple Nests
  • +4 Housing
  • +5 Amenities
  • −10 Deviancy
Tier I capital Stone Age
Stone Palaces Stone Palaces
  • +3 Housing
  • +25 Amenities
  • −10 Crime
  • Feudal Noble +1 Feudal Noble
  • +1 Cleric
  • Scholar +1 Scholar
  • Warrior +1 Warrior
Stone Palaces Stone Hive
  • +3 Housing
  • +25 Amenities
  • −10 Deviancy
  • Brain Drone +1 Cerebellum Drone
  • +1 Nacent Synapse Drone
  • +1 Spawning Drone
  • Warrior +1 Simple Warrior Drone
Tier I capital Bronze Age – Steam Age
Regional Capitals Regional Capitals
  • +5 Housing
  • +25 Amenities
  • −20 Crime
  • Bureaucrat +2 Bureaucrat
  • Priest +2 Priest
  • Researcher +2 Researcher
  • +2 Soldier
Regional Capitals Continental Nexus
  • +5 Housing
  • +25 Amenities
  • −20 Deviancy
  • +1 Spawning Drone
  • Brain Drone +2 Brain Drone
  • +2 Synapse Drone
  • Warrior +2 Warrior Drone
Tier II capital Industrial Age – Early Space Age
Junkheap Junkheap
  • +15 Housing
  • +20 Amenities
Scavenger +10 Scavenger Tier II capital Junk Ratling planet

References[]

  1. 00_capital_buildings.txt: see "prerequisites" blocks
  2. 01_scripted_triggers_buildings.txt
  3. 3.0 3.1 3.2 3.3 3.4 Hive Mind and Machine drones are considered sapient; pre-sapient pops are not.
  4. 00_capital_buildings.txt: see "building_machine_capital", "convert_to" block. Possibly a bug
  5. 01_scripted_triggers_buildings.txt: see "has_fully_upgraded_capital". Possibly a bug
  6. Bug, lacks the Cybernetic Creed and Exalted Priesthood swap to Technophant Technophants
Game concepts
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