Stellaris Wiki
Advertisement

Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.11.

This article is for the PC version of Stellaris only.

Buildings

Unique buildings are buildings that can only be built a limited number of times. These limits fall within two main categories:

  • Planet-limited buildings are buildings that only a set number of can be built on a planet. Their planet limit is usually set to 1, meaning only one building of that type can be built per planet.
  • Empire-limited buildings are buildings that only a set number of can be built in the empire. Their empire limit is usually set to 1, meaning only one building of that type can be built in the empire.

Many of these buildings require the capital to have reached a certain level.

Planet-limited[]

Unless stated otherwise, these buildings can only be constructed once per planet.

Monuments[]

Monument buildings increase unity output from jobs and produce it themselves based on the number of taken ascension perks. Monuments cannot be built on  Thrall-World Thrall-Worlds. All monuments convert to the appropriate type if the colony is transferred or conquered by another empire. Each monument tier requires a capital building of at least that tier or above.

Tier Individualist Non-Gestalt
Culture Workers
Hive Mind
Evaluators
Machine Intelligence
Evaluators
Memorialist (Hive)Memorialist (Machine) Memorialist
Death Chroniclers
Jobs Unity Cost Requirements
I Autochthon Monument
  • Non-Corporate Autochthon Monument
  • Corporate Culture Site
Sensorium Site Sensorium Site Simulation Site Simulation Site Sanctuary of Repose
  • Sanctuary of Repose

+2
  • +1 per perk
  • +5% from jobs
  • Time 360
  • 400
II Heritage Site
  • Non-Corporate Heritage Site
  • Business Management Nexus
Sensorium Center Sensorium Center Simulation Center Simulation Center Pillar of Quietus
  • Pillar of Quietus

+4
  • +2 per perk
  • +10% from jobs
  • Time 480
  • 600
III Hypercomms Forum
  • Non-Corporate Hypercomms Forum
  • Synergy Forum
Sensorium Complex Sensorium Complex Simulation Complex Simulation Complex Galactic Memorial
  • Galactic Memorial

+6
  • +3 per perk
  • +15% from jobs
  • Time 600
  • 800

Memorialist monuments have an additional effect on Tomb and Relic worlds:

Job output buildings[]

Job output buildings increase the output of certain jobs. None of these buildings can be built on  Resort World Resort Worlds or Gestation Worlds. Tiered buildings require that tier of capital or higher.

Basic resource buildings[]

These buildings increase the base output of basic resource jobs. Tier II buildings get additional effects, cost, and upkeep on Ring World Ring Worlds, including Shattered Rings.

Some of these buildings give Machine speciesMechanical machine species more resource districts of their corresponding resource on natural worlds (i.e. not Ring World Ring World, Hive World, Machine World, Ecumenopolis, or Habitat).

Tier Upkeep Cost
I −2 Time 360  400
II −2 −1 Time 480  600  50
II on Ring World −5 −3 Time 480  900  200
Tier Building Jobs Effects Additional effect on Ring World Ring Worlds Strategic resource Requirements
I
Energy Grid
Energy Grid
A carefully calibrated grid network maximizes the output of power generators.
+1 Technician
II
Energy Nexus
Energy Nexus
This colossal facility centralizes all energy grids on the planet, improving their efficiency.
+2 Technicians +2 Energy from Technicians (+4 total) Exotic gases Planetary Power Grid
I
Mineral Purification Plants
Mineral Purification Plants
Minerals that have passed through these purifiers are of the highest quality.
Miner +1 Miner
II
Mineral Purification Hubs
Mineral Purification Hubs
Massive hubs where minerals are received and then shuttled to arrays of purifiers.
Miner +2 Miners Volatile motes
I
Food Processing Facilities
Food Processing Facilities
Food that is processed at these facilities has its nutritional value greatly increased.
Farmer +1 Farmer
Individualist Farmer Farmer
Agri-Drone
Angler (if Wet planet Wet world)
+1 Food from Farmer Farmers
II
Food Processing Centers
Food Processing Centers
Streamlined facilities where large amounts of food can be processed.
Farmer +2 Farmers
Individualist Farmer Farmers
Agri-Drones
Anglers (if Wet planet Wet world)
+2 Food from Farmer Farmers +2 Food from Farmer Farmers (+4 total) Volatile motes
I
Bio-Reactor
Bio-Reactor
A facility where organic matter is converted into energy at a highly efficient rate.
Farmer +1 Farmer
Individualist Farmer Farmer
Agri-Drone
Angler (if Wet planet Wet world)
II
Advanced Bio-Reactor
Advanced Bio-Reactor
A facility where organic matter is converted into energy at a highly efficient rate, improvements in waste collection allows harvesting of useful gaseous by-products.
Farmer +2 Farmers
Individualist Farmer Farmers
Agri-Drones
Anglers (if Wet planet Wet world)
No difference in effect, cost, or upkeep

Industrial buildings[]

These buildings increase the base output and upkeep of industrial jobs. Tier III buildings get additional effects, cost, and upkeep on Ring World Ring Worlds, including Shattered Rings. They cannot be built on  Thrall-World Thrall-Worlds.

Tier Upkeep Cost
I −2 Time 360  400
II −5 −2 Time 480  600  100
III −8 −4 Time 600  800  200
III on Ring World −15 −8 Time 480  1500  600
Tier Building Jobs Effects Additional effect on Ring World Ring Worlds Strategic resource Requirements
I
Alloy Foundries
Alloy Foundries
The Metallurgists working in these foundries produce high-quality alloys.
Metallurgist +2 Metallurgists
II
Alloy Mega-Forges
Alloy Mega-Forges
These massive forges can assist the end-stage production of alloys in our industries across the planet.
Same as Alloy Foundries Alloy Foundries Volatile motes Holographic Casts
III
Alloy Nano-Plants
Alloy Nano-Plants
Large industrial fabricators geared towards increasing the production of alloys on the planet.
Same as Alloy Foundries Alloy Foundries
  • +1[[]]  −2[[]] from Metallurgist Metallurgists (+3 / −6 total)
  • Organic Reprocessing (Hive)Organic Reprocessing (Machine) If Catalytic, replaced by:
Volatile motes Nano-Separators Nano-Separators
I
Civilian Industries
Civilian Industries
A wide collection of civilian industries and manufactories where a variety of consumer goods are produced.
+2 Artisans Uses consumer goods Uses consumer goods
II
Civilian Fabricators
Civilian Fabricators
Large industrial fabricators geared towards increasing the production of consumer goods on the planet.
Same as Civilian Industries Civilian Industries +1[[]]  −1[[]] from Artisans Rare crystals Nano-Circuit Assembly Nano-Circuit Assembly
III
Civilian Repli-Complexes
Civilian Repli-Complexes
Nearly anything can be replicated at the kiosks in these complexes.
Same as Civilian Industries Civilian Industries +2[[]]  −2[[]] from Artisans +1[[]]  −1[[]] from Artisans (+3 / −3 total) Rare crystals Replicator Kiosks

Other industrial output buildings[]

These buildings do not increase base output, but apply output modifiers to industrial jobs

Building Jobs Effects Upkeep Cost Requirements
Ministry of Production
  • Ministry of Production
    The Ministry of Production works tirelessly to organize and streamline manufacturing across the entire planet.

  • Resource Processing Center
    A vast facility which centralizes the handling of resources and manufacturing across the entire planet.
Foundry Drone +2 Foundry Drones
Fabricator +1 Fabricator
  • −5
  • −1
  • Time 480
  • 600
  • 50
Coordinated Fulfillment Center
Coordinated Fulfillment Center
Although some might deem the practices promoted in this facility to be unsafe or dangerously short-sighted, one cannot argue with the productivity numbers they produce.

This world will be exploited ruthlessly. Eventually, it will be rendered a Tomb World.
  • Metallurgist +20% Metallurgist Output
  • +20% Artisan Output
  • −20% Pop Growth Reduction
  • In 30 years, planet becomes a Tomb World if terraformable
  • Policies Effects modified by Industrialism policy
−2
  • Time 360
  • 400
Universal Productivity Alignment Facility
Universal Productivity Alignment Facility
Through tireless number-crunching and ubiquitous performance reviews, industrial productivity can be pushed to hitherto unmatched levels. Even if this leaves little time for distractions such as reproduction and environmental concerns.

This world will be exploited ruthlessly. Eventually, it will be rendered a Tomb World.
  • Metallurgist +40% Metallurgist Output
  • +40% Artisan Output
  • −40% Pop Growth Reduction
  • In 15 years, planet becomes a Tomb World if terraformable
  • Policies Effects modified by Industrialism policy
  • −5
  • −2
  • Time 480
  • 800
  • 100

Pop assembly buildings[]

Pop assembly buildings provide assembly points – directly or through jobs – towards either organic or mechanical pop assembly. Only one of the two types of pop assembly can be active at a time; if the planet is currently assembling a mechanic pop, organic pop assembly has no effect.

Additionally, some pop assembly buildings increase the amount of pops with auto-modding traits adjusted each month.

Building Produces Auto-modded pops adjusted monthly Upkeep Cost Requirements
Robot Assembly Plants
Robot Assembly Plants
High-tech factories where skilled Roboticists assemble the latest robot models.
From Synthetization situation choices:0
  • /Mechanical +2
−5 Time 360
600
Robot Assembly Complex
Robot Assembly Complex
An advanced assembly plant where skilled Roboticists assemble the latest robot models.
From Synthetization situation choices:0
  • /Mechanical +4
−8
−2
Time 600
800
100
  • Policies Robotic Workers policy is not Outlawed
  • Robotic Assembly Systems Robotic Assembly Systems technology
Machine Assembly Plants
Machine Assembly Plants
A production line assembly plant where new units are constructed.
+2 −2 Time 360
400
Machine Assembly Complex
Machine Assembly Complex
An advanced assembly plant where new units are constructed.
+4 −8
−2
Time 600
800
100
Mega-Assembly Systems Mega-Assembly Systems technology
Spawning Pools
Spawning Pools
Tended by the scientific and gentle care of specialists, these pools stimulate our spawn into faster growth.
  • +1 Spawning Drone
  • +2 Augmentation Drones with Synaptic Sub-Processing Synaptic Sub-Processing
  • +2
  • +2
−2 Time 360
400
Hive Mind
Offspring Nest
Offspring Nest
This fortified nest safely harbors the local Offspring while also accelerating growth for the rest of the nearby hive.
  • +1 Offspring Drone
  • +2 Augmentation Drones with Synaptic Sub-Processing Synaptic Sub-Processing
−2 Time 360
400
Progenitor Hive origin
Posthumous Employment Center
Posthumous Employment Center
At the Posthumous Employment Center, carcasses bereft of consciousness can find new purpose and a new opportunity to pay off their debts.
  • Reassigner +1 Reassigner
  • All assembled pops gain the Zombie trait, even if building is disabled.
−2 Time 360
400
Permanent Employment
Clone Vats
Clone Vats
Clone Vats break down simple organic materials like food to generate Organic Pop Assembly.
  • +2
  • +2
−2
−30 if
−30 if
Time 360
500
500 if
500 if
  • Genetics Adopted the Genetic tradition tree
  •  Resort World Resort World
Ancient Clone Vat
Ancient Clone Vat
Lost technology left behind by the Creators. Can be taken apart and reassembled, but its inner components and workings are too much advanced to replicate.
  • Monthly Organic Pop Assembly:
    • +2 if Pops per vat is 19+
    • +5 if Pops per vat is 16-18
    • +7 if Pops per vat is 12-15
    • +10 if Pops per vat is 8-11
    • +15 if Pops per vat is 0-7 (after 2210)
−5 Time 90
600
  • Clone Army origin
  • Empire limit: 5
  • Not limited to 1 per planet

Planetary feature buildings[]

These buildings are limited based on the number of certain planetary features. Except for the Alien Zoo, they cannot be built on Resort Worlds or Gestation Worlds. The Alien Zoo can also be constructed on planets with pre-sapient pops if their Policies policy is set to Protected or on planets with livestock slavery pops.

Building Effects Upkeep Cost Required technology Planetary feature
Betharian Power Plant
Betharian Power Plant
Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits.
Time 360
200
Betharian Refining Betharian Fields
Crystal Mines
Crystal Mines
Great care must be taken when excavating these mines to avoid damaging the crystals.
+1 Crystal Miner −1 Time 360
200
Rare Crystal Mining
  • Crystalline Caverns
  • Crystal Forest
  • Crystal Reef
  • Rare Crystal Deposit
Gas Extraction Wells
Gas Extraction Wells
These hulking wells reach deep into the planet's mantle to access pockets of Exotic Gas.
+1 Gas Extractor −1 Time 360
200
Exotic Gas Extraction
  • Bubbling Swamp
  • Fuming Bog
  • Exotic Gas Deposit
Mote Harvesting Traps
Mote Harvesting Traps
These intricate facilities trap Volatile Motes within energy fields, funneling them into special containment zone below ground where they can be stabilized and harvested.
Mote Harvester +1 Mote Harvester −1 Time 360
200
Mote Stabilization
  • Dust Caverns
  • Dust Desert
  • Volatile Mote Deposit
Alien Zoo
Alien Zoo
A preserve dedicated to the conservation and study of local fauna.

  • +1 Zookeeper
  • +1 Entertainer
  • All pre-sapient pops on the planet gain Conserved Fauna job
  • +3 Protected Fauna jobs if any pops on planet have livestock slavery

  • +1 Zookeeper
  • +1 Duelist
  • All pre-sapient pops on the planet gain Gladiatorial Beast job
  • +3 Gladiatorial Xeno jobs if no pops on planet have livestock slavery[1]


  • −2 Time 360
    200
    Xenology Isolated Valley

    Gaia Seeders[]

    Gaia Seeders can only be constructed by empires with the Idyllic Bloom civic. Building and upgrading Gaia Seeders takes Time 480 days for each phase. Phase 1 requires a Planetary Administration Tier II capital or above. Upgrading it to Phase 2 and above requires the following planet classes:

    • With no terraforming technology, the planet class must match that of the primary species' homeworld. Upkeep on such worlds is not increased.
    • With Terrestrial Sculpting technology, the planet needs to match the climate of the primary species' homeworld. Upkeep on such worlds is increased by +25%.
    • With Ecological Adaptation technology, the planet can be of any class except Tomb World. Upkeep on such worlds is increased by +50%.
    • With Climate Restoration technology, the planet can be a Tomb World as well. Upkeep on such worlds is increased by +75%.
    • Gaia Seeders cannot be built on planet classes that cannot be terraformed into a Gaia world ( Ecumenopolis, Hive, Machine, Relic, and Ring World artificial worlds). If the world is terraformed into such a class, the building is removed. The Final Phase building remains on Gaia worlds, and boost Bloomed and Budding traits.
    • On Gaia worlds without a Gaia Seeder building, the Final Phase building can be built without the need to go through earlier phases.
    Phase Effects Upkeep Cost
    Phase 1 Phase 1
    This is the initial growth boost phase.
    +10% Pop Growth Speed −20 1500
    Phase 2 Phase 2
    This phase shifts towards habitability.
    −20
    −1
    1500
    50
    Phase 3 Phase 3
    This phase emphasizes habitability.
    +20% Habitability −20
    −2
    1500
    100
    Final Phase Final Phase
    Having completed transformation of this planet into a Gaia World, the Gaia Seeder will now transform our population to better adapt them to this world.
    −10
    −2
    1500
    200

    Synaptic Lathe buildings[]

    Unique buildings that can only be built on the Synaptic Lathe. They have the planet limit of 2, meaning only two buildings of the same type can be built on the Synaptic Lathe. With the max building slots of 6, only six building can be built in total.

    Building Effects Upkeep Cost Requirements
    Expanded Reactor Expanded Reactor
    The more chips plugged into the network, the more energy is required to maintain it. Installing additional reactors will mitigate the complex logistics inherent in powering the Synaptic Lathe.
    • Upkeep −15% Job upkeep
    • Upkeep −15% Building upkeep
    • −15% District energy upkeep
    • −4
    • Time 480
    • 800
    • 100
    • 600
    Neural Stabilizer Neural Stabilizer
    Stabilization systems filter out the computing noise generated when physical distress overcomes Neural Chips. The reduction in interferences means an increase in global output.
    +15 Stability
    • −5
    • −1
    • Time 480
    • 800
    • 100
    • 600
    Synaptic Cogitator Synaptic Cogitator
    Calculating hyperspatial supply chains is complex. Rerouting some processing power to the task will help even the largest fleet to delve deeper into enemy territory.
    • −5
    • −1
    • Time 480
    • 800
    • 100
    • 600
    Synaptic Cogitator technology
    Synaptic Overclocker Synaptic Overclocker
    The Lathe has been designed to preserve its installed Neural Chips, keeping them productive for as long as possible. The overclocker can override these commands, resulting in a higher and faster output, but it comes with an increased failure rate.
    • −5
    • −1
    • Time 480
    • 800
    • 100
    • 600
    Synaptic Overclocker technology
    Synaptic Preserver Synaptic Preserver
    The organic components of the network are especially vulnerable to energetic fluctuations, which can cause rapid axonal degeneration. The Preserver strives to reduce these fluctuations to protect the Synaptic Lathe's frailer parts.
    • Pop decline speed −15% Purge speed
    • −5
    • −1
    • Time 480
    • 800
    • 100
    • 600
    Synaptic Preserver technology
    Synaptic Resonator Synaptic Resonator
    Resonators harness and redirect the cognitive potential of stray thoughts and autonomic systems, leading every single chip to increase the efficiency of its closest processing neighbors.
    • −5
    • −1
    • Time 480
    • 800
    • 100
    • 600
    Synaptic Resonator technology
    Synaptic Sustainer Synaptic Sustainer
    Dedicated facilities organize the maintenance of the Lathe's critical components, allowing us to support more chips and a healthier network environment.
    • −5
    • −1
    • Time 480
    • 800
    • 100
    • 600
    Synaptic Sustainer technology
    Synaptic Validator Synaptic Validator
    While the primary purpose of the validator's specialized functions is to help formulate infinity theses, it can also be applied to more general aspects of computing.
    • −5
    • −1
    • Time 480
    • 800
    • 100
    • 600
    Synaptic Validator technology

    Cybernetic Creed buildings[]

    The following buildings are available to empires with the Cybernetic Creed origin. The first level buildings convert to a Temple on conquest by another empire. They cannot be built on  Thrall-World Thrall-Worlds or  Resort World Resort Worlds. The capital starts with one of each of the first tier creed buildings; more creed buildings can be built after embracing a creed or unifying the faith in The Conclave of Fusion situation. These buildings cannot be manually destroyed.

    Building Building Jobs Effects Upkeep Cost Requirements
    Choir of the Mind
    98px link= Amphitheater of the Mind −5
    • Time 480
    • 600
    • Tier II capital
    The Grand Concert Hall of the Mind The Grand Concert Hall of the Mind −5
    • Time 600
    • 600
    • Tier III capital
    Commune of Toil
    98px link= Sanctuary of Toil Haruspex +1 Haruspex −2
    • Time 480
    • 400
    • Tier II capital
    98px link= Grand Cathedral of Toil −5
    • Time 480
    • 600
    • Tier III capital
    Fellowship of the Hammer
    98px link= Forge of the Fellowship −5
    • Time 480
    • 600
    • Tier II capital
    98px link= Grand Forge of the Fellowship −5
    • Time 600
    • 600
    • Tier III capital
    Templars of Steel
    Battlements of Steel Battlements of Steel Orbital bombardment damage −10% Orbital bombardment damage −2
    • Time 480
    • 400
    • Tier II capital
    The Grand Battlements of Steel The Grand Battlements of Steel −5
    • Time 480
    • 600
    • Tier III capital
    United Creeds
    Sanctum of Augmentation Sanctum of Augmentation −5
    • Time 480
    • 600
    • Tier II capital
    United Sanctum of Augmentation United Sanctum of Augmentation −8
    • Time 600
    • 800
    • Tier III capital

    Other planet-limited buildings[]

    Building Building Jobs Effects Upkeep Cost Requirements
    Planetary Shield Generator Planetary Shield Generator Orbital bombardment damage −50% Orbital bombardment damage −5
    • Time 600
    • 600
    Dread Encampment Dread Encampment +2 Necromancer −2
    • Time 480
    • 600
    Chamber of Elevation Chamber of Elevation
    • +1 Necrophyte
    • Based on expected organic pop growth per year:
      • +1 if 0.2 or more (+2 total)
      • +1 if 0.3 or more (+3 total)
    −2
    • Time 360
    • 400
    House of Apotheosis House of Apotheosis −5
    −1
    • Time 600
    • 600
    • 50
    Glandular Acclimation technology
    Gene Clinic Gene Clinic Medical Worker +2 Medical Worker
    • +1 Automodding
    • +1 Automodding
    −2
    • Time 360
    • 400
    Cyto-Revitalization Center Cyto-Revitalization Center Medical Worker +4 Medical Worker
    • +2 Automodding
    • +2 Automodding
    • −5
    • −1
    • Time 480
    • 600
    • 50
    Augmentation Bazaar Augmentation Bazaar
    • Augmentation Overload +2 Automodding
    • −5
    • Time 480
    • 600
    98px link= Augmentation Center
    • Augmentation Overload +6 Automodding
    • From Cyberization situation choices:
    −8
    • Time 800
    • 800
    98px link= Identity Repository −2 per Identity
    • Time 480
    • 2000
    Abandoned Gene Clinic Abandoned Gene Clinic
    Galactic Stock Exchange Galactic Stock Exchange Merchant +1 Merchant +20% Trade value
    • −5
    • −1
    • Time 480
    • 600
    • 50
    Noble Estates Noble Estates +1 Noble +1 Housing −2
    • Time 480
    • 400
    98px link= Ranger Lodge
    • +1 Ranger
    • +1 Ranger per Natural Blocker
    • With The Paradise Initiative resolution, additional
      • +1 Ranger per Natural Blocker
    • +2 Unity per Natural Blocker
    • With Ecological Protection resolutions, additional unity per Natural Blocker
      • Integrated Gardens: +1
      • Environmental Control Board: +2
      • The Paradise Initiative: +3
    • Creates a Nature Preserve blocker
    • Natural Blockers can no longer be removed, even if Ranger Lodge is disabled.
    −2
    • Time 360
    • 400
    Slave Processing Facility Slave Processing Facility −2
    • Time 360
    • 400
    Psi Corps Psi Corps +2 Telepath +5 Stability −5
    • Time 480
    • 500
    Mutagenic Spa Mutagenic Spa +2 Mutagenic Spa Attendant −2
    • Time 360
    • 400
    Mutagenic Permutation Pool Mutagenic Permutation Pool +2 Permutation Attendant Drone −2
    • Time 360
    • 400
    Permutation Pools civic
    Hyper Lubrication Basin Hyper Lubrication Basin +2 Lubrication Terminal −2
    • Time 360
    • 400
    Hyper Lubrication Basin civic
    Astral Siphon Astral Siphon +2 Astral Researcher / Astral Drone / Astral Unit +100 Astral threads capacity −2
    • Time 360
    • 400
    Used the Astral Siphon astral action
    Astral Funnel Astral Funnel +4 Astral Researcher / Astral Drone / Astral Unit +200 Astral threads capacity −8
    • Time 480
    • 800
    Used the Astral Siphon astral action twice
    Astral Nexus Astral Nexus +6 Astral Researcher / Astral Drone / Astral Unit +300 Astral threads capacity −8
    • Time 600
    • 800
    Used the Astral Siphon astral action thrice
    Order's Castle Order's Castle
    • Immigration pull +1 Immigration pull
    • Immigration pull +20% Automatic Resettlement Destination Chance
    • Habitat can construct Order's Demesne Districts
    • Cannot be disabled or demolished
    N/A N/A
    Numistic Shrine Numistic Shrine
    A shrine devoted to the worship of Numa, goddess of fortune.
    Numistic Priest +4 Numistic Priest jobs N/A Time 180
    1000
    Waste Reprocessing Center Waste Reprocessing Center
    A planet's one stop center for converting industrial and biowaste into mostly clean, mostly reusable energy and minerals. Designed by the Racket Industrial Enterprise, its construction is somewhat arcane, and largely non-reverse- engineerable.
    +2 Tech-Drone job
    • +10 Energy
    • +10 Minerals
    • +5 Amenities
    N/A Time 480
    100

    Archaeo-tech buildings[]

    These buildings are unlocked by researching the relevant Archaeostudies technology. Some of them require Secrets of the Precursor artifact action. Their effects are boosted by the Archaeo-Engineers Archaeo-Engineers ascension perk

    Building Jobs Effects Upkeep Cost Requirements
    Without Archaeo-Engineers Archaeo-Engineers: With Archaeo-Engineers Archaeo-Engineers:
    Faculty of Archaeostudies
    Faculty of Archaeostudies
    A series of laboratories dedicated to the studies of technological applications of minor artifacts retrieved from elder empires.
    +3 Archaeo-Engineers −10 Time 480
    600
    50
    Ancient Refinery
    Ancient Refinery
    This millennia-old processing equipment has an efficiency rate above 100%. Its functioning remains alien, but its production gains are substantial.
    • −5
    • Time 600
    • 600
    • 50
    • Planet limit: 1
    • Ancient Refinery Tech Ancient Refinery tech
    •  Thrall-World Thrall-World
    First League Filing Offices
    First League Filing Offices
    The sprawling empire of the First League dwarfed our own at its peak, and relied on implacable bureaucracy to keep the wheels of the state in motion. The quantic filing arrays they used afforded them unprecedented efficiency in the sorting and storing of documents.
    +2 Administrators
    • −5
    • −1
    • Time 480
    • 600
    • 30
    • 50
    Vultaum Reality Computer
    Vultaum Reality Computer
    The reality computers of the Vultaums were unique processing units, dedicated to analyzing existence itself, not quite through physics, but rather by trying to reverse engineer reality's source code and find the glitch that would finally allow the Vultaums to take down the simulation where they believed they lived.
    • −5
    • Time 480
    • 600
    • 30
    Baol Organic Plant
    Baol Organic Plant
    The Baol Organism had a unique way of producing tools. Given the species' relative slowness, they would simply grow them out of organic matter in locations that were half orchard, half factory. With the proper genetic adjustments, we could also grow various commodities and tools alongside our regular crops.
    • −2
    • Time 480
    • 600
    • 25

    Empire-limited[]

    Unless stated otherwise, these buildings can only be constructed once per empire.

    Building Jobs Effects Upkeep Cost Requirements
    Embassy Complex
    • Embassy Complex
    This building forms the heart of the empire's diplomatic efforts.

    Due to the need to be close to the seat of the government, it can only be built at our capital.
    Politician +1 Politician Available envoys +1 Available envoys −5
    −1
    Time 480
    600
    50
    Grand Embassy Complex Grand Embassy Complex
    The complex is intended to awe the viewer, rendering them compliant in negotiations.

    Due to the need to be close to the seat of the government, it can only be built at our capital.
    Politician +2 Politicians Available envoys +2 Available envoys −8
    −2
    Time 600
    800
    100
    Military Academy Military Academy
    Military Academies improve local recruitment rates and offer a higher standard of training.
    • −2
    • −1
    • Time 480
    • 600
    • 50
    Research Institute
    • Research Institute
    The Research Institute is a massive complex, gathering the cutting edges of disparate fields together for unprecedented synergy, improving the research output of the whole planet.
    • Planetary Supercomputer
    A single colossal supercomputer which can carry out incredibly complex calculations, improving the research output of the whole planet.
    • −5
    • −1
    • Time 480
    • 600
    • 50
    Auto-Curating Vault
    • Auto-Curating Vault
    • Vault of Acquisitions
    • Alpha Hub
    A highly-specialized computerized network constantly acquires, analyzes, evaluates, and puts on display everyday artifacts it deems to be significant, creating a living museum of the present.
    −5
    −1
    • Time 480
    • 600
    • 50
    −8
    −3
    • Time 480
    • 1200
    • 375
    Citadel of Faith Citadel of Faith
    A massive complex offering refuge and seclusion from the material world, for all comers.
    High Priest +1 High Priest
    • −5
    • −1
    • Time 480
    • 600
    • 50
    −8
    −3
    • Time 480
    • 1200
    • 375
    Omega Alignment Omega Alignment
    The surface of this object angles space. The interior is not visible to any sensor or imaging technology available. But we all know that what's in there.
    Physics Research +16 Physics research −8 Time 900
    1000
    Order's Keep Order's Keep
    The seat of the Order is the home of its knights. It boasts vast archives of data, and is filled with trophies collected over its long and illustrious history.
    • +2 Squire job
    • Knight +2 Knight job
    • Knight +1 Knight job per 10 Pops
      • Knight jobs halved if the Toxic God colossus is tamed
    • Changes the jobs of the Habitat Central Control habitat capital
    • Immigration pull +5 Immigration pull
    • Immigration pull +100% Automatic Resettlement Destination Chance
    • Habitat can construct Order's Demesne Districts
    • Cannot be disabled or demolished
    N/A Time 180
    1000
    Ministry of Culture Ministry of Culture
    A fashionable headquarters for the Ministry of Culture, helping to spread knowledge, entertainment and art to the masses.
    +15% Unity from Jobs −2 Time 480
    Vaults of Knowledge Vaults of Knowledge
    Our society has always preserved the stories of heroes and prominent figures from the past. Their knowledge and experiences are digitized and gathered in the Vaults of Knowledge. Destroying this building will eradicate the data stored inside.
    • +5 Unity
    • +1% Leader experience gain
    • Effect is multiplied by:
    • Multiplier is reset if the building is destroyed
    −5
    • Time 480
    • 600
    Neural Vaults
    Memory Vaults civic
    Contained Ecosphere Contained Ecosphere
    Astrocreator Azaryn's legacy, left to us when she passed. It is but a small section of the Vivarium's internal ecosystem.

    Introduces a high concentration of Ecosphere Pheromones to a planet's atmosphere, applying positive effects to the population.
    −5
    • Instant
    • 500
    • 500
    Murmuring Monolith Murmuring Monolith
    The Beholder's conduit into our plane of existence. A ship, feeding upon the planet's energy to amass Zro and sustain its connection to the Shroud.
    • +10% Psionic pops output
    • +8 Zro, unless Psi-Inoculating
    • Can activate decisions:
      • Deploy Murmuring Monolith
      • Begin Psi-Inoculation
      • Cease Psi-Inoculation
    −25 N/A
    −3 Is investigating The Beholder
    98px link= Cyberdome
    Hosts savage cybersports with augmented athletes for the entertainment of the imperial citizens. Enhanced gladiators, athletes and sprinters compete for our favor until damaged or dead.
    • +2 Hyper-Gladiator
    • +2 Spectator
    • With Neurocasted Spectacles:
      • +1 Hyper-Gladiator per 20 pops
      • +1 Spectator per 10 pops
    −3
    • Time 600
    • 600
    98px link= Identity Complex −8
    • Time 600
    • 800

    Sanctum buildings[]

    Empires that pursued Psionics Psionic ascension, breached the Shroud, and then formed and confirmed a Covenant with a Shroud entity gain access to empire-unique Sanctum buildings. Each of them grants unique empire wide bonuses.

    All Sanctum buildings require a Planetary Capital Tier III capital, provide Telepath jobs, and have the same cost and upkeep.

    Jobs Upkeep Cost Requirements
    +3 Telepaths −8
    −2
    Time 600
    600
    75
    Confirmed Covenant with the patron
    Planetary Capital Tier III capital
    Building Shroud patron Empire effects
    Sanctum of the Composer Sanctum of the Composer
    The Sanctum is a place dedicated to communion with the Composer. Here, flesh roams as freely as thought. Who knows what changes the Shroud might impart upon your mortal form?
    Composer of Strands
    Sanctum of the Eater Sanctum of the Eater
    The Sanctum is a place dedicated to communion with the Eater. Here, war is prepared as we plan for the next feast.
    Eater of Worlds
    Sanctum of the Instrument Sanctum of the Instrument
    The Sanctum is a place dedicated to communion with the Instrument. Here, riches are hoarded then traded away in a comsumptive frenzy that brings us no closer to fulfillment.
    Instrument of Desire
    Sanctum of the Whisperers Sanctum of the Whisperers
    The Sanctum is a place dedicated to communion with the Whisperers. Here, secrets are traded in hushed tones, new knowledge is brought to be sealed away, and our murmurs join the chorus.
    Whisperers in the Void

    Broken Shackles buildings[]

    The following buildings can only be found on the homeworlds of empires with the Broken Shackles origin, no more can be constructed. If another empire conquers the homeworld they are removed, except for the capital. All buildings have an upkeep of −1 Energy.

    Building Effects Upgrades to Upgrade Requirements Description
    Command Center Command Center
    • +4 Housing
    • +7 Amenities
    • +1 Building Slots
    • Warrior +1 Militia
    • +2 Colonists
    Planetary Administration Planetary Administration Planetary Government technology The bridge of our former masters' ship, hastily refashioned into a command center.
    Administrative Hub Administrative Hub
    • Politician +2 Administrators
    • Corporate and Fanatic Spiritualist Spiritualist:
      • Politician 2 ➡ Politician +2 Supervisors
    • Fanatic Spiritualist Spiritualist:
      • Politician 2 ➡ Priest +2 Preachers
    • Fanatic SpiritualistAdministrative Offices Administrative Offices
    • Fanatic Spiritualist Temple
    Planetary Government technology The state cabins and living quarters of our former masters, repurposed into offices.
    Laboratory Complex Laboratory Complex Researcher +2 Scientists Research Labs Research Labs Scientific Method technology Experiments in multiple disciplines take place in what was once an engineering bay.
    Makeshift Farms Makeshift Farms Farmer +10 Homesteaders Agriculture District 3 Agriculture Districts Memorial to the Unshackled decision Hardscrabble farmsteads tilling the soil for meager returns.
    Power Plant Power Plant +2 Reactor Engineers 1 Generator Districts Memorial to the Unshackled decision A jerry-rigged assemblage of solar cells linked to the fusion reactor in our former masters' ship.
    Scrap Refinery Scrap Refinery
    • +2 Labourers
    • Miner +2 Prospectors
    2 Mining Districts Memorial to the Unshackled decision A small-scale refinery making use of scrap salvaged from our former masters' ship.

    References[]

    1. Likely a bug with an inverted check
    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
    Advertisement