Version

This article is for the PC version of Stellaris only.
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 | ![]() ![]() |
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Jobs | ![]() |
Cost | Requirements | ||||
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I | Sensorium Site | Simulation Site |
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II | Sensorium Center | Simulation Center |
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III | Sensorium Complex | Simulation Complex |
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+6 |
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Memorialist monuments have an additional effect on Tomb and
Relic worlds:
Individualistic Memorialists gain
+20% governing ethics attraction.
- Gestalt Memorialists gain
−20 deviancy reduction.
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 Worlds, including Shattered Rings.
Some of these buildings give machine species more resource districts of their corresponding resource on natural worlds (i.e. not
Ring World,
Hive World,
Machine World,
Ecumenopolis, or
Habitat).
Tier | Upkeep | Cost | |
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Tier | Building | Jobs | Effects | Additional effect on ![]() |
Strategic resource | Requirements |
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I | Energy Grid A carefully calibrated grid network maximizes the output of power generators. |
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II | Energy Nexus This colossal facility centralizes all energy grids on the planet, improving their efficiency. |
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I | Mineral Purification Plants Minerals that have passed through these purifiers are of the highest quality. |
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II | Mineral Purification Hubs Massive hubs where minerals are received and then shuttled to arrays of purifiers. |
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I | Food Processing Facilities Food that is processed at these facilities has its nutritional value greatly increased. |
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II | Food Processing Centers Streamlined facilities where large amounts of food can be processed. |
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I | Bio-Reactor A facility where organic matter is converted into energy at a highly efficient rate. |
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II | 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. |
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Industrial buildings[]
These buildings increase the base output and upkeep of industrial jobs. Tier III buildings get additional effects, cost, and upkeep on Ring Worlds, including Shattered Rings. They cannot be built on
Thrall-World Thrall-Worlds.
Tier | Upkeep | Cost | |
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Tier | Building | Jobs | Effects | Additional effect on ![]() |
Strategic resource | Requirements |
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I | Alloy Foundries The Metallurgists working in these foundries produce high-quality alloys. |
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II | Alloy Mega-Forges These massive forges can assist the end-stage production of alloys in our industries across the planet. |
Same as | Alloy Foundries
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III | Alloy Nano-Plants Large industrial fabricators geared towards increasing the production of alloys on the planet. |
Same as | Alloy Foundries
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I | Civilian Industries A wide collection of civilian industries and manufactories where a variety of consumer goods are produced. |
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II | Civilian Fabricators Large industrial fabricators geared towards increasing the production of consumer goods on the planet. |
Same as | Civilian Industries![]() ![]() ![]() |
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III | Civilian Repli-Complexes Nearly anything can be replicated at the kiosks in these complexes. |
Same as | Civilian Industries![]() ![]() ![]() |
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Other industrial output buildings[]
These buildings do not increase base output, but apply output modifiers to industrial jobs
Building | Jobs | Effects | Upkeep | Cost | Requirements |
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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. |
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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. |
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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 |
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Robot Assembly Plants High-tech factories where skilled Roboticists assemble the latest robot models. |
From Synthetization situation choices:
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Robot Assembly Complex An advanced assembly plant where skilled Roboticists assemble the latest robot models. |
From Synthetization situation choices:
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Machine Assembly Plants A production line assembly plant where new units are constructed. |
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Machine Assembly Complex An advanced assembly plant where new units are constructed. |
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Spawning Pools Tended by the scientific and gentle care of specialists, these pools stimulate our spawn into faster growth. |
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Offspring Nest This fortified nest safely harbors the local Offspring while also accelerating growth for the rest of the nearby hive. |
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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. |
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Clone Vats Clone Vats break down simple organic materials like food to generate Organic Pop Assembly. |
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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. |
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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 policy is set to Protected or on planets with livestock slavery pops.
Building | Effects | Upkeep | Cost | Required technology | Planetary feature |
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Betharian Power Plant Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits. |
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Crystal Mines Great care must be taken when excavating these mines to avoid damaging the crystals. |
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Gas Extraction Wells These hulking wells reach deep into the planet's mantle to access pockets of Exotic Gas. |
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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. |
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Alien Zoo A preserve dedicated to the conservation and study of local fauna. |
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Gaia Seeders[]
Gaia Seeders can only be constructed by empires with the Idyllic Bloom civic. Building and upgrading Gaia Seeders takes 480 days for each phase. Phase 1 requires a 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
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 | |
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Phase 1 This is the initial growth boost phase.
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Phase 2 This phase shifts towards habitability.
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Phase 3 This phase emphasizes habitability.
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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.
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Synaptic Lathe buildings[]
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Available only with the The Machine Age DLC enabled. |
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 | |
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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.
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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.
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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.
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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.
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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.
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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.
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Synaptic Sustainer
Dedicated facilities organize the maintenance of the Lathe's critical components, allowing us to support more chips and a healthier network environment.
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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.
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Cybernetic Creed buildings[]
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Available only with the The Machine Age DLC enabled. |
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.
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Effects | Upkeep | Cost | Requirements | |
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Choir of the Mind | ||||||
Amphitheater of the Mind |
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The Grand Concert Hall of the Mind |
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Commune of Toil | ||||||
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Grand Cathedral of Toil |
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Fellowship of the Hammer | ||||||
Forge of the Fellowship |
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Grand Forge of the Fellowship |
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Templars of Steel | ||||||
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The Grand Battlements of Steel |
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United Creeds | ||||||
Sanctum of Augmentation |
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United Sanctum of Augmentation |
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Other planet-limited buildings[]
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Effects | Upkeep | Cost | Requirements | |
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Dread Encampment | ![]() |
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Chamber of Elevation |
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House of Apotheosis |
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Gene Clinic | ![]() |
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Cyto-Revitalization Center | ![]() |
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Augmentation Bazaar |
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Augmentation Center |
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Identity Repository |
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Abandoned Gene Clinic | ||||||
Galactic Stock Exchange | ![]() |
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Noble Estates | ![]() |
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Ranger Lodge |
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Slave Processing Facility |
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Psi Corps | ![]() |
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Mutagenic Spa | ![]() |
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Mutagenic Permutation Pool | ![]() |
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Hyper Lubrication Basin | ![]() |
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Astral Siphon | ![]() |
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Astral Funnel | ![]() |
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Astral Nexus | ![]() |
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Order's Castle |
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Numistic Shrine
A shrine devoted to the worship of Numa, goddess of fortune.
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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.
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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 ascension perk
Building | Jobs | Effects | Upkeep | Cost | Requirements | |
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Faculty of Archaeostudies A series of laboratories dedicated to the studies of technological applications of minor artifacts retrieved from elder empires. |
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Ancient Refinery This millennia-old processing equipment has an efficiency rate above 100%. Its functioning remains alien, but its production gains are substantial. |
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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. |
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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. |
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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. |
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Empire-limited[]
Unless stated otherwise, these buildings can only be constructed once per empire.
Building | Jobs | Effects | Upkeep | Cost | Requirements | |
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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. |
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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. |
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Military Academy Military Academies improve local recruitment rates and offer a higher standard of training.
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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.
A single colossal supercomputer which can carry out incredibly complex calculations, improving the research output of the whole planet.
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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.
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Citadel of Faith A massive complex offering refuge and seclusion from the material world, for all comers.
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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.
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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.
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Ministry of Culture A fashionable headquarters for the Ministry of Culture, helping to spread knowledge, entertainment and art to the masses.
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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.
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Memory Vaults civic | |||
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. |
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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.
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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.
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Identity Complex | ![]() |
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Sanctum buildings[]
Empires that pursued 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 Tier III capital, provide Telepath jobs, and have the same cost and upkeep.
Jobs | Upkeep | Cost | Requirements |
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Confirmed Covenant with the patron Tier III capital |
Building | Shroud patron | Empire effects | |
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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?
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Composer of Strands |
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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.
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Eater of Worlds |
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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.
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Instrument of Desire |
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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.
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Whisperers in the Void |
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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 | |
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Command Center | Planetary Administration | ![]() |
The bridge of our former masters' ship, hastily refashioned into a command center. | ||
Administrative Hub |
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The state cabins and living quarters of our former masters, repurposed into offices. | |
Laboratory Complex | ![]() |
Research Labs | ![]() |