List of base facilities in SMAC

The cost of each facility is given in "rows". The number of minerals for a human player with 0 industry is 10, so an Aquafarm, with its 8-row cost, is usually 80 minerals.
Base facility 	Prerequisites	Mineral rows	Maintenance 	Effects & notes
 	 	8 	2 	Adds +2 morale to air units built at this base, increases base air defense by 100%, repairs air units fully in one turn, allows base to construct and receive the full benefits of satellites.
(Alien Crossfire only)	 	8 	1 	Increases the nutrient output of every kelp farm at that base by one.
 	 	10 	2 	Adds +2 morale to conventional units and +1 lifecycle to psi units.
 	 	6 	1 	+1 Lifecycle for Native Life, +2 Labs/turn
(Alien Crossfire only)	 	8 	2 	The base gets a +1 lifecycle bonus for aliens and decrease cost of breeding aliens by -25%. Negative lifecycle effects are canceled inside this base. Also the base gets +2 police rating.
 	 	10 	2 	Decreases Eco damage and adds +1 lifecycle bonus.
 	 	5 	1 	Provides +2 Growth and +1 Efficiency. Any units defending the base ignore negative Morale penalties and take +1 Morale instead. Units that already have +1 Morale or better do not benefit.
 	 	4 	variable 	This facility provides +2 Morale to land units produced. Land units end their turn here are automatically restored to full strength the next turn. All units within the base gain a 100% defense bonus against land units.
(Alien Crossfire only)	 	10 	2 	Probe Teams get 2 morale upgrades and gets a +2 probe rating.
 	 	8 	1 (0 with discovery of Quantum Machinery) 	The Energy Bank adds +50% Economy at the base.
(Alien Crossfire only)	 	12 	2 	There is a 50% chance that a normal missile will be shot down if it comes near the base. It also can shoot down more powerful missiles like Planetbusters 50% of the time.
 	 	12 	3 	Labs and Economy is increased by 50%.
 	 	10 	2 	You gain an extra 50% minerals at this base, but you get 1 more drone at the base and you're more vulnerable to mind control.
(Alien Crossfire only)	 	16 	4 	Sight Radius of the base is now 3. They also count as sensory array so you get +25% defense. They can be destroyed by Orbital Defense Pods and Probe Teams.
 	 	8 	2 	The Hab Complex increases the population limit of the base by seven.
 	 	16 	4 	Allows your base to grow beyond 14. Note: You need Hab Complex first.
 	 	5 	0 	This facility can be moved, you can only have 1. You get +1 energy at the base and you have ZERO inefficiency. And enemy Probe Teams cannot try to Mind Control.
 	 	6 	3 	Adds +50% to Psych, and quells 2 Drones.
 	 	24 	4 	+1 Energy and Nutrient from forests. +50% psych and economy. It removes ecodamage from terraforming 100% (You need Tree Farm first before you can build this).
 	 	24 	4 	Psych goes up 25%, labs go up 50% and the amount of drones goes down by 1. Helps prevent population loss by disease or genetic warfare.
 	 	32 	6 	Mineral output goes up by 50%.
 	 	8 	2 	This facility provides +2 Morale to naval units produced. Naval units that end their turn here are automatically restored to full strength the next turn. Increases naval defense at this base by 100%.
 	 	12 	0 	Each of your bases produces +1 additional minerals per turn for each satellite built.
 	 	8 	1 (0 with discovery of Self-Aware Machines) 	Adds +50% to Labs, allows Alien Artifacts to be linked for tech.
 	 	12 	0 	50% of all missiles will get destroyed if they try to attack ANY base.
 	 	12 	0 	Each of your bases produces +1 additional energy per turn for each satellite built.
 	 	12 	4 	Two extra talents at the base. Sited wisely, you can use these to trigger a golden age at your best bases.
 	 	5 	0 	Adds +100% to base defense.
 	 	8 	0 	Prevents base from submerging when the terrain changes (base will turn into a naval base.) Also counts as a Recycling Tanks.
 	 	10 	2 	Allows one unit to teleport to -or- from another base with a psi gate per turn.
 	 	10 	2 	Quells all drones at this base with the penalty of -50% labs and no talents.
 	 	20 	5 	Adds +50% minerals production at this base. Cumulative with similar facilities.
 	 	24 	4 	Adds +50% labs and energy production at this base. Cumulative with similar facilities.
 	 	4 	1 (0 with discovery of Sentient Econometrics)	Quells 2 Drones.
 	 	4 	0 	The Recycling Tanks provides +1 nutrient, mineral, and energy per turn in the base square of the base in which it is built.
 	 	12 	3 	Adds +50% Labs, +25% Psych, quells 1 Drone.
 	 	20 	4 	Adds +50% minerals production at this base. Cumulative with similar facilities.
 	 	6 	1 	Building prototype units at this base does not cost extra minerals.
 	 	12 	0 	Each of your bases produces +1 additional nutrient per turn for each satellite built.
 	 	0 	0 	Convert minerals to energy.
(Alien Crossfire only)	 	12 	4 	Increases minerals by 1 on every square (in the sea).
(Alien Crossfire only)	 	60 	5 	Only aliens can build these. If you build 6 generators each in a base with a population of 10 or more, you win the game.
 	 	12 	2 	Augments extant Perimeter Defenses, at a higher maintenance cost.
 	 	20 	3 	The Voice of Planet must have been built by you or any other faction.
(Alien Crossfire only)	 	8 	0 	+1 Energy from Tidal Harnesses
 	 	12 	3 	Adds +50% Economy, +50% Psych, +1 Nutrient in Forest tiles.
 
Category:Lists (SMAC)