Buildings

Version

This article has been verified for the current PC version (3.10) of the game.

Planetary management

Districts

**Buildings**

Jobs

Designation

Decisions

Stability

Crime and Deviancy

Holdings

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.

* Every **2** Order's Demesne (**+0.5** each)
* Order's Demesne (each)
* Every **4** habitat resource or science districts (**+0.25** each)

## 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.

## Capital

The capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defense armies, 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 will automatically be 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, what other buildings require them, 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 capital planet or habitat with a "fifth" tier imperial capital building.

Tier 4 and imperial capitals convert one tier lower, other tiers convert directly except as noted below.

### Standard capitals

The standard set of capitals are built on planets without a special designation as well as ringworlds by  non-gestalt empires.

### 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 2, except for job productivity, for which it has no bonus. Habitat Central Control counts as tier 3 for building requirements and tier 2 for job productivity. Habitat System Control counts as tier 4 for building requirements and tier 3 for job productivity.

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

### 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.

### Hive Mind capitals

 Hive Mind empires only have two regular capital buildings. The Hive Core is tier 2 for all purposes, except that it also converts from tier 1 capitals. The Hive Nexus acts as tier 4 for job productivity and building requirements, but converts to tier 3.

* Amenities: **+8**
* Building slots: **+2**
* Defense armies **+4**
* Maintenance Drone: **+2**
* Hunter-Seeker Drone: **+1**
* Amenities: **+12**
* Building slots: **+4**
* Defense armies **+8**
* Maintenance Drone: **+5**
* Hunter-Seeker Drone: **+2**
* 600
 Imperial ComplexFrom this massive structure, the Hive Mind governs the Galactic Imperium. This is where the fate of the galaxy is decided. | * Housing: **+20**
* Amenities: **+20**
* Building slots: **+11**
* Branch Office building slots: **+3**
* Defense armies **+16**
* Maintenance Drone: **+7**
* Hunter-Seeker Drone: **+4**
* 2000
* 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 2) will convert to a Reassembled Ship Shelter (tier 1) if the planet is conquered by a non-Gestalt empire. Also, the Planetary Processor (tier 3) counts as tier 4 for building requirements.  Driven Assimilators' capitals have one less  Replicator and, after tier 1, one more  Maintenance Drone than other  Machine Intelligence empires' capitals.

## Buildings

### 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 also require 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 will be converted into new ones of the same tier. Tiered buildings cannot be constructed on Thrall Worlds.

### Housing

Housing buildings provide  Housing and come in two tiers. The advanced resource used to upgrade their tier is  Rare Crystals. If the world is conquered by an empire with different government each housing building will be converted into the equal tier counterpart of the new owner.

### Planet unique

Planet unique buildings can only be constructed once per planet and may contain effects beyond the creation of Jobs. Many of them require the capital to have reached a certain level.

#### Monuments

Monuments are planet unique buildings that increase  Unity output and produce it themselves based on the number of taken Ascension Perks. If the world is conqured by a different empire monuments will be converted accordingly.

#### Job output buildings

Job output buildings increase the output of certain jobs.

#### Pop assembly buildings

Pop assembly buildings provide assembly points towards either organic or robotic Pops. Only one pop assembly building can be active at a time; if a second one is constructed it will remain inactive.

#### 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 and requires a tier 2 or above capital and the following planet classes:

* Initially, the planet class must match that of the primary species' homeworld. Upkeep on such worlds is not increased.
* If the  Terrestrial Sculpting technology is researched, the planet needs to match the climate of the primary species' homeworld. Upkeep on such worlds is increased by **+25%**.
* If the  Ecological Adaptation technology is researched, the planet can be of any class except  Tomb World. Upkeep on such worlds is increased by **+50%**.
* If the  Climate Restoration technology is researched, 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 (Gaia, Ecumenopolis, Hive, Machine, Relic, and artificial worlds). If the world is terraformed into such a class, the building is removed.

* **+10%** Habitability
* **+10%** Happiness for 6 months
* **+50%** Immigration Pull for 6 months
* Increases effects of Bloomed and  Budding traits by **+50%**

#### Empire unique buildings

The following buildings can only be constructed once per empire.

#### Broken Shackles buildings

The following buildings can only be found on the homeworlds of empires with the  Broken Shackles origin. If another empire conquers the homeworld they are removed. All buildings have an upkeep cost of 1  Energy.

### Military

Military buildings produce  defense armies and are vital for the protection of a world. Once constructed they will always be placed at the top of the buildings order to be the last buildings destroyed by orbital bombardment. Fortresses can also contain an FTL inhibitor if the  FTL Inhibition technology has been researched. Upgrading Strongholds into Fortresses requires the  Global Defense Grid technology.

### Law enforcement

Law enforcement buildings produce  defense armies and  Unity and, most importantly, reduce  Crime or Deviancy.

### Refineries

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 Crucible Worlds.

### Temples

Temple buildings are only available to  Spiritualist empires or non-Gestalt empires in level 5  Holy Covenant federations. They produce  Amenities,  Unity and  Spiritualist Ethics Attraction.

### Trade

Trade Buildings create Clerk and Trader Jobs, which generate Trade Values and Amenities. While Clerk Jobs have a poor yield of only 4 Trade Value per Jobs, Commerce Buildings provide an increased number of them. Upgrading Commercial Zones into Commercial megaplexes requires the  Interstellar Economics technology.

 Gestalt Consciousness empires do not have civilian trade and cannot build these buildings. They also cannot be built on Thrall-Worlds.

* **+1** Trader without  Commercial Enterprise
* **+2** Trader with  Commercial Enterprise
* **+2** Trader without  Commercial Enterprise
* **+4** Trader with  Commercial Enterprise

### Organic safekeeping

 Rogue Servitor empires need organic safekeeping buildings to provide  Bio-Trophy Jobs for  Unity. These buildings are converted into  Housing buildings of equal tier if the planet is conquered by an empire that lacks the civic. Upgrading Organic Sanctuaries to Organic Paradises requires the  Idyllic Architecture technology.

* Artisan Drone **+1**
* Artisan Drone **+2**
* Maintenance Drone **+1**

### Feature-related

Feature buildings can only be built based on the number certain rare Planetary Features allow. Except for the Alien Zoo, they cannot be built on Resort Worlds or Crucible 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.

## Pre-FTL

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.

## Fallen empire

Fallen Empire buildings are found on the homeworlds and planets of Fallen Empires. These buildings use incredibly advanced arcane technology, and as such are exceptionally effective compared to regular empire buildings. Most are autonomous, and can be used by other empires if captured. Ruined Fallen Empire buildings can be repaired. Fallen Empires, awakened or not, can never build more Fallen Empire buildings (with a few exceptions), making these buildings highly valuable.

Using the *Reverse-Engineer Arcane Technology* artifact action has a small chance (5.9%, doubled with  Archaeo-Engineers) to allow the user to build a resource-producing Fallen Empire building on one of their planets. Each building takes  480 days to construct. If demolished however, they cannot be rebuilt.

## References

1. ↑ 00\_capital\_buildings.txt: see "prerequisites" blocks
2. ↑ 01\_scripted\_triggers\_buildings.txt
3. ↑ 00\_capital\_buildings.txt: see "building\_machine\_capital", "convert\_to" block. Possibly a bug
4. ↑ 01\_scripted\_triggers\_buildings.txt: see "has\_fully\_upgraded\_capital". Possibly a bug
5. ↑ Likely a bug with an inverted check

**Game concepts**