Aeroponics is the use of a hydro-atomized spray to deliver nutrients to plants suspended in the air. This technique offers excellent plant growth and eliminates the need for soil while at the same time minimizing pathogen risks.
50
0.5 Credits per Turn
+1 Food Production on Planet
Biospheres
Biospheres are special, highly adaptable living habitats. Biospheres may only be built on Inhabitable terrain; in doing so, the terrain becomes habitable. Economic buildings can thereafter be built underneath the biosphere.
50
0.1 Credits per Turn
+0.1 Max Population per Sphere; Enables building on this tile.
Xeno Farm
Xeno farms are large complexes dedicated to be successful integration of our farming and husbandry techniques with alien soils and nutrients.
75
0.5 Credits per Turn
+0.5 Food per Turn per Assigned Colonist
Vertical Farm
This mega-structure employs advanced agricultural techniques and robotics to create massive quantities of food.
200
1 Credit per Turn
+4 Food Production on Planet
Cloning Center
Cloning Centers increase the population growth of a planet at a fixed rate.
75
2 Credits per Turn
+0.02 Population per Turn
Production Buildings[]
Icon
Building name
Description
Cost
Maintenance
Effect
Rover Bay
Manned and automated rovers provide indispensable labor savings to fledgling colonies.
25
.5
+1 Production Bonus on Planet
Warehouse
A simple building with a simple purpose, the warehouse provides an environmentally controlled facility where food and production can be stored.
10
NA
+100 extra Storage room for Food and Production
Xeno Mine
Xeno mines are the first real step towards exploiting a planet's mineral deposits
75
0.5 Credits per Turn
+0.5 Production per Assigned Colonist
Deep Core Mine
Deep core mines are extremely effective at rapidly extracting minerals from deep within a planets core, but are environmentally disastrous.
100
2 Credits per Turn
+4 Production per Richness, -2 Fertility on Build
Research Buildings[]
Icon
Building name
Description
Cost
Maintenance
Effect
Research Lab
A dedicated research lab allows colonists to begin in earnest the study of their new home.
75
1 Credits per Turn
+1 Research on Planet
Genetics Lab
The output of the genetics research facility scales with the amount of colonists dedicated to the task.
125
0.5 Credits per Turn
+0.5 Research per Assigned Colonist
Money Buildings[]
Icon
Building name
Description
Cost
Maintenance
Effect
Imperial Offices
Imperial offices allow for the direct taxation of the citizenry. (Not modified by tax rates or buildings that modify tax incomes)
50
NA
+0.25 Credits per Colonist per Turn
Imperial Bank
The imperial bank building increases the efficiency of your planetary tax operations.
50
NA
+50% tax revenue from planet
Defense Buildings[]
Icon
Building name
Description
Cost
Maintenance
Effect
Combat Stats
Military Outpost
This basic facility provides a barracks, armory, mess, firing range, and other facilities needed to train and equip infantry for ground combat.
The ion defense cannon is an extremely effective planetary defense weapon. It fires highly ionized EM pulse rounds that can both damage and disable targeted ships.
75
NA
Every 1.5 seconds fires a EMP projectile at enemy ship, orbiting planet. Canon range 4800; damage 125 (normal, EMP and power)
This building adds a small amount of defense versus orbital bombardments. It is also fortified in the event of a planetary assault.
50
0.5 Credits per Turn
50 Planetary Shielding
Strength 5; Combat strength 5
Planetary Shield
This massive installation projects an incredibly large energy shield into the upper atmosphere of a planet and provides substantial protection against planetary bombardments.
150
3 Credits per Turn
500 Planetary Shielding
Strength 5; Combat strength 5
Special Buildings[]
Icon
Building name
Description
Cost
Maintenance
Effect
Capital
The Capital City is a unique building that provides research while improving industrial and agricultural capacity. Capital Cities also provide excellent self defense and can withstand a sustained siege by determined opponents. Finally, Capital cities allow you to recruit basic infantry units.
NA
NA
0.5 Research per Assigned Colonist; added 200 storage; allows building infantry; is attack building; Combat strength 25, Attack 50, Defense 40
Outpost
An Outpost building is the humble first step in a civilization's efforts to colonize a new world. Outposts provide for a base level of agricultural, industrial, and scientific capacity. When built on a barren planet, it is critical for an outpost to be supplemented with an aeroponic farm. Outposts are also capable of rudimentary self-defense in case of invasion.
50
NA
0.25 Research per Assigned Colonist; added 30 storage; is attack building; Combat strength 15, Soft attack 50, Hard attack 20; Defense 20
Space Port
A space port connects to the orbital star base above and allows for the construction of ships here using materials produced on the planet
50
1 Credit per Turn
+50% tax revenues; allows ship construction
Remnant Detection Array
Our scientists believe that this building will allow us to detect the origin of the signal that controls the Remnant drones in our galaxy.
750
2 Credits per Turn
Points to the origin of the Remnant signal
Tracking Station
These massive subspace telescopes greatly increase a colony's default sensor range.
100
2 Credits per Turn
Doubles colony sensors range
Terraformer
These machines , while expensive to maintain, will tirelessly transform barren hunks of rock into livable worlds with breathable atmospheres. (This building does not need to be built under a biosphere.)
Orbits construction planet boosting ship production
300
3.1 Credits per Turn
+0.25 Ship Production
Deep Space Buildings[]
In order to build a deep space station you have to place it on the galaxy screen - you could "Orbit" it (by placing it inside the blue circle with orange borders, that appears near every planet) or just anywhere in space. After you have placed it, the building itself will be ordered at the nearest colony with spaceport on it. Note that it is possible for a 1.500-production worth station to be ordered at the colony with 5 production. Currently there is no other way to do it, however.
After the platform/station was built, it will be delivered to the destination via transport ship (while the ordered station is being build you will see that the colony, in fact, is making a transport ship rather than specific station)
At the moment there is only one unique deep space building - subspace projector. You cannot change its design nor see it.
All other deep space buildings are just pre-made ones, like ships, so their efficiency varies on your research.
You always could make you own platforms and stations via ship constructor screen and then place them in space.
List of pre-made platform/station designs:
Icon
Building name
Description
Cost
Effect
Forward Base
Space station, designed to act as forward base of operations: capable of defensing itself as well as provide supplies