Building

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There are a great number of buildings available to support the activities of the colonists. Some are workplaces, while others provide comfort, and yet others are intended to mitigate certain flaws, or just to provide living quarters. Most buildings must be constructed either within or within the support border of a dome. Some buildings (not all) may be sent via rocket as Prefabs.

Selecting a building and activating the "Salvage" button will destroy the building after 5 seconds (unless canceled), recovering half of the construction costs. Parts of the salvaged building will remain, blocking any construction where they stand. In order to remove the remnants, the Decommission Protocol technology must first be researched to enable the "Clear" button to be used. Activating the "Clear" button will signal a nearby drone to completely clear the remnants of the structure.

Cables and pipes can be salvaged with the "Salvage" button in the Infrastructure category under the Build menu. No resources are returned, but they are automatically cleared out of the way. The main reason to salvage them is usually to avoid future cable faults or pipe leaks.

Infrastructure[edit]

The infrastructure is the backbone of your colony. RC vehicles can also be constructed by drones via the building menu if the Rover Printing technology is researched, with a cost of 20 Metals.png Metals and 10 Electronics.png Electronics.

Name Standard costs Consumption Maintenance Description Required Tech
Drone Hub 12 Metals.png
8 Electronics.png
3 Power.png 1 Electronics.png Controls Drones and allocates them to different tasks. Drone Hub
Recharge Station 1 Metals.png 0.2 Power.png Recharges Drone batteries. None
Sensor Tower 1 Metals.png
1 Electronics.png
2 Power.png 1 Metals.png Boosts scanning speed, especially for nearby sectors. Extends the advance warning for disasters. None
Shuttle Hub 10 Concrete.png
15 Polymers.png
10 Electronics.png
10 Power.png
Fuel.png
1 Electronics.png Houses and refuels Shuttles that facilitate long-range resource transportation between Depots and resettling of Colonists between Domes.
Shuttle Hubs are built with 3 shuttles and can support up to 6. A Hub can build its own new shuttles for 3 Electronics.png and 5 Polymers.png.
Each shuttle flight carries 3 resources or 1 passenger. Fuel.png Fuel is consumed per flight; none is used if the jets are not flying.
CO2 Jet Propulsion
Landing Pad 10 Concrete.png A dedicated landing site that protects nearby buildings and vehicles from dust during Rocket landings and takeoffs. None
Triboelectric Scrubber 15 Metals.png
5 Electronics.png
Adjustable 1 Electronics.png Emits pulses which reduce the Dust accumulated on buildings in its range, effectively eliminating maintenance costs of outdoor buildings in its range. These pulses also work on other Triboelectric Scrubbers. Triboelectric Scrubbing
Subsurface Heater 15 Metals.png
5 MachineParts.png
Adjustable 2 Metals.png Increases the local temperature in cold areas and protects nearby buildings from Cold Waves. Subsurface Heating
MDS Laser 15 Metals.png
5 Electronics.png
10 Power.png 1 Electronics.png Destroys any falling meteors in its range. Has a short cooldown between shots. Meteor Defense System
Tunnel 80 Concrete.png
20 Metals.png
30 MachineParts.png
The tunnel entrance and exit can connect power and life support grids at different locations and different elevations. Rovers can travel along tunnels to reach places they otherwise couldn't. None
Defensive Turret 10 Metals.png
5 Electronics.png
10 Power.png 1 Electronics.png A laser-targeting defense structure. Protects nearby buildings from meteors. Can attack enemy vehicles at extreme range. Marsgate Mystery
Power Decoy 10 Concrete.png
5 Polymers.png
5 Electronics.png
10 Power.png Traps a single Mirror Sphere. Spheres Mystery

Power[edit]

Main article: Power
Name Standard costs Power.png Output Power.png Storage Maintenance Description Required Tech Upgrades
Solar Panel 1 Metals.png 2 0.5 Metals.png Generated Power during daytime. Its effectiveness is decreased by dust accumulation and during Dust Storms. Protected from dust while turned off. None Dust Repulsion (gradually cleaned from dust when closed)
Large Solar Panel 3 Metals.png 5 1 Metals.png Its effectiveness is decreased by dust accumulation and during Dust Storms. Protected from dust while turned off. None Dust Repulsion (gradually cleaned from dust when closed)
Wind Turbine 4 Concrete.png
1 MachineParts.png
5 0.5 MachineParts.png Generates Power. Increased production during Dust Storms and at high elevations. None Low-G Turbines (+33%Power.png production, cost: 2Polymers.png)
Frictionless Composites (+100%Power.png production)
Stirling Generator 10 Polymers.png
5 Electronics.png
10 (closed) / 20 (open) 1 Polymers.png
(opened only)
Generates Power. While closed, the generator produces less power, but it will be protected from dust and will not require maintenance. Stirling Generator Plutonium Core (+10Power.png production when open)
Fusion Reactor 30 Concrete.png
15 Polymers.png
15 Electronics.png
200 3 Electronics.png Generates significant amounts of Power but requires Workers from a nearby Dome. Nuclear Fusion Autoregulator (Reduces workplaces by 2)
Eternal Fusion (This building no longer requires Workers and operates as 150% Performance.)
Power Accumulator 2 Concrete.png
2 Polymers.png
20
(from storage)
200 1 Polymers.png Stores Power. Amount of Power supplied is limited by the battery's max output. None Storage Compression (+50% storage)
Atomic Accumulator 5 Concrete.png
5 Polymers.png
100
(from storage)
2000 2 Polymers.png Stores Power. High capacity and max output, but charges slowly (max 50Power.png/hour). Atomic Accumulator Storage Compression (+50% storage)
Power Cables 1 Metals.png / 5 hexes Connects Power producers and consumers by establishing Power grids. None None
Power Switch 1 Metals.png Can be manually activated to cut off the Power supply. None None

Production[edit]

Main article: Production

Production buildings extract or produce resources and are the only way for a colony to become self-sufficient. All extractors can only be placed on a deposit and contaminate nearby buildings with dust.

Name Standard costs Base production Maintenance Operational Needs Required Tech Upgrades
Concrete Extractor 5 Metals.png
2 MachineParts.png
20 Concrete.png 1 MachineParts.png 5 Power.png None Extractor Amplification (+25% production, +10 Power.png; build cost 2 Polymers.png)
Fueled Extractor (+30% production if supplied by Fuel.png Fuel; build cost 5 MachineParts.png)
Magnetic Extraction (+50% Production)
Waste Rock Processor 9.6 Metals.png
2 MachineParts.png
3 Concrete.png
(Produces 1 Concrete.png per 10 WasteRock.png)
1 MachineParts.png 5 Power.png
1 WasteRock.png
Waste Rock Liquefaction None
Metals Extractor 15Concrete.png
4 MachineParts.png
20 Metals.png 2 MachineParts.png 5 Power.png
12 Colonists.png (Geologists)
None Extractor Amplification (+25% production, +10 Power.png; build cost 2 Polymers.png)
Fueled Extractor (+30% production if supplied by Fuel.png Fuel; build cost 5 MachineParts.png)
Magnetic Extraction (+50% Production)
Drone Assembler 15 Metals.png
8 Electronics.png
As scheduled
(Drone Prefabs cost 1 Electronics.png ea)
1 Electronics.png 10 Power.png
9 Colonists.png (Engineers)
Drone Printing Positronic Brain (allows construction of Biorobots for 5 Electronics.png ea)
Rare Metals Extractor 15 Metals.png
4 MachineParts.png
7 RareMetals.png 2 MachineParts.png 5 Power.png
12 Colonists.png (Geologists)
None Extractor Amplification (+25% production, +10 Power.png; build cost 2 Polymers.png)
Fueled Extractor (+30% production if supplied by Fuel.png Fuel; build cost 5 MachineParts.png)
Magnetic Extraction (+50% Production)
Polymer Factory 10 Concrete.png
5 Metals.png
5 MachineParts.png
9 Polymers.png 2 MachineParts.png 10 Power.png
1 Water.png
1 Fuel.png
18 Colonists.png (Engineers)
Low-G Hydrosynthesis Factory Amplification (+25% production, +10 Power.png; build cost 2 Polymers.png)
Factory AI (+20% production; build cost 5 Electronics.png, 2 MachineParts.png)
Factory Automation (decrease Workplaces by 2)
Electronics Factory 10 Concrete.png
5 Metals.png
15 Electronics.png
9 Electronics.png 2 MachineParts.png 10 Power.png
0.3 RareMetals.png
30 Colonists.png (Engineers)
Micro Manufacturing Factory Amplification (+25% production, +10 Power.png; build cost 2 Polymers.png)
Factory AI (+20% production; build cost 5 Electronics.png, 2 MachineParts.png)
Factory Automation (decrease Workplaces by 2)
Machine Parts Factory 10 Concrete.png
10 Metals.png
2 Electronics.png
12 MachineParts.png 2 Electronics.png 50 Power.png
1 Metals.png
15 Colonists.png (Engineers)
3D Machining Factory Amplification (+25% production, +10 Power.png; build cost 2 Polymers.png)
Factory AI (+20% production; build cost 5 Electronics.png, 2 MachineParts.png)
Factory Automation (decrease Workplaces by 2)
Fuel Refinery 4 Concrete.png
4 Metals.png
5 MachineParts.png
12 Fuel.png 1 MachineParts.png 5 Power.png
1 Water.png
Low-G Hydrosynthesis Factory Amplification (+25% production, +10 Power.png; build cost 2 Polymers.png)
Factory AI (+20% production; build cost 5 Electronics.png, 2 MachineParts.png)

Life Support[edit]

Main article: Food
Main article: Water
Main article: Oxygen

Life Support is necessary for the immediate survival of the colonists.

Name Standard costs Base production Storage Capacity Maintenance Operational Needs Required Tech Upgrades
MOXIE 4 Metals.png 3 Oxygen.png 2 Metals.png 2 Power.png N/A Magnetic Filtering (+50% Production)
Oxygen Tank 3 Metals.png 10 Oxygen.png
(from storage)
100 Oxygen.png 1 Metals.png N/A None Storage Compression (+50% capacity)
Large Oxygen Tank 9 Metals.png 50 Oxygen.png
(from storage)
1000 Oxygen.png 3 Metals.png N/A Mega Storage Storage Compression (+50% capacity)
Water Extractor 6 Concrete.png
2 MachineParts.png
5 Water.png 1 MachineParts.png 5 Power.png None Fueled Extractor (+30% production if supplied by Fuel.png Fuel; build cost: 5MachineParts.png)
Extractor Amplification (+25% Production, -10% Power.png Consumption)
Magnetic Extraction (+50% production)
Moisture Vaporator 2 Metals.png
5 Polymers.png
1 Water.png 2 Metals.png 5 Power.png Moisture Farming Hygroscopic Vaporators (+50% production; build cost: 2 Polymers.png)
Vector Pump (+100% production)
Water Tower 3 Metals.png 10 Water.png
(from storage)
100 Water.png 1 Metals.png None Storage Compression (+50% capacity)
Large Water Tank 10 Concrete.png
30 Metals.png
100 Water.png
(from storage)
1000 Water.png 3 Metals.png Mega Storage Storage Compression (+50% capacity)
Hydroponic Farm 4 Metals.png
2 Polymers.png
Food.png
Oxygen.png
(based on crop)
Food.png 1 Metals.png 3 Colonists.png (Botanists)
5 Power.png
0.3-0.9 Water.png
None Utility Crops (alternative crops)
Farm Automation (decrease Workplaces by 1)
Gene Adaptation (improved crops)
Dry Farming (-50% Water.png Water)
Giant Crops (improved crops)
Farm 8 Concrete.png Food.png
Oxygen.png
(based on crop)
300 Food.png 6 Colonists.png (Botanists)
1.6–3 Water.png
Soil Adaptation Utility Crops (alternative crops)
Biome Engineering (Farms increase comfort of residences
Farm Automation (decrease Workplaces by 2)
Gene Adaptation (improved crops)
Dry Farming (-50% Water.png Water)
Giant Crops (improved crops)
Fungal Farm 10 Concrete.png
10 Metals.png
3 Electronics.png
5 Food.png 30 Food.png 1 Metals.png 6 Colonists.png (Botanists)
10 Power.png
2 Oxygen.png
0.5 Water.png
Low-G Fungi Farm Automation (decrease Workplaces by 2)
Superfungus (+50% production, +100% Oxygen.png consumption; build cost: 10 Polymers.png)

Storage[edit]

These buildings can hold a certain amount of resources, allowing for a more efficient distribution line. Deconstructing them does not require it to be emptied first and any stored resources will simply be dropped on the ground. Storages require the Automated Storage technology and require 10 Metals.png Metals and 3 MachineParts.png Machine Parts to build while also consuming 1 Power.png Power. Other buildings are free and available from start.

Type Storage space Hexes size
Universal Depot 30 of each resource 3
Depot 180 2
Storage 4000 10
Dumping Site 105 WasteRock.png Waste Rock 7

Domes[edit]

Main article: Domes

Domes are at the heart of your colony, where each of colonists live, eat, work and sleep. There are also a great number of buildings that may be placed inside of the dome in order to support its inhabitants.

Large Plots Spires Construction Cost Consumption Maintenance
Micro 3.3 0 40 Concrete.png 30 Metals.png 5 Power.png 0.5 Oxygen.png 0.5 Water.png 1 Concrete.png
Basic 6 1 80 Concrete.png 20 Metals.png 10 Polymers.png 15 Power.png 1 Oxygen.png 1 Water.png 1 Concrete.png
Barrel 8 0 50 Concrete.png 20 Metals.png 20 Polymers.png 15 Power.png 1 Oxygen.png 1 Water.png 1 Polymers.png
Trigon 9 1 100 Concrete.png 50 Metals.png 15 Polymers.png 20 Power.png 1.5 Oxygen.png 1.5 Water.png 1.5 Polymers.png
Medium 12.3 1 120 Concrete.png 50 Metals.png 20 Polymers.png 30 Power.png 2 Oxygen.png 2 Water.png 2 Polymers.png
Mega Trigon 12 1 150 Concrete.png 100 Metals.png 60 Polymers.png 30 Power.png 2.5 Oxygen.png 2.5 Water.png 2.5 Polymers.png
Oval 14 2 150 Concrete.png 150 Metals.png 100 Polymers.png 40 Power.png 2 Oxygen.png 2 Water.png 4 Polymers.png
Diamond 14.6 2 100 Concrete.png 150 Metals.png 150 Polymers.png 40 Power.png 2 Oxygen.png 2 Water.png 4 Polymers.png
Mega 24 1 300 Concrete.png 200 Metals.png 100 Polymers.png 50 Power.png 4 Oxygen.png 4 Water.png 5 Polymers.png
Geoscape 18 1 400 Concrete.png 200 Metals.png 300 Polymers.png 40 Power.png 10 Water.png 3 Polymers.png

Spires[edit]

Spires are built in the center of the Basic, Medium, Geoscape and Mega domes. The Oval and Diamond Domes can have 2 spires, that are off center in the dome. If you have the "Prefab Compression" breakthrough technology researched, you can buy Spires as Prefab buildings.

Name Construction Costs Operation Maintenance Effects Required Tech
Arcology 60 Concrete.png Concrete
10 Polymers.png Polymers
+10 Polymers.png (Home Collective)
20 Power.png Power 4 Polymers.png Polymers Provides 32 living spaces
60 comfort (residence)
Gains all residence related bonuses
Diversity increases worker performance (Hive Mind)
Engineering
Arcology
Cloning Vat 40 Metals.png Metals
20 Polymers.png Polymers
10 Electronics.png Electronics
30 Power.png Power 3 Polymers.png Polymers Clones colonists. Breakthrough
Cloning
Hanging Gardens 40 Concrete.png Concrete
10 Polymers.png Polymers
2 Water.png Water 4 Concrete.png Concrete Provides 20 visitor spaces for relaxation, exercise, playing (100 comfort)
Increases residential comfort by 30 in dome.
Biotech
Hanging Gardens
Medical Center 25 Concrete.png Concrete
25 Metals.png Metals
+10 Polymers.png +5Electronics.png (Holographic Scanner)
+10Polymers.png (Rejuvenation Treatment)
20 Power.png Power
3 workers per shift (Medics)
3 Polymers.png Polymers Increases birth rates
Provides improved medical services (10 slots, 50 comfort)
+15 comfort and relaxation service with Rejuvenation Treatment
Even higher birth rates with Holographic Scanning
Biotech
Microgravity Medicine
Network Node 40 Concrete.png Concrete
40 Metals.png Metals
20 Electronics.png Electronics
+10 Polymers.png (Amplify)
20 Power.png Power
+20 Power.png (Amplify)
6 workers per shift (Scientists)
3 Electronics.png Electronics Boosts output of research facilities (20%) in dome.
1.25x performance with Research Amplification
Robotics
The Martian Network
Sanatorium 30 Concrete.png Concrete
20 Metals.png Metals
10 Polymers.png Polymers
+10 Polymers.png +10Electronics.png (Behavioral Melding)
20 Power.png Power
4 flawed patients per shift
2 Polymers.png Polymers Treats colonists flaws.
Replaces flaws with perks (Behavioral Melding)
Social
Behavioral Shaping
Water Reclamation System 40 Concrete.png Concrete
10 Polymers.png Polymers
5 MachineParts.png Machine Parts
2 workers per shift (any) 3 MachineParts.png Machine Parts Reduces Water.png Water consumption of dome (70%) based on performance. Biotech
Water Reclamation

Homes[edit]

There are four types of living spaces that can be built within Domes.

Name Size Construction Costs Operation Maintenance Effects Required Tech
Living Quarters 10 10 Concrete.png Concrete 1 Power.png 1 Concrete.png Provides 14 living spaces
50 comfort
Nursery 3 10 Concrete.png Concrete 2 Power.png 1 Concrete.png Provides 8 living spaces (for Children only!)
Apartments 10 35 Concrete.png Concrete
10 Polymers.png Polymers
12 Power.png 3 Concrete.png Provides 24 living spaces
35 comfort
Low-G Hi-rise
Smart Home 5 Concrete.png Concrete
3 Electronics.png Electronics
2 Power.png 0.5 Electronics.png Provides 4 living spaces
70 comfort
Smart Home
Smart Complex 10 15 Concrete.png Concrete
10 Electronics.png Electronics
4 Power.png 1 Electronics.png Provides 12 living spaces
70 comfort
Smart Home

Education[edit]

Name Size Construction Costs Operation Maintenance Effects Required Tech
School 25 Concrete.png Concrete
10 Electronics.png Electronics
- 2 Electronics.png Accelerates Perks' development in Children.
Mars University 10 30 Concrete.png Concrete
10 Metals.png Metals
20 Electronics.png Electronics
15 Power.png 3 Electronics.png Trains Colonists without specialization to Scientists, Geologists, Botanists, Medics, Engineers and Security Officers. Social
Martian Education

Research[edit]

Main article: Research
Name Size Construction Costs Operation Maintenance Effects Required Tech
Research Lab 3 15 Concrete.png Concrete
8 Electronics.png Electronics
9 Colonists.png (Scientists) (3 per shift)
5 Power.png
1 Electronics.png Generates Research Points.
Base production: 500 research points/Sol at normal (100) building performance.
Building more than one Research Lab in a Dome reduces the productivity.
2 Research Labs: 90% productivity each
3 Research Labs: 80% productivity each
4 Research Labs: 70% productivity each
5 Research Labs: 60% productivity each
any more Research Labs: 50% productivity each
Science Institute 10 30 Concrete.png Concrete
10 Polymers.png Polymers
20 Electronics.png Electronics
24 Colonists.png (Scientists) (8 per shift)
15 Power.png
4 Electronics.png Generates Research Points faster than a Research Lab. Social
Martian Institute of Science

Dome Services[edit]

Dome Services help colonists feel more comfortable

Name Construction Cost Services Maintenance Operation Needs Required Tech Upgrades
Spacebar 10 Concrete.png
5 Metals.png
60 Comfort, 10 Customers
Relaxation, Drinking, Social
1 Concrete.png 6 Colonists.png Workers
2 Power.png
Diner 6 Concrete.png
5 Metals.png
60 comfort, 10 customers
Dining, Social, Food
1 Concrete.png 6 Colonists.png Workers
2 Power.png
0.2 Food.png per customer
Infirmary 10 Concrete.png 40 Comfort, 5 Customers
Medical Checks
Reduces Comfort threshold for births from 70 to 55
1 Concrete.png 6 Colonists.png (Medics)
2 Power.png
Rejuvenation Treatment (+30 Comfort, adds Relaxation; build cost: 5 Polymers.png)
Open Air Gym 6 Metals.png
4 Polymers.png
50 comfort, 10 visitors
Exercise, Social
Playground 8 Polymers.png 80 comfort, Children only
Playing
Casino Complex 20 Concrete.png
15 Electronics.png
70 Comfort, 10 Customers
Luxury, Gaming, Gambling, Social
2 Electronics.png 9 Colonists.png Workers
5 Power.png
Security Station 10 Concrete.png
5 Metals.png
None 1 Concrete.png 9 Colonists.png (Officers)
2 Power.png
Grocer 5 Concrete.png 50 Comfort, 8 Customers
Food, Shopping
1 Concrete.png 3 Colonists.png Workers
0.2 Food.png per customer
Art Store 5 Concrete.png
2 Polymers.png
80 Comfort, 8 Customers
Luxury, Shopping
1 Concrete.png 3 Colonists.png Workers
0.2 Polymers.png per customer
Electronics Store 5 Concrete.png
3 Electronics.png
100 Comfort, 8 Customers
Shopping, Gaming
1 Concrete.png 3 Colonists.png Workers
0.2 Electronics.png per customer
Art Workshop 20 Concrete.png
5 Polymers.png
+3-4 Comfort/sol, +10 Morale to workers
Counts for Workshop milestone
1 Concrete.png 15 Colonists.png Workers
2 Power.png
0.3 Polymers.png/worker/sol
Creative Disposition
Biorobotics Workshop 20 Concrete.png
5 MachineParts.png
+3-4 Comfort/sol, +10 Morale to workers
Counts for Workshop milestone
1 Concrete.png 18 Colonists.png Workers
5 Power.png
MachineParts.png/worker/sol
Creative Biorobotics
VR Workshop 20 Concrete.png
5 Electronics.png
+3-4 Comfort/sol, +10 Morale to workers
Counts for Workshop milestone
1 Concrete.png 30 Colonists.png Workers
15 Power.png
Electronics.png/worker/sol
Creative Realities
  • Resources are consumed in Workshops at the end of each shift, approximately 0.3 resources/worker on that shift.

Decorations[edit]

All decorations satisfy the need for Relaxation, Exercise and Playing with a Service Comfort of 40. The Martian Festivals tech grants +10 Comfort.

Outside Decorations[edit]

Name Construction Cost Maintenance Operation Needs Notes
Banner, Small 1 Metals.png metal - - "We are proud to have our flag here, on the red planet."
Banner 3 Metals.png metal - - "We are proud to have our flag here, on the red planet."
Banner, Wide 5 Metals.png metal - - "We are proud to have our flag here, on the red planet."
Beacon 3 Concrete.png concrete
1 Metals.png metal
- 0.2 Power.png power Make the Martian night a little brighter.
Monument, Small 3 Concrete.png concrete - - "One small step for man..."
Monument, Large 5 Concrete.png concrete - - "...one giant leap for mankind."
Obelisk 10 Concrete.png concrete - - People fantasized about pyramids and obelisks on Mars once. Now we build them, just because we can.
Statue, Small 3 Concrete.png concrete - - "In honor of the founders of Mars."
Statue, Medium 5 Concrete.png concrete - - "Space: the final frontier..."
Statue, Large 10 Concrete.png concrete - - "We are an impossibility in an impossible universe."

Prefab Buildings[edit]

Prefabricated buildings can be launched in Rockets and assembled on Mars for no resource cost. They cost large amounts of funding and cargo space.

Spires can be ordered as prefabs as well if the Prefab Compression Breakthrough is researched. They take up much more cargo space but do not require any spire technology.

Building Cost Weight
Drone Hub $150M 5000
Moisture Vaporator $200M 5000
Fuel Refinery $200M 5000
Stirling Generator $400M 2000
Machine Parts Factory $400M 10000
Polymer Factory $300M 10000
Electronics Factory $600M 10000
Arcology $700M 20000
Hanging Gardens $400M 20000
Water Reclamation System $500M 20000
Network Node $600M 20000
Medical Center $500M 20000
Sanatorium $600M 20000

The Prefab Colony Game Rule includes the following prefabs, most of them normally unavailable:

  • 1 Drone Hub
  • 4 Recharge Stations
  • 1 Sensor Tower
  • 6 Stirling Generators
  • 1 Concrete Extractor
  • 1 Fuel Refinery
  • 1 MOXIE
  • 1 Oxygen Tank
  • 2 Moisture Vaporator
  • 1 Water Tower
  • 1 Basic Dome
  • 2 Living Quarters

Unique Buildings[edit]

Unique Buildings Sponsor Benefits
Advanced Stirling Generator International Mars Mission Generates power and can protect from Cold Waves
Megamall USA Service building that satisfies most interests
Corporate Office Blue Sun Corporation Employs workers and generates funding
Tai-chi Garden China Small exercising garden, visitors recover small amounts of Health and may become Fit
Metals Refinery India Slowly converts Waste Rock into Metals
Low-G Lab Europe A research building that is built outside domes and reduces the cost of Biotech and Physics techs
Solar Array SpaceY A large cluster of solar panels that have lower maintenance cost but are vulnerable to dust storms
Rare Metals Refinery Brazil Turns waste rock into rare metals
Temple Spire Church of the New Ark A service spire that satisfies Social interests and restores Sanity to visitors
Concrete Deposit Russia An automated extractor that producers concrete without the need of a deposit but consumes fuel
Game Developer Paradox Interactive Produces games which grant funding depending on their success
Automatic Metals Extractor Japan A metal Extractor that doesn't require a workforce


Game concepts
Governance Main menu achievements.png Commander ProfileMain menu easy start.png SponsorsDome basic.png DomesBuilding drone hub.png BuildingsColonists.png ColonistsResearch.png ResearchMetals.png ResourcesOrbital probe.png Exploration
Utilities Drone.png DronesRc rover.png RC vehiclesRocket.png Rockets
Events Main menu quit.png DisastersUnknown.png MysteriesBuilding statue.png MilestonesMicro fusion.png Wonders
Meta Main menu mod editor.png ModdingMain menu mod manager.png ModsMain menu options.png PatchesMain menu paradox account.png Developer diariesUnknown.png AchievementsMain menu load game.png CommunitiesSensor tower.png IRC