Dome buildings
Dome buildings are placed inside domes. As a result building space is limited and the size of each building must be taken into account.
Maintenance: Buildings require maintenance over time. They are maintained by a drone working on them at the cost of resources. If they are not maintained, they will stop working. This is represented in the building's infopanel by a bar which fills up, turning from green to orange to red the closer the building is to breaking down.
The required type and amount of resources for maintenance is shown to the right of the bar in the Maintenance section of the building's infopanel. Hovering over this section with the cursor, or gamepad selection, shows further details such as Current Deterioration % and Hours Since Last Serviced.
The amount of time a building can operate before being maintained can be set differently for each building, and is further reduced by dust and disasters. A building using default settings with no exposure to dust or disasters will operate for 166.67 hours (about one Martian week) before requiring maintenance.
Production[edit | edit source]
While most production buildings are placed outside domes, a select few must be placed inside.
Building | Footprint | Construction Costs | Operational Needs | Maintenance | Base Production | Requirements | Upgrades |
---|---|---|---|---|---|---|---|
![]() Small Machine Parts Factory
|
3 hexes | 4 ![]() 4 ![]() |
Consumes 1 ![]() ![]() (stores 5 ![]() 18 ![]() ![]() ![]() 9 ![]() (3 ![]() ![]() |
1 ![]() |
4 ![]() |
![]() 3D Machining (Robotics) ![]() |
![]() required for Amplify ![]() (+25% Production, +20 ![]() Small Factory Cost: 2 ![]() Large Factory Cost: 5 ![]() ![]() required for Factory AI ![]() (+20% Production) Small Factory Cost: 2 ![]() ![]() Large Factory Cost: 5 ![]() ![]() ![]() required for Automation ![]() (Decreases Workplaces by 2) Small Factory Cost: 3 ![]() ![]() Large Factory Cost: 5 ![]() ![]() |
![]() Machine Parts Factory
|
10 hexes | 10 ![]() 10 ![]() 2 ![]() |
Consumes 1 ![]() ![]() (stores 5 ![]() 50 ![]() ![]() ![]() 15 ![]() (9 ![]() ![]() |
2 ![]() |
12 ![]() |
![]() 3D Machining (Robotics) | |
![]() Small Electronics Factory
|
3 hexes | 4 ![]() 2 ![]() 5 ![]() |
Consumes 0.3 ![]() ![]() (stores 5 ![]() 4 ![]() ![]() ![]() 12 ![]() (6 ![]() ![]() |
1 ![]() |
3 ![]() |
![]() Micro Manufacturing (Engineering) ![]() | |
![]() Electronics Factory
|
10 hexes | 10 ![]() 5 ![]() 15 ![]() |
Consumes 0.3 ![]() ![]() (stores 5 ![]() 10 ![]() ![]() ![]() 30 ![]() (24 ![]() ![]() |
2 ![]() |
9 ![]() |
![]() Micro Manufacturing (Engineering) | |
![]() Corporate Office
|
10 hexes | 30 ![]() 10 ![]() 10 ![]() |
5![]() 30 ![]() |
2 ![]() |
![]() |
![]() Blue Sun Corporation ![]() |
None |
![]() Game Developer
|
10 hexes | 20 ![]() 10 ![]() 10 ![]() |
2 ![]() 9 ![]() |
1 ![]() |
![]() |
![]() Paradox Interactive ![]() |
None |
Life Support[edit | edit source]
While most Life Support buildings are placed outside Domes, a select few must be placed inside. Life Support buildings operate on a single work shift.
Building | Footprint | Construction Costs | Operational Needs | Maintenance | Base Production | Requirements | Upgrades |
---|---|---|---|---|---|---|---|
![]() Hydroponic Farm
|
3 hexes | 4 ![]() 2 ![]() |
![]() 5 ![]() 3 ![]() (2 ![]() ![]() |
1 ![]() |
![]() ![]() (stores 100 ![]() ![]() required for ![]() ![]() ![]() |
None | ![]() required for Automation ![]() (Decreases Workplaces by 1) Cost: 2 ![]() |
![]() Farm
|
10 hexes | 8 ![]() |
![]() 6 ![]() (4 ![]() ![]() |
None | ![]() ![]() and also Soil Quality (stores 300 ![]() ![]() required for ![]() ![]() ![]() |
![]() Soil Adaptation (Biotech) |
![]() required for Automation ![]() (Decreases Workplaces by 2) Cost: 5 ![]() ![]() (+5 residence comfort per ![]() |
![]() Ranch
|
10 hexes | 10 ![]() 5 ![]() 1 ![]() |
![]() ![]() 5 ![]() 6 ![]() |
1 ![]() |
![]() (stores 100 ![]() |
![]() |
None |
Housing[edit | edit source]
Homes are the living spaces for individual Colonists. Each Colonist recovers Health and Sanity when resting at home. If their comfort is lower than the residence's Comfort value, they also gain comfort equal to its Comfort Increase. Colonists will lose Health if they have no home. Many residences have multiple visual variants, with an extra one being available if the Colony Design Set DLC is installed.
Building | Footprint | Construction Costs | Operational Needs | Maintenance | Residential Space | Density per Hex | "Well Rested" Bonuses | Requirements | Upgrades | Additional Effects |
---|---|---|---|---|---|---|---|---|---|---|
![]() Smart Home
|
3 hexes | 5 ![]() 2 ![]() |
2![]() |
0.2 ![]() |
4 ![]() |
1.3 ![]() |
+5 ![]() +15 ![]() +5 ![]() Service Comfort: 70 |
![]() Smart Home (Engineering) |
![]() required for Home Collective ![]() (+10 Service Comfort) Cost: 2 ![]() |
![]() +5 ![]() ( ![]() ![]() (+5 ![]() ![]() (Only need 1 hour sleep and regain twice as much ![]() Each Vista within a dome's range adds +10 Service Comfort to residences in dome ![]() (+15 Service Comfort in ![]() ![]() ![]() ![]() (+5 Service Comfort per Farm ![]() ![]() unlocks construction of ![]() (+30 Service Comfort) |
![]() Smart Complex
|
10 hexes | 15 ![]() 5 ![]() |
4![]() |
0.5 ![]() |
12 ![]() |
1.2 ![]() |
+5 ![]() +15 ![]() +5 ![]() Service Comfort: 70 |
![]() Smart Home (Engineering) |
![]() required for Home Collective ![]() (+10 Service Comfort) Cost: 5 ![]() | |
![]() Living Quarter
|
3 hexes | 2 ![]() |
0.5![]() |
0.3 ![]() |
4 ![]() |
1.3 ![]() |
+5 ![]() +5 ![]() +6 ![]() Service Comfort: 50 |
![]() | ||
![]() Living Complex
|
10 hexes | 6 ![]() |
1![]() |
1 ![]() |
14 ![]() |
1.4 ![]() |
+5 ![]() +5 ![]() +6 ![]() Service Comfort: 50 |
None | ||
![]() Apartments
|
10 hexes | 25 ![]() 6 ![]() |
12![]() |
3 ![]() |
24 ![]() |
2.4 ![]() |
+5 ![]() +5 ![]() +4 ![]() Service Comfort: 35 |
![]() Low-G Hi-rise (Engineering) | ||
![]() Nursery
|
3 hexes | 6 ![]() |
2![]() |
1 ![]() |
8 ![]() |
2.7 ![]() |
+5 ![]() +5 ![]() +5 ![]() Service Comfort: 60 |
None | None | |
![]() Smart Apartments
|
10 hexes | 20 ![]() 10 ![]() 10 ![]() |
10 ![]() |
1 ![]() |
20 ![]() |
2 ![]() |
+5 ![]() +15 ![]() +5 ![]() Service Comfort: 60 |
![]() ![]() Smart Home (Engineering) |
None | ? |
![]() Retirement Home
|
3 hexes | 12 ![]() 8 ![]() 5 ![]() |
6 ![]() |
1 ![]() |
16 ![]() |
5.3 ![]() |
+? ![]() +? ![]() +? ![]() Service Comfort: 85? |
![]() ![]() Smart Home (Engineering) |
None | ? |
![]() Large Nursery
|
10 hexes | 20 ![]() 5 ![]() |
6![]() |
3 ![]() |
26 ![]() |
2.6 ![]() |
+? ![]() +? ![]() +? ![]() Service Comfort: 70 |
|
None | ? |
![]() Olympus Hotel
|
10 hexes | 16 ![]() 5 ![]() 10 ![]() |
14 ![]() |
3 ![]() |
20 ![]() |
2 ![]() |
Tourists gain satisfaction Service Comfort: 60 |
![]() Smart Home (Engineering) |
![]() required for Home Collective ![]() (+10 Service Comfort) Cost: 5 ![]() |
? |
Education[edit | edit source]
Education buildings give colonists Perks or Specializations to be more productive. All Education buildings have a capacity of 5 Colonists per Shift and the night shift causes Sanity loss.
Building | Footprint | Construction Costs | Operational Needs | Maintenance | Services | Maximum Occupancy | Requirements | Additional Effects |
---|---|---|---|---|---|---|---|---|
![]() Playground
|
3 hexes | 4 ![]() |
None | None | Teaches random Perks +10 ![]() Service Comfort: 80 / +15 ![]() Provides Playing |
5 ![]() |
None | None |
![]() School
|
10 hexes | 20 ![]() 6 ![]() |
None | 2 ![]() |
Teaches selected Perks (Will randomly teach 1 of the 3 selected perks) Composed: ![]() Enthusiast: +20 Performance while above 69 ![]() Nerd: Temporary +10 ![]() Survivor: Lose less ![]() ![]() ![]() ![]() ![]() Religious: +10 base ![]() (Also +10 ![]() |
15 ![]() (5 ![]() |
None | ![]() (Martianborns graduate from Universities / Sanatoriums faster and gain Perks from Schools easier) ![]() (Can train the Workaholic and Hippie traits) ![]() ( ![]() (Can train the first of the two Dreamer traits) |
![]() Martian University
|
10 hexes | 20 ![]() 10 ![]() 15 ![]() |
15![]() |
3 ![]() |
Teaches selected Specialization (Can be set to automatically train for vacancies throughout your colony) |
15 ![]() (5 ![]() |
![]() Martian Education (Social) |
![]() (Martianborns graduate from Universities / Sanatoriums faster and gain Perks from Schools easier) |
Research[edit | edit source]
- Main article: Research
Research buildings produce research.
Research Labs have an additional visual variant if the
Colony Design Set DLC is installed.
To get the most research per worker, try building 3 Research Labs (44 per worker), then a Hawking Institute (42
), then a 4th Research Lab (39
), then a 2nd Hawking Institute (38
), then a 5th Research Lab (33
), then finally a 3rd (33
) and 4th (29
) Hawking Institute. A sixth
Research Lab is still only worth 1500
but takes more jobs (28
per worker). Every Research Lab after the 6th provides research at a rate of 28
per worker. A 5th Hawking Institute is not worth building since it only provides 25
per worker. See the Collaboration Loss column for more details.
Building | Footprint | Construction Costs | Operational Needs | Maintenance | Base Production | Collaboration Loss | Requirements | Upgrades | Additional Effects |
---|---|---|---|---|---|---|---|---|---|
![]() Research Lab
|
3 hexes | 10 ![]() 5 ![]() |
5![]() (15 ![]() ![]() 9 ![]() |
1 ![]() |
500 ![]() (167 ![]() Collaboration Loss: -10% production per additional Research Lab (maximum reduction of -50%) |
Two = 450![]() 900 ![]() ![]() Three = 400 ![]() 1200 ![]() ![]() Four = 350 ![]() 1400 ![]() ![]() Five = 300 ![]() 1500 ![]() ![]() Six = 250 ![]() 1500 ![]() ![]() |
None | ![]() required for Amplify ![]() (+25% Production, +10 ![]() Cost: 2 ![]() ![]() required for Zero-Space Computing ![]() (+25% Production) Cost: 5 ![]() |
Vocation-Oriented Society (Breakthrough)![]() (Scientists ... have +10 performance when working in their specialty) ![]() unlocks construction of ![]() (+20% Production) ![]() unlocks construction of ![]() (+20% ![]() |
![]() Hawking Institute
|
10 hexes | 30 ![]() 10 ![]() 15 ![]() |
15![]() (35 ![]() ![]() 24 ![]() |
4 ![]() |
1000 ![]() (333 ![]() Collaboration Loss: -10% production per additional Hawking Institute (maximum reduction of -50%) |
Two = 900![]() 1800 ![]() ![]() Three = 800 ![]() 2400 ![]() ![]() Four = 700 ![]() 2800 ![]() ![]() |
![]() Martian Institute of Science (Social) |
![]() required for Amplify ![]() (+50% Production, +20 ![]() Cost: 5 ![]() ![]() required for Zero-Space Computing ![]() (+25% Production) Cost: 10 ![]() |
Dome Services[edit | edit source]
Dome Services buildings satisfy the needs of Colonists based on the building's Service Comfort, and the max Service Comfort can be increased by the building's performance. For example, a
Grocer at 150 performance will be at 60 Service Comfort instead of 50. Additionally, if a
visitor with 59
Comfort enters the
Grocer with a Service Comfort of 60, the
visitor will still get the full +10
Comfort and end up with 69
Comfort.
Colonists will visit a Dome Service building only if the provided Services match that
Colonist's Interests. When a
Colonist visits a Dome Service building, they gain +X
Comfort if their
Comfort is lower than the building's Service Comfort value. X is the building's
Comfort increase (Not shown in game).
Building | Footprint | Construction Costs | Maintenance | Operational Needs | Services | Requirements | Upgrades |
---|---|---|---|---|---|---|---|
![]() Medical Post
|
1 hex | 4 ![]() |
0.5 ![]() |
1![]() 3 ![]() |
Service Comfort: 40 ![]() ![]() Medical Checks (for Hypochondriacs) Reduces minimum ![]() Health and Sanity |
![]() |
![]() required for Rejuvenation Treatment ![]() (+30 Service Comfort, Colonists can visit for Relaxation) Cost: 10 ![]() |
![]() Infirmary
|
3 hexes | 10 ![]() |
1 ![]() |
2![]() 6 ![]() |
Service Comfort: 40 / +10 ![]() ![]() Medical Checks (for Hypochondriacs) Reduces minimum ![]() + (building performance/5) ![]() and + (building performance/10) ![]() |
None | ![]() required for Rejuvenation Treatment ![]() (+30 Service Comfort, ![]() Cost: 5 ![]() |
![]() Hospital
|
10 hexes | 16 ![]() 12 ![]() 10 ![]() |
5 ![]() |
15![]() 18 ![]() |
Service Comfort: 80 ![]() ![]() Medical Checks (for Hypochondriacs) Reduces minimum ![]() Health and Sanity |
|
![]() required for Rejuvenation Treatment ![]() (+30 Service Comfort, Colonists can visit for Relaxation) Cost: 10 ![]()
|
![]() Mega Mall
|
10 hexes | 20 ![]() 15 ![]() |
5 ![]() |
0.2 ![]() ![]() uses it for food need 10 ![]() 15 ![]() |
Service Comfort: 50 / +?? ![]() ![]() All Services except Medical Checks |
![]() USA ![]() |
![]() required for Service Bots ![]() (Operates without ![]() Cost: 10 ![]() |
![]() Grocer
|
3 hexes | 5 ![]() |
1 ![]() |
0.2 ![]() ![]() uses it for food need 3 ![]() |
Service Comfort: 50 / +10 ![]() 8 ![]() ![]() Food, Shopping |
None | |
![]() Small Grocer
|
1 hex | 2 ![]() |
0.3 ![]() |
0.2 ![]() ![]() uses it for food need 3 ![]() |
Service Comfort: 50 / +10 ![]() 3 ![]() ![]() Food, Shopping |
![]() | |
![]() Diner
|
3 hexes | 6 ![]() 5 ![]() |
1 ![]() |
0.2 ![]() ![]() uses it for food need 2 ![]() 6 ![]() |
Service Comfort: 60 / +10 ![]() ![]() Dining, Food, Social |
None | |
![]() Spacebar
|
10 hexes | 10 ![]() 5 ![]() |
1 ![]() |
2![]() 6 ![]() |
Service Comfort: 60 / +15 ![]() 10 ![]() ![]() Drinking, Relaxation, Social |
None | |
![]() Small Spacebar
|
3 hexes | 4 ![]() 2 ![]() |
0.5 ![]() |
1![]() 3 ![]() |
Service Comfort: 60 / +15 ![]() 4 ![]() ![]() Drinking, Relaxation, Social |
![]() | |
![]() Casino Complex
|
10 hexes | 20 ![]() 15 ![]() |
2 ![]() |
5![]() 9 ![]() |
Service Comfort: 70 / +15 ![]() ![]() Gambling, Gaming, Luxury, Social |
None | |
![]() Art Store
|
3 hexes | 5 ![]() 2 ![]() |
1 ![]() |
0.2 ![]() ![]() 3 ![]() |
Service Comfort: 80 / +15 ![]() 8 ![]() ![]() Luxury, Shopping |
None | |
![]() Small Art Store
|
1 hex | 2 ![]() 1 ![]() |
0.3 ![]() |
0.2 ![]() ![]() 3 ![]() |
Service Comfort: 80 / +15 ![]() 3 ![]() ![]() Luxury, Shopping |
![]() | |
![]() Electronics Store
|
3 hexes | 5 ![]() 3 ![]() |
1 ![]() |
0.2 ![]() ![]() 3 ![]() |
Service Comfort: 100 / +20 ![]() ![]() Gaming, Shopping |
None | |
![]() Open Air Gym
|
10 hexes | 6 ![]() 4 ![]() |
None | ![]() ![]() (Fit gives Exercise interest) |
Service Comfort: 50 / +10 ![]() ![]() Exercise, Social |
None | None |
![]() Tai Chi Garden
|
3 hexes | 5 ![]() |
None | ![]() ![]() (Fit gives Exercise interest) |
Service Comfort: 75 / +?? ![]() ![]() Exercise, Social |
![]() China ![]() | |
![]() Security Post
|
1 hex | 3.2 ![]() 1.6 ![]() |
0.5 ![]() |
1![]() 3 ![]() |
Counters Crime by ![]() Reduces ![]() Officers within dome try to prevent crime |
![]() | |
![]() Security Station
|
3 hexes | 10 ![]() 5 ![]() |
1 ![]() |
2![]() 9 ![]() |
Counters Crime by ![]() Reduces ![]() Officers within dome try to prevent crime |
None | |
![]() Art Workshop
|
10 hexes | 20 ![]() 5 ![]() |
1 ![]() |
2![]() 15 ![]() 0.3 ![]() (stores 6 ![]() |
Up to +10 ![]() (awarded after each shift) Persistent +10 ![]() colonists assigned to work here (awarded while assigned to Workshop) Counts towards Workshop Milestone |
![]() Creative Disposition (Social) | |
![]() Biorobotics Workshop
|
10 hexes | 20 ![]() 5 ![]() |
1 ![]() |
5![]() 18 ![]() 0.3 ![]() (stores 6 ![]() |
![]() Creative Biorobotics (Biotech) | ||
![]() VR Workshop
|
10 hexes | 20 ![]() 5 ![]() |
1 ![]() |
15![]() 30 ![]() 0.3 ![]() (stores 6 ![]() |
![]() Creative Realities (Physics) | ||
![]() TV Studio Workshop
|
10 hexes | 16 ![]() 10 ![]() |
2 ![]() |
15![]() 1 ![]() 36 ![]() |
Counts towards Workshop Milestone Comfort and Morale boost. Generates funding. |
![]() "Live from Mars" (Social) ![]() |
None |
![]() Low-G Amusement Park
|
10 hexes | 12 ![]() 10 ![]() |
3 ![]() |
6 ![]() 9 ![]() |
Service Comfort: 60 / +? ![]() ![]() Social, Relaxation, Exercise, Playing Tourists gain satisfaction. |
![]() Low-G Engineering |
None |
![]() Amphitheatre
|
3 hexes | 10 ![]() 5 ![]() |
1 ![]() |
2 ![]() |
Service Comfort: 55 / +10 ![]() ![]() Social, Relaxation, Luxury Tourists gain satisfaction. |
None | None |
Spires[edit | edit source]
Spires are built in the center of the Basic,
Medium,
Mega and
Geoscape domes. The
Oval and
Diamond domes can have 2 spires. In the
Green Planet DLC the
Capital City Wonder can have 3 spires.
The Prefab Compression breakthrough allows Spires to be bought from Earth as Prefab buildings; even Spires that have not been researched yet
with the exception of the
Cloning Vats (requires the
Cloning breakthrough) and the
Temple Spire, which is only unlocked when playing with the
Church of the New Ark mission sponsor (comes with the
Space Race DLC).
Building | Construction Costs | Operational Needs | Maintenance | Description | Requirements | Upgrades | Additional Effects |
---|---|---|---|---|---|---|---|
![]() Arcology
|
60 ![]() 10 ![]() |
20![]() |
4 ![]() |
Residential Space: ![]() Service Comfort: 60 / +5 ![]() |
![]() Arcology (Engineering) |
![]() required for Home Collective ![]() (+10 Service Comfort) Cost: 10 ![]() |
![]() (+X performance based on number of unique Perks / Specializations) See Housing for full list |
![]() Cloning Vats
|
40 ![]() 20 ![]() 10 ![]() |
30![]() 18 ![]() |
3 ![]() |
Creates Clones over time. Cloned Colonists grow and age twice as fast. | ![]() Cloning (Breakthrough) |
None | The ![]() |
![]() Hanging Gardens
|
40 ![]() 10 ![]() |
2 ![]() |
4 ![]() |
A beautiful park complex. +30 Service Comfort for all Residences in the Dome. Services: Relaxation, Exercise, Playing, Social Service Comfort: 100 / +20 ![]() ![]() |
![]() Hanging Gardens (Biotech) |
None | The Hippie trait gives double ![]() |
![]() Medical Center
|
25 ![]() 25 ![]() 10 ![]() |
20![]() 9 ![]() |
3 ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Services: Medical Checks (for Hypochondriacs) Service Comfort: 100 / +25 ![]() ![]() |
![]() Microgravity Medicine (Biotech) |
![]() required for Rejuvenation Treatment ![]() (+15 Service Comfort, Colonists can visit for Relaxation) Cost: 10 ![]() ![]() required for Holographic Scanner ![]() (Increases Birth Rate in the Dome.) Cost: 10 ![]() ![]() |
None |
![]() Network Node
|
40 ![]() 40 ![]() 20 ![]() |
20![]() (40 ![]() ![]() 9 ![]() |
3 ![]() |
Improves the overall ![]() |
![]() The Martian Network (Robotics) |
![]() required for Amplify ![]() (+25% Production, +20 ![]() Cost: 10 ![]() |
None |
![]() Sanatorium
|
30 ![]() 20 ![]() 10 ![]() |
20![]() |
2 ![]() |
Treats Colonists for flaws through advanced and (mostly) humane medical practices. Removable Flaws: Alcoholic, Chronic Condition, Coward, Gambler, Glutton, Lazy, Melancholic Max Occupancy: 12 ![]() ![]() (Night shift doesn't cause ![]() |
![]() Behavioral Shaping (Social) |
![]() required for Behavioral Melding ![]() (Replaces removed Flaws with random Perks for ![]() Cost: 10 ![]() ![]() |
The ![]() |
![]() School Spire
|
45 ![]() 20 ![]() 10 ![]() |
5![]() |
6 ![]() |
Cultivates desired Perks in children using modern remote learning techniques. Max Occupancy: 36 ![]() ![]() |
![]() Martian Education (Biotech) ![]() |
Superior Education ![]() (Adds a small chance to gain the Genius Perk(~8% of graduates)) Cost: 10 ![]() |
None |
![]() Water Reclamation System
|
40 ![]() 10 ![]() 5 ![]() |
6 ![]() |
3 ![]() |
Recycles up to 70% of the ![]() |
![]() Water Reclamation (Biotech) |
None | None |
![]() Temple Spire
|
30 ![]() 30 ![]() 10 ![]() |
6 ![]() |
1 ![]() |
A place to meditate and seek meaning beyond the physical world. ![]() ![]() Services: Social, Relaxation Service Comfort: 80 / +15 ![]() ![]() |
![]() Church of the New Ark ![]() |
None | None |
Decorations[edit | edit source]
All decorations satisfy the need for Relaxation, Exercise and Playing. Also, every decoration can support 1 Visitor per hex. So a Large Garden can support 10
Visitors since it's footprint takes up 10 hexes. Aside from the Projector Lamp, Decorations do not consume any Power or Maintenance.
Decoration | Footprint | Construction Costs | Service Comfort / Increase | Skins | Requirements | Description |
---|---|---|---|---|---|---|
![]() Projector Lamp
|
1 hex | 1 ![]() |
– | 1 skin | None | Make the Martian night a little brighter. |
![]() Small Garden
|
1 hex | 2 ![]() |
40 / +5 ![]() |
4 skins | None | A recreational area with cultivated vegetation. |
![]() Garden
|
3 hexes | 4 ![]() |
40 / +5 ![]() |
3 skins | None | |
![]() Large Garden
|
10 hexes | 12 ![]() |
40 / +5 ![]() |
1 skin | None | |
![]() Small Alleys
|
1 hex | 2 ![]() |
40 / +5 ![]() |
3 skins | None | A beautiful park with alleys and benches. |
![]() Alleys
|
3 hexes | 4 ![]() |
40 / +5 ![]() |
3 skins | None | |
![]() Stone Garden
|
3 hexes | 4 ![]() |
40 / +5 ![]() |
1 skin | None | A tastefully arranged stone garden, following strict Zen rules. |
![]() Pond
|
3 hexes | 3 ![]() |
40 / +5 ![]() |
1 skin | None | A large lake with refreshingly cool water. |
![]() Small Fountain
|
1 hex | 2 ![]() |
40 / +5 ![]() |
2 skins | None | A place for relaxation and recreation. |
![]() Fountain
|
3 hexes | 4 ![]() |
40 / +5 ![]() |
1 skin | None | |
![]() Statue
|
1 hex | 1 ![]() |
40 / +5 ![]() |
2 skins | None | "In honor of the founders of Mars." |
![]() Small Monument
|
1 hex | 42 ![]() |
– | 1 skin | ![]() The Power of Three Mystery |
A decorative monument created from the mysterious Black Cubes. Probably harmless. |
![]() Large Monument
|
3 hexes | 126 ![]() |
– | 1 skin | ![]() The Power of Three Mystery |
A decorative monument created from the mysterious Black Cubes. Definitely not a place for worship. |
![]() Wisp Lamp
|
1 hex | 1 wisp | 100 / +? ![]() |
1 skin | ![]() St. Elmo's Fire Mystery |
A single Wisp powered lamp. |
![]() Triple Wisp Lamp
|
1 hex | 3 wisps | 100 / +? ![]() |
1 skin | ![]() St. Elmo's Fire Mystery |
A multiple Wisp powered lamp. |
![]() Cemetery
|
3 hexes | 10 ![]() 5 ![]() |
- | 1 skin | Sample Mods | A place of rest for all the psychotic, starving, and elderly colonists. |