Difference between revisions of "Dome buildings"

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m (Housing)
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Dome buildings are placed inside [[domes]]. As a result building space is limited and the size of each building must be taken into account.
 
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: Each building starts with 0 maintenance points. When the counter reaches 100, the building breaks down and must be repaired by the [[drones]] at the expense of the defined materials. The time to accumulate the 100 maintenance points is ???.
  
 
== Production ==
 
== Production ==

Latest revision as of 11:32, 29 July 2020

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: Each building starts with 0 maintenance points. When the counter reaches 100, the building breaks down and must be repaired by the drones at the expense of the defined materials. The time to accumulate the 100 maintenance points is ???.

Production[edit]

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
Machine parts factory small.png
Small Machine Parts Factory
3 hexes 4 Concrete.png
4 Metals.png
1 Metals.png (stores 5)
18Power.png (38Power.png with Amplify.png)
9 Colonists.png Engineers
(3 Colonists.png with Automation.png)
1 Electronics.png 4 MachineParts.png (stores 20) Technology - 3D Machining.png
3D Machining (Robotics)
Banner Colony Design Set.jpg Colony Design Set DLC
Technology - Factory Amplification.png Factory Amplification (Physics)
required for Amplify.png Amplify
(+25% Production, +20Power.png Consumption)
Small Factory Cost: 2 Polymers.png
Large Factory Cost: 5 Polymers.png

Technology - Factory AI.png Factory AI (Robotics)
required for Factory ai.png Factory AI
(+20% Production)
Small Factory Cost: 2 Electronics.png, 1 MachineParts.png
Large Factory Cost: 5 Electronics.png, 2 MachineParts.png

Technology - Factory Automation.png Factory Automation (Breakthrough)
required for Automation.png Automation
(Decreases Workplaces by 2)
Small Factory Cost: 3 Polymers.png, 3 Electronics.png
Large Factory Cost: 5 Polymers.png, 5 Electronics.png
Machine parts factory.png
Machine Parts Factory
10 hexes 10 Concrete.png
10 Metals.png
2 Electronics.png
1 Metals.png (stores 5)
50Power.png (70Power.png with Amplify.png)
15 Colonists.png Engineers
(9 Colonists.png with Automation.png)
2 Electronics.png 12 MachineParts.png (stores 20) Technology - 3D Machining.png
3D Machining (Robotics)
Electronics factory small.png
Small Electronics Factory
3 hexes 4 Concrete.png
2 Metals.png
5 Electronics.png
0.3 RareMetals.png (stores 5)
4Power.png (24Power.png with Amplify.png)
12 Colonists.png Engineers
(6 Colonists.png with Automation.png)
1 MachineParts.png 3 Electronics.png (stores 20) Technology - Micro Manufacturing.png
Micro Manufacturing (Engineering)
Banner Colony Design Set.jpg Colony Design Set DLC
Electronics factory.png
Electronics Factory
10 hexes 10 Concrete.png
5 Metals.png
15 Electronics.png
0.3 RareMetals.png (stores 5)
10Power.png (30Power.png with Amplify.png)
30 Colonists.png Engineers
(24 Colonists.png with Automation.png)
2 MachineParts.png 9 Electronics.png (stores 20) Technology - Micro Manufacturing.png
Micro Manufacturing (Engineering)
Corporate office.png
Corporate Office
10 hexes 30 Concrete.png
10 Metals.png
10 Electronics.png
5Power.png
30 Colonists.png
2 Electronics.png Funding.png Funding Logo - BSC.png
Blue Sun Corporation
Banner Space Race.jpg Space Race DLC
None
Game developer.png
Game Developer
10 hexes 20 Concrete.png
10 Metals.png
10 Electronics.png
2 Power.png
9 Colonists.png
1 Electronics.png Funding.png Funding Logo - Paradox.png
Paradox Interactive
Banner Space Race.jpg Space Race DLC
None

Life Support[edit]

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
Hydroponics farm.png
Hydroponic Farm
3 hexes 4 Metals.png
2 Polymers.png
Water.png varies by crop
5Power.png
3 Colonists.png Botanists
(2 Colonists.png with Automation.png)
1 Metals.png Food.pngOxygen.png varies by Crop
(stores 100 Food.png Food)

Martian Vegetation.png Martian Vegetation (Terraforming)
required for Crops seeds.png Seed Crops (produces 1Seeds.png)
Banner Green Planet.jpg Green Planet DLC required
None Technology - Farm Automation.png Farm Automation (Biotech)
required for Automation.png Automation
(Decreases Workplaces by 1)
Cost: 2 Electronics.png
Farm.png
Farm
10 hexes 8 Concrete.png Water.png varies by crop
6 Colonists.png Botanists
(4 Colonists.png with Automation.png)
None Food.pngOxygen.png varies by Crop
and also Soil Quality
(stores 300 Food.png Food)

Martian Vegetation.png Martian Vegetation (Terraforming)
required for Crops seeds.png Seed Crops (produces 5Seeds.png)
Banner Green Planet.jpg Green Planet DLC required
Technology - Soil Adaptation.png
Soil Adaptation (Biotech)
Technology - Farm Automation.png Farm Automation (Biotech)
required for Automation.png Automation
(Decreases Workplaces by 2)
Cost: 5 Electronics.png

Technology - Biome Engineering.png Biome Engineering (Biotech)
(+5 residence comfort per Farm.png farm)
Pasture.png
Ranch
10 hexes 10 Concrete.png
5 Metals.png
1 MachineParts.png
Water.pngOxygen.png varies by breed
5Power.png
6 Colonists.png Workers
1 Metals.png Food.png varies by Breed
(stores 100 Food.png Food)
Banner Project Laika.jpg Project Laika DLC None

Housing[edit]

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. All residences have 3 visual variants, with a 4th one being available if the Banner Colony Design Set.jpg Colony Design Set DLC is installed.

Building Footprint Construction Costs Operational Needs Maintenance Residential Space Density for 10 Hexes "Well Rested" Bonuses Requirements Upgrades Additional Effects
Smart home.png
Smart Home
3 hexes 5 Concrete.png
2 Electronics.png
2Power.png 0.2 Electronics.png 4 Colonists.png Colonists 1.2 Colonists.png (per hex) +5 Health.png Health
+15 Sanity.png Sanity
+5 Comfort.png Comfort
Service Comfort: 70
Technology - Smart Home.png
Smart Home (Engineering)
Technology - Home Collective.png Home Collective (Social)
required for Home collective.png Home Collective
(+10 Service Comfort)
Cost: 2 Polymers.png
Colonists.png Adult Colonists with the Fit Perk gain
+5 Health.png Health to "Well Rested" bonus.
(Colonists.png Children cannot get the Fit Perk)

Main menu achievements.png Psychologist Commander Profile
(+5 Sanity.png Sanity to "Well Rested" bonus)

Technology - Rapid Sleep.png Rapid Sleep (Breakthrough)
(Only need 1 hour sleep and regain
twice as much Sanity.png Sanity when sleeping)

Each Vista within a dome's range adds
+10 Service Comfort to residences in dome

Technology - Dome Bioscaping.png Dome Bioscaping (Biotech)
(+15 Service Comfort in Dome.png Basic Domes,
Micro dome.png Micro Domes and Hexa dome.png Barrel Domes)

Technology - Biome Engineering.png Biome Engineering (Biotech)
(+5 Service Comfort per Farm.png farm in dome)

Technology - Hanging Gardens.png Hanging Gardens (Biotech)
unlocks construction of
Building - Hanging Gardens.png Hanging Gardens Spire
(+30 Service Comfort)
Smart homes.png
Smart Complex
10 hexes 15 Concrete.png
5 Electronics.png
4Power.png 0.5 Electronics.png 12 Colonists.png 1.2 Colonists.png +5 Health.png Health
+15 Sanity.png Sanity
+5 Comfort.png Comfort
Service Comfort: 70
Technology - Smart Home.png
Smart Home (Engineering)
Technology - Home Collective.png Home Collective (Social)
required for Home collective.png Home Collective
(+10 Service Comfort)
Cost: 5 Polymers.png
Living Quarter.png
Living Quarter
3 hexes 2 Concrete.png 0.5Power.png 0.3 Concrete.png 4 Colonists.png 1.2 Colonists.png +5 Health.png Health
+5 Sanity.png Sanity
+6 Comfort.png Comfort
Service Comfort: 50
Banner Colony Design Set.jpg Colony Design Set DLC
Living quarters.png
Living Complex
10 hexes 6 Concrete.png 1Power.png 1 Concrete.png 14 Colonists.png 1.4 Colonists.png +5 Health.png Health
+5 Sanity.png Sanity
+6 Comfort.png Comfort
Service Comfort: 50
None
Apartments.png
Apartments
10 hexes 25 Concrete.png
6 Polymers.png
12Power.png 3 Concrete.png 24 Colonists.png 2.4 Colonists.png +5 Health.png Health
+5 Sanity.png Sanity
+4 Comfort.png Comfort
Service Comfort: 35
Technology - Advanced Prefabs.png
Low-G Hi-rise (Engineering)
Nursery.png
Nursery
3 hexes 6 Concrete.png 2Power.png 1 Concrete.png 8 Colonists.png Children 2.4 Colonists.png +5 Health.png Health
+5 Sanity.png Sanity
+5 Comfort.png Comfort
Service Comfort: 60
None None

Education[edit]

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 does NOT cause Sanity loss.

Building Footprint Construction Costs Operational Needs Maintenance Services Maximum Occupancy Requirements Additional Effects
Playground.png
Playground
3 hexes 4 Polymers.png None None Teaches random Perks
+10 Sanity.png Sanity
Service Comfort: 80 / +15 Comfort.png
Provides Playing
5 Colonists.png Children None None
School.png
School
10 hexes 20 Concrete.png
6 Electronics.png
None 2 Electronics.png Teaches selected Perks
(Will randomly teach 1 of the 3 selected perks)
Composed: Sanity.png Sanity losses are halved
Enthusiast: +20 Performance while above 69 Morale.png Morale
Nerd: Temporary +10 Morale.png Morale per researched technology
Survivor: Lose less Health.png Health without Food.pngWater.pngOxygen.pngPower.png
Religious: +10 base Morale.png Morale. Never commits suicide
(Also +10 Morale.png Morale per Saint living in the same dome)
15 Colonists.png Children
(5Colonists.png per shift)
None Technology - Martianborn Adaptability.png Martianborn Adaptability (Biotech)
(Martianborns graduate from Universities / Sanatoriums faster and gain Perks from Schools easier)

Technology - Interplanetary Learning.png Interplanetary Learning (Breakthrough)
(Can train the Workaholic and Hippie traits)

Technology - Dream Simulation.png Dream Simulations
(Inner light mystery.png Inner Light Mystery)
(Can train the first of the two Dreamer traits)
Martian university.png
Martian University
10 hexes 20 Concrete.png
10 Metals.png
15 Electronics.png
15Power.png 3 Electronics.png Teaches selected Specialization
(Can be set to automatically train for vacancies throughout your colony)
15 Colonists.png No-Specs
(5Colonists.png per shift)
Technology - Martian Education.png
Martian Education (Social)
Technology - Martianborn Adaptability.png Martianborn Adaptability (Biotech)
(Martianborns graduate from Universities / Sanatoriums faster and gain Perks from Schools easier)

Research[edit]

Main article: Research

Research buildings produce Research.png research. Academy of science.png Research Labs have an additional visual variant if the Banner Colony Design Set.jpg Colony Design Set DLC is installed.

To get the most research per worker, try building 3 Research Labs (44Research.png per worker), then a Hawking Institute (42Research.png), then a 4th Research Lab (39Research.png), then a 2nd Hawking Institute (38Research.png), then a 5th Research Lab (33Research.png), then finally a 3rd (33Research.png) and 4th (29Research.png) Hawking Institute. A sixth Academy of science.png Research Lab is still only worth 1500Research.png but takes more jobs (28Research.png per worker). Every Research Lab after the 6th provides research at a rate of 28Research.png per worker. A 5th Hawking Institute is not worth building since it only provides 25Research.png 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
Academy of science.png
Research Lab
3 hexes 10 Concrete.png
5 Electronics.png
5Power.png
(15Power.png with Amplify.png)
9 Colonists.png Scientists
1 Electronics.png 500 Research.png per sol
(167Research.png per shift)

Collaboration Loss:
-10% production per Research Lab in the same dome
(maximum reduction of -50%)
Two = 450Research.png each,
900Research.png & 18Colonists.png total

Three = 400Research.png,
1200Research.png & 27Colonists.png

Four = 350Research.png,
1400Research.png & 36Colonists.png

Five = 300Research.png,
1500Research.png & 45Colonists.png

Six = 250Research.png,
1500Research.png & 54Colonists.png
None Technology - Research Amplification.png Research Amplification (Physics)
required for Amplify.png Amplify
(+25% Production, +10Power.png Consumption)
Cost: 2 Polymers.png

Technology - Zero-Space Computing.png Zero-Space Computing (Breakthrough)
required for Zero space.png Zero-Space Computing
(+25% Production)
Cost: 5 Electronics.png
Vocation-Oriented Society (Breakthrough)

Technology - Systematic Training.png Systematic Training (Social)
(Scientists ... have +10 performance when working in their specialty)

Technology - The Martian Network.png The Martian Network (Robotics)
unlocks construction of
Building - Network Node.png Network Node Spire
(+20% Production)

Technology - Interplanetary Astronomy.png Interplanetary Astronomy (Physics)
unlocks construction of
Omega telescope.png Omega Telescope Wonder
(+20% Research.png research production globally)
Research lab.png
Hawking Institute
10 hexes 30 Concrete.png
10 Polymers.png
20 Electronics.png
15Power.png
(35Power.png with Amplify.png)
24 Colonists.png Scientists
4 Electronics.png 1000 Research.png per sol
(333Research.png per shift)

Collaboration Loss:
-10% production per Hawking Institute in the same dome
(maximum reduction of -50%)
Two = 900Research.png each,
1800Research.png & 48Colonists.png total

Three = 800Research.png,
2400Research.png & 72Colonists.png

Four = 700Research.png,
2800Research.png & 96Colonists.png
Technology - Martian Institute of Science.png
Martian Institute of Science (Social)
Technology - Research Amplification.png Research Amplification (Physics)
required for Amplify.png Amplify
(+50% Production, +20Power.png Consumption)
Cost: 5 Polymers.png

Technology - Zero-Space Computing.png Zero-Space Computing (Breakthrough)
required for Zero space.png Zero-Space Computing
(+25% Production)
Cost: 10 Electronics.png

Dome Services[edit]

Dome Services buildings satisfy the needs of Colonists.png Colonists based on the building's Service Comfort, and the max Service Comfort can be increased by the building's performance. For example, a Building - Grocery.png Grocer at 150 performance will be at 60 Service Comfort instead of 50. Additionally, if a Colonists.png visitor with 59 Comfort.png Comfort enters the Building - Grocery.png Grocer with a Service Comfort of 60, the Colonists.png visitor will still get the full +10 Comfort.png Comfort and end up with 69 Comfort.png Comfort.

Colonists.png Colonists will visit a Dome Service building only if the provided Services match that Colonists.png Colonist's Interests. When a Colonists.png Colonist visits a Dome Service building, they gain +X Comfort.png Comfort if their Comfort.png Comfort is lower than the building's Service Comfort value. X is the building's Comfort.png Comfort increase (Not shown in game).

Building Footprint Construction Costs Maintenance Operational Needs Services Requirements Upgrades
Infirmary.png
Infirmary
3 hexes 10 Concrete.png 1 Concrete.png 2Power.png
6 Colonists.png Medics
Service Comfort: 40 / +10 Comfort.png, 5Colonists.png Visitors
Medical Checks (for Hypochondriacs)

+(26 to 32) Health.png Health
+(13 to 16) Sanity.png Sanity
None Technology - Rejuvenation Treatment.png Rejuvenation Treatment (Biotech)
required for Rejuvenation treatment.png Rejuvenation Treatment
(+30 Service Comfort, Colonists.png Colonists can visit for Relaxation)
Cost: 5 Polymers.png
Mega mall.png
Mega Mall
10 hexes 20 Concrete.png
15 Polymers.png
5 Polymers.png 0.2 Food.png per Colonists.png visitor that
uses it for food need
10Power.png
15 Colonists.png Workers
Service Comfort: 50 / +?? Comfort.png, 30Colonists.png Visitors
All Services except Medical Checks
Logo - USA.png
USA
Banner Space Race.jpg Space Race DLC
Technology - Service Bots.png Service Bots (Breakthrough)
required for Service bots.png Service Bots
(Operates without Colonists.png workers with 100 performance)
Cost: 10 Electronics.png
Building - Grocery.png
Grocer
3 hexes 5 Concrete.png 1 Concrete.png 0.2 Food.png per Colonists.png visitor that
uses it for food need
3 Colonists.png Workers
Service Comfort: 50 / +10 Comfort.png,
8Colonists.png Visitors (2.67Colonists.png per hex)
Food, Shopping
None
Small Grocer.png
Small Grocer
1 hex 2 Concrete.png 0.3 Concrete.png 0.2 Food.png per Colonists.png visitor that
uses it for food need
3 Colonists.png Workers
Service Comfort: 50 / +10 Comfort.png,
3Colonists.png Visitors (3Colonists.png per hex)
Food, Shopping
Banner Colony Design Set.jpg Colony Design Set DLC
Building - Dinner.png
Diner
3 hexes 6 Concrete.png
5 Metals.png
1 Concrete.png 0.2 Food.png per Colonists.png visitor that
uses it for food need
2Power.png
6 Colonists.png Workers
Service Comfort: 60 / +10 Comfort.png, 10Colonists.png Visitors
Dining, Food, Social
None
Spacebar.png
Spacebar
10 hexes 10 Concrete.png
5 Metals.png
1 Concrete.png 2Power.png
6 Colonists.png Workers
Service Comfort: 60 / +15 Comfort.png,
10Colonists.png Visitors (1Colonists.png per hex)
Drinking, Relaxation, Social
None
Small Spacebar.png
Small Spacebar
3 hexes 4 Concrete.png
2 Metals.png
0.5 Concrete.png 1Power.png
3 Colonists.png Workers
Service Comfort: 60 / +15 Comfort.png,
4Colonists.png Visitors (1.33Colonists.png per hex)
Drinking, Relaxation, Social
Banner Colony Design Set.jpg Colony Design Set DLC
Casino complex.png
Casino Complex
10 hexes 20 Concrete.png
15 Electronics.png
2 Electronics.png 5Power.png
9 Colonists.png Workers
Service Comfort: 70 / +15 Comfort.png, 10Colonists.png Visitors
Gambling, Gaming, Luxury, Social
None
Building - Jewelry Store.png
Art Store
3 hexes 5 Concrete.png
2 Polymers.png
1 Concrete.png 0.2 Polymers.png per Colonists.png visitor
3 Colonists.png Workers
Service Comfort: 80 / +15 Comfort.png,
8Colonists.png Visitors (2.67Colonists.png per hex)
Luxury, Shopping
None
Small Art Store.png
Small Art Store
1 hex 2 Concrete.png
1 Polymers.png
0.3 Concrete.png 0.2 Polymers.png per Colonists.png visitor
3 Colonists.png Workers
Service Comfort: 80 / +15 Comfort.png,
3Colonists.png Visitors (3Colonists.png per hex)
Luxury, Shopping
Banner Colony Design Set.jpg Colony Design Set DLC
Building - Electronics Store.png
Electronics Store
3 hexes 5 Concrete.png
3 Electronics.png
1 Concrete.png 0.2 Electronics.png per Colonists.png visitor
3 Colonists.png Workers
Service Comfort: 100 / +20 Comfort.png, 8Colonists.png Visitors
Gaming, Shopping
None
Building - Open Air Gym.png
Open Air Gym
10 hexes 6 Metals.png
4 Polymers.png
None Colonists.png Visitors recover +10 Health.png Health and may get the Fit Perk
(Fit gives Exercise interest)
Service Comfort: 50 / +10 Comfort.png, 10Colonists.png Visitors
Exercise, Social
None None
Tai chi garden.png
Tai Chi Garden
3 hexes 5 Concrete.png None Colonists.png Visitors recover +10 Health.png Health and may get the Fit Perk
(Fit gives Exercise interest)
Service Comfort: 75 / +?? Comfort.png, 10Colonists.png Visitors
Exercise, Social
Logo - China.png
China
Banner Space Race.jpg Space Race DLC
Security station.png
Security Station
3 hexes 10 Concrete.png
5 Metals.png
1 Concrete.png 2Power.png
9 Colonists.png Officers
Counters Crime by Renegade.png Renegades
Reduces Sanity.png Sanity loss from disasters
Officers within dome try to prevent crime
None
Building - Art Workshop.png
Art Workshop
10 hexes 20 Concrete.png
5 Polymers.png
1 Concrete.png 2Power.png
15 Colonists.png Workers
0.3 Polymers.png per worker
(stores 6Polymers.png)
Up to +10 Comfort.png Comfort after leaving a shift
(awarded after each shift)

Persistent +10 Morale.png Morale for
colonists assigned to work here
(awarded while assigned to Workshop)

Counts towards Workshop Milestone
Technology - Creative Disposition.png
Creative Disposition (Social)
Building - Biorobotics Workshop.png
Biorobotics Workshop
10 hexes 20 Concrete.png
5 MachineParts.png
1 Concrete.png 5Power.png
18 Colonists.png Workers
0.3 MachineParts.png per worker
(stores 6MachineParts.png)
Technology - Creative Biorobotics.png
Creative Biorobotics (Biotech)
Building - VR Workshop.png
VR Workshop
10 hexes 20 Concrete.png
5 Electronics.png
1 Concrete.png 15Power.png
30 Colonists.png Workers
0.3 Electronics.png per worker
(stores 6Electronics.png)
Technology - Creative Realities.png
Creative Realities (Physics)

Spires[edit]

Spires are built in the center of the Dome.png Basic, Oval dome.png Medium, Mega dome.png Mega and Geoscape dome.png Geoscape domes. The Polymer dome.png Oval and Diamond dome.png Diamond domes can have 2 spires. In the Banner Green Planet.jpg Green Planet DLC the Capital City.png Capital City Wonder can have 3 spires.

The Technology - Prefab Compression.png 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.png Cloning Vats (requires the Technology - Cloning.png Cloning breakthrough) and the Temple.png Temple Spire, which is only unlocked when playing with the Logo - Church.png Church of the New Ark mission sponsor (comes with the Banner Space Race.jpg Space Race DLC).

Building Construction Costs Operational Needs Maintenance Description Requirements Upgrades Additional Effects
Building - Arcology.png
Arcology
60 Concrete.png
10 Polymers.png
20Power.png 4 Polymers.png Residential Space: Colonists.png 32

Service Comfort: 60 / +4 Comfort.png
Technology - Arcology.png
Arcology (Engineering)
Technology - Home Collective.png Home Collective (Social)
required for Home collective.png Home Collective
(+10 Service Comfort)
Cost: 10 Polymers.png
Technology - Hive Mind.png Hive Mind (Breakthrough)
(+X performance based on number of unique Perks / Specializations)

See Housing for full list
Cloning vats.png
Cloning Vats
40 Metals.png
20 Polymers.png
10 Electronics.png
30Power.png
18 Colonists.png Medics
3 Polymers.png Creates Clones over time. Cloned Colonists grow and age twice as fast. Technology - Cloning.png
Cloning (Breakthrough)
None The Inner light mystery.png Inner Light Mystery causes all clones to have the first of the two Dreamer traits
Building - Hanging Gardens.png
Hanging Gardens
40 Concrete.png
10 Polymers.png
2 Water.png 4 Concrete.png A beautiful park complex. +30 Service Comfort for all Residences in the Dome.

Services: Relaxation, Exercise, Playing, Social
Service Comfort: 100 / +20 Comfort.png, 20Colonists.png Visitors
Technology - Hanging Gardens.png
Hanging Gardens (Biotech)
None The Hippie trait gives double Comfort.png Comfort in gardens and parks
Building - Medical Center.png
Medical Center
25 Concrete.png
25 Metals.png
10 Polymers.png
20Power.png
9 Colonists.png Medics
3 Polymers.png Colonists.png Visitors will recover Health.png Health and Sanity.png Sanity as long as they are not Food.png starving, Water.png dehydrated, Temperature.png freezing or Oxygen.png suffocating. Larger capacity and more effective than the Infirmary.png Infirmary. A Dome with a Medical Building has lower minimum Comfort.png Comfort requirements for births.

Services: Medical Checks (for Hypochondriacs)
Service Comfort: 100 / +25 Comfort.png, 12Colonists.png Visitors
Technology - Microgravity Medicine.png
Microgravity Medicine (Biotech)
Technology - Rejuvenation Treatment.png Rejuvenation Treatment (Biotech)
required for Rejuvenation treatment.png Rejuvenation Treatment
(+15 Service Comfort, Colonists can visit for Relaxation)
Cost: 10 Polymers.png

Technology - Holographic Scanning.png Holographic Scanning (Biotech)
required for Holographic scanner.png Holographic Scanner
(Increases Birth Rate in the Dome.)
Cost: 10 Polymers.png, 5 Electronics.png
None
Building - Network Node.png
Network Node
40 Concrete.png
40 Metals.png
20 Electronics.png
20Power.png
(40Power.png with Amplify.png)
9 Colonists.png Scientists
3 Electronics.png Improves the overall Research.png Research output of the Dome by +20%. Technology - The Martian Network.png
The Martian Network (Robotics)
Technology - Research Amplification.png Research Amplification (Physics)
required for Amplify.png Amplify
(+25% Production, +20Power.png Consumption)
Cost: 10 Polymers.png
None
Building - Sanatorium.png
Sanatorium
30 Concrete.png
20 Metals.png
10 Polymers.png
20Power.png 2 Polymers.png Treats Colonists for flaws through advanced and (mostly) humane medical practices.

Removable Flaws: Alcoholic, Chronic Condition, Coward, Gambler, Glutton, Lazy, Melancholic
Maximum Occupancy: 12Colonists.png Colonists (4Colonists.png per shift)
(Night shift doesn't cause Sanity.png Sanity losses)
Technology - Behavioral Shaping.png
Behavioral Shaping (Social)
Technology - Behavioral Melding.png Behavioral Melding (Social)
required for Behavioral melding.png Behavioral Melding
(Replaces removed Flaws with random Perks for Colonists.png visitors.)
Cost: 10 Electronics.png Polymers.png
The Inner light mystery.png Inner Light Mystery allows Sanatoriums to remove the first of the two Dreamer traits
Building - Water Reclamation.png
Water Reclamation System
40 Concrete.png
10 Polymers.png
5 MachineParts.png
6 Colonists.png Workers 3 MachineParts.png Recycles up to 70% of the Water.png Water used in the Dome. Technology - Water Reclamation.png
Water Reclamation (Biotech)
None None
Temple.png
Temple Spire
40 Concrete.png
10 Polymers.png
5 MachineParts.png
6 Colonists.png Workers 1 Polymers.png A place to meditate and seek meaning beyond the physical world. Colonists.png Visitors recover Sanity.png Sanity.

Services: Social
Service Comfort: 80 / +? Comfort.png, ?Colonists.png Visitors
Logo - Church.png
Church of the New Ark
Banner Space Race.jpg Space Race DLC
None None

Decorations[edit]

All decorations satisfy the need for Relaxation, Exercise and Playing. Also, every decoration can support 1Colonists.png Visitor per hex. So a Large Garden can support 10Colonists.png 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
Building - Projector Lamp.png
Projector Lamp
1 hex 1 Concrete.png 1 skin None Make the Martian night a little brighter.
Building - Small Garden.png
Small Garden
1 hex 2 Concrete.png 40 / +5 Comfort.png 4 skins None A recreational area with cultivated vegetation.
Building - Medium Garden.png
Garden
3 hexes 4 Concrete.png 40 / +5 Comfort.png 3 skins None
Large Garden.png
Large Garden
10 hexes 12 Concrete.png 40 / +5 Comfort.png 1 skin None
Building - Small Alleys.png
Small Alleys
1 hex 2 Concrete.png 40 / +5 Comfort.png 3 skins None A beautiful park with alleys and benches.
Building - Medium Alleys.png
Alleys
3 hexes 4 Concrete.png 40 / +5 Comfort.png 3 skins None
Building - Stone Garden.png
Stone Garden
3 hexes 4 Concrete.png 40 / +5 Comfort.png 1 skin None A tastefully arranged stone garden, following strict Zen rules.
Building - Lake.png
Pond
3 hexes 3 Concrete.png 40 / +5 Comfort.png 1 skin None A large lake with refreshingly cool water.
Building - Small Fountain.png
Small Fountain
1 hex 2 Concrete.png 40 / +5 Comfort.png 2 skins None A place for relaxation and recreation.
Building - Large Fountain.png
Fountain
3 hexes 4 Concrete.png 40 / +5 Comfort.png 1 skin None
Building - Statue.png
Statue
1 hex 1 Concrete.png 40 / +5 Comfort.png 2 skins None "In honor of the founders of Mars."
Black cube monument small.png
Small Monument
1 hex 42 Res black box.png Black Cubes 1 skin Power of three mystery.png The Power of Three Mystery A decorative monument created from the mysterious Black Cubes. Probably harmless.
Black cube monument large.png
Large Monument
3 hexes 126 Res black box.png Black Cubes 1 skin Power of three mystery.png The Power of Three Mystery A decorative monument created from the mysterious Black Cubes. Definitely not a place for worship.
Building - Wisp Lamp.png
Wisp Lamp
1 hex 100 / ? Comfort.png 1 skin Elmos fire mystery.png St. Elmo's Fire Mystery A single Wisp powered lamp.
Building - Tripple Wisp Lamp.png
Triple Wisp Lamp
1 hex 100 / ? Comfort.png 1 skin Elmos fire mystery.png St. Elmo's Fire Mystery A multiple Wisp powered lamp.
Cemetery.png
Cemetery
3 hexes 10 Concrete.png
5 Metals.png
- 1 skin Sample Mods A place of rest for all the psychotic, starving, and elderly colonists.