建筑槽位[edit | edit source]
建筑物是在殖民地的
| 来源 | ||
|---|---|---|
| +1 | ||
| — | +1 | |
| — | +2 | |
| +1 | ||
| +1 | n/a | |
| +1 | ||
| +1 | n/a | |
| +1 | — | |
| +1 | ||
| +2 | ||
| +3 | n/a | |
| +4 | n/a | |
| +11 | ||
| +5 | n/a | |
| +11 | n/a | |
行星建造速度 [edit | edit source]
| 来源 | 加成 |
|---|---|
| +10% | |
| +10% | |
| +10% | |
| +10% | |
| +10% | |
| +25% | |
| +25% | |
| +50% | |
| +100% |
首府[edit | edit source]
首府总是占据第一个建筑槽位,并提供一些基本的住房、舒适度、减少犯罪度和产生行星防御部队的岗位,以及其它因政体和国民理念而异的岗位。升级首府是解锁额外建筑槽的方法之一。首府不能被拆除、降级或禁用,如果被另一个拥有不同政体的帝国交易、割让或征服,或者如果行星的规划类型发生变化,它们将自动转换为适当的类型。
首府等级[edit | edit source]
首府通常可以分为 4 个等级,通过所需科技解锁它们[1]。 哪些建筑需要它们以及可以提供的最大产出加成[2]。标准的首府都符合这个标准,但仍有例外。通过
Galactic Emperor可以用“第5”级帝都建筑升级他们的首都星球或居住站。
| 首府等级 | 需要的科技 | 岗位产出 | ||
|---|---|---|---|---|
| (unrecognized string “output” for Template:Icon) Output | 需要的科技 | |||
| 2 | +10% | +10% | ||
| 3 | +20% | +20% | ||
| 4+ | +30% | +30% | ||
Tier 4 and imperial capitals convert one tier lower, other tiers convert directly except as noted below.
标准首府[edit | edit source]
标准的首府建立在没有特殊规划的行星以及环形世界上,要求政体为![]()
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不能是格式塔。
居住站首府[edit | edit source]
居住站有自己的首府建筑,供所有帝国使用。如果
星海帝皇有一个居住站作为他们的首都,他们可以在各自的帝国首都升级他们的首府。居住站行政中心是2级首府,除了提高岗位生产效率外没有其它加成。居住站控制中心在解锁建筑要求上被视为4级首府,在提高岗位生产效率上被视为2级首府。
| 首府 | 产出 | 岗位 | 维护费 | 花费 | 建造要求 |
|---|---|---|---|---|---|
Habitat Administration 居住站的行政中心,充当着本地的首府。 |
0 | ||||
Habitat Central Control 一座复杂的官僚机构,负责管理人口众多的居住站。 |
特殊规划首府[edit | edit source]
度假星球和奴隶星球拥有自己独特的首府建筑。对于每个规划类型,第一级被视为2级首府,除了提高岗位生产效率外没有其它加成;升级后转换为3级首府,在提高岗位生产效率上视为2级首府,在解锁建筑要求上视为4级首府。
蜂巢思维首府[edit | edit source]
Machine Intelligence capitals[edit | edit source]
Buildings[edit | edit source]
Regular buildings[edit | edit source]
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.
| Tier | ||||||
|---|---|---|---|---|---|---|
| I | +2 | −2 | 0 | 360 | 400 | 0 |
| II | +4 | −5 | −1 | 480 | 600 | 50 |
| III | +6 | −8 | −2 | 600 | 800 | 100 |
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.
| Primary resource | Tier I building (2 Jobs) | Tier II building (4 Jobs) | Tier III building (6 Jobs) | Jobs | Advanced resource | Requirements |
|---|---|---|---|---|---|---|
Research Labs
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Research Complexes
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Advanced Research Complexes
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Administrative Offices
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Administrative Park
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Administrative Complex
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Uplink Node
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Network Junction
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System Conflux
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Synaptic Nodes
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Synaptic Clusters
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Confluence of Thought
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Holo-Theatres
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Hyper-Entertainment Forums
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Hydroponics Farms
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Housing[edit | edit source]
Housing buildings provide
Planet unique[edit | edit source]
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.
| Effects | Capital tier | Cost | Requirements | ||||
|---|---|---|---|---|---|---|---|
|
Planetary Shield Generator | 2 | |||||
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Military Academy | 2 | |||||
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Dread Encampment | 2 | |||||
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Chamber of Elevation |
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1 | ||||
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House of Apotheosis | 1 | |||||
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Energy Grid | 1 |
| ||||
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Energy Nexus | 2 | |||||
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Mineral Purification Plants | 1 |
| ||||
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Mineral Purification Hubs | 2 | |||||
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Food Processing Facilities | 1 | |||||
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Food Processing Centers | 2 | |||||
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Alloy Foundries |
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1 |
| |||
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Alloy Mega-Forges |
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2 | ||||
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Alloy Nano-Plants |
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3 | ||||
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Civilian Industries | 1 | |||||
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Civilian Fabricators | 2 | |||||
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Civilian Repli-Complexes | 3 | |||||
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Auto-Curating Vault |
3 | |||||
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Citadel of Faith | 3 | |||||
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Research Institute | 3 | |||||
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Planetary Supercomputer | 3 | |||||
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Ministry of Production |
3 | |||||
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Gene Clinic | 1 | |||||
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Cyto-Revitalization Center | 2 | |||||
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Galactic Stock Exchange | 3 | |||||
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Noble Estates | 2 | |||||
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Slave Processing Facility | 2 | |||||
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Psi Corps | 3 | |||||
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Sanctuary of Repose | 1 |
| ||||
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Pillar of Quietus | 2 | |||||
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Galactic Memorial | 3 |
Monuments[edit | edit source]
Monument buildings increase
Pop assembly buildings[edit | edit source]
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.
| Building | Produces | Upkeep | Time | Cost | Requirements | Description | |
|---|---|---|---|---|---|---|---|
|
Robot Assembly Plants | High-tech factories where skilled Roboticists assemble the latest robot models. | |||||
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Machine Assembly Plants | A production line assembly plant where new units are constructed. | |||||
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Machine Assembly Complex | An advanced assembly plant where new units are constructed. | |||||
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Spawning Pools | Tended by the scientific and gentle care of specialists, these pools stimulate our spawn into faster growth. | |||||
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Clone Vats | Clone Vats break down simple organic materials like food to generate Organic Pop Assembly. | |||||
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Posthumous Employment Center | At the Posthumous Employment Center, carcasses bereft of consciousness can find new purpose and a new opportunity to pay off their debts. | |||||
| File:Building offspring nest.png | Offspring Nest | (unrecognized string “progenitor hive” for Template:Icon) Progenitor Hive | This fortified nest safely harbors the local Offspring while also accelerating growth for the rest of the nearby hive. |
Empire capital buildings[edit | edit source]
Capital buildings can only be constructed once on the capital world of an empire and are not available to
Gaia Seeders[edit | edit source]
Gaia Seeders can only be constructed by empires with the
480 days for each phase, and for the first phase requires a tier 2 or above capital and the following phases require 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
地表塑造 technology is researched, the planet needs only match the climate of the primary species' homeworld. Upkeep on such worlds is increased by +25%. - If the
生态适应 technology is researched, the planet can be of any class except
死寂星球 . Upkeep on such worlds is increased by +50%. - If the
气候复苏 technology is researched, the planet can be a
死寂星球 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.
| Phase | Effects | Base Upkeep | Cost | |
|---|---|---|---|---|
|
Phase 1 | |||
|
Phase 2 | |||
|
Phase 3 | |||
|
Final Phase | Building removed |
Military[edit | edit source]
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
Law enforcement[edit | edit source]
Law enforcement buildings produce
defense armies and
Refineries[edit | edit source]
Refinery buildings produce ![]()
![]()
advanced resources. They are less effective than buildings that require planetary features but do not require those. They cannot be built on Resort Worlds or Thrall-Worlds
Temples[edit | edit source]
Temple buildings are only available to
| Building | Jobs | Ethics Attraction | Capital tier | Upkeep | Time | Cost | Requirements | Description | |
|---|---|---|---|---|---|---|---|---|---|
|
Temple | 1 | Simple constructs erected since time immemorial, temples are places of quiet contemplation and communion with that which unites us all. | ||||||
|
Holotemple | 2 | An enhanced form of its rough-hewn predecessors, the latest in Spiritualist technology creates a mutable reality inside the Holotemple - all for deeper meditation and more intense devotion. | ||||||
|
Sacred Nexus | 3 | The latest developments in field technology allow worshipers to directly experience the divine influence of sacred ground. | ||||||
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Sacrificial Temple | 1 | A revered site in which solemn preachers and dedicated pupils pray and work towards each prosperous yet bloody cycle. | ||||||
|
Grim Holotemple | 2 |
|
Technological enhancements to this consecrated building allow for more rigorous study, and a more tangible sense of devotion to causes beyond its mutable walls. | |||||
|
Temple of Grand Sacrifice |
|
3 |
|
A site of suprement consecration in which multi-sensory immersion fields allow the faithful to honor every sacrifice - past, present and future. |
Trade[edit | edit source]
Trade Buildings create Clerk and Merchant Jobs, which generate Trade Values and Amenities. While Clerk Jobs have a poor yield of only 4 Trade Value per Jobs, Commerce Buildings provide a significant number of them. Upgrading Commercial Zones into Commercial megaplexes requires the
Interstellar Economics technology.
[Template fetch failed for https://www.parawikis.com/wiki/Template:Ruby?action=raw: HTTP 502] empires do not have civilian trade and cannot build these buildings. They also cannot be built on Thrall-Worlds.
Organic safekeeping[edit | edit source]
[Template fetch failed for https://www.parawikis.com/wiki/Template:Ruby?action=raw: HTTP 502] empires need Organic safekeeping buildings to provide
[Template fetch failed for https://www.parawikis.com/wiki/Template:Ruby?action=raw: HTTP 502] Jobs for
[Template fetch failed for https://www.parawikis.com/wiki/Template:Ruby?action=raw: HTTP 502]. These buildings are converted into
[Template fetch failed for https://www.parawikis.com/wiki/Template:Ruby?action=raw: HTTP 502] 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.
| Building | Jobs | Upkeep | Time | Cost | Description | |
|---|---|---|---|---|---|---|
|
Organic Sanctuary |
|
This sanctuary provides a sealed environment where organics can thrive in a safe and above all controlled manner. | |||
|
Organic Paradise |
|
An AI-controlled artifical paradise designed to satisfy every need a sapient organic being might have, just so long as it does not express a need for self-determination. |
[edit | edit source]
Feature buildings can only be built based on the number certain rare Planetary Features allow.
| Building | Regular output | Required technology | Planetary feature | Description | |||||
|---|---|---|---|---|---|---|---|---|---|
|
Betharian Power Plant | 360 | 200 | Betharian Power Plants consume Betharian Stone to produce vast amounts of Energy Credits. | |||||
|
Alien Zoo |
|
−1 | 360 | 200 | As a sign of our mastery of the unknown, we have gathered alien creatures from all across the galaxy. | |||
|
Crystal Mines | −1 | 360 | 200 | Great care must be taken when excavating these mines to avoid damaging the crystals. | ||||
|
Gas Extraction Wells | −1 | 360 | 200 | These hulking wells reach deep into the planet's mantle to access pockets of Exotic Gas. | ||||
|
Mote Harvesting Traps | −1 | 360 | 200 | These intricate facilities trap Volatile Motes within energy fields, funneling them into special containment zone below ground where they can be stabilized and harvested. |
Other buildings[edit | edit source]
| Building | Effects | Upkeep | Time | Cost | Requirements | Description | |
|---|---|---|---|---|---|---|---|
|
Resource Silos |
|
|
Massive resource silos and storage facilities where large quantities of resources can be safely kept. | |||
|
Bio-Reactor | A facility where organic matter is converted into energy at a highly efficient rate. | |||||
|
Nanite Transmuter | This factory mass-produces a variety of rare resources using extremely advanced nanites. A Nanite Deficit will halt production. | |||||
|
Overseer Residences | These homes are reserved for the relatively privileged slave overseers. | |||||
|
Ancient Clone Vat |
|
Lost technology left behind by the Creators. Can be taken apart and reassembled, but its inner components and workings are too much advanced to replicate. |
Purchasable[edit | edit source]
Purchasable buildings can only be obtained via a deal with aliens.
| Building | Produces | Jobs | Deal source | Requirements | Description | ||||
|---|---|---|---|---|---|---|---|---|---|
|
Ministry of Culture |
|
−2 | 480 | N/A |
|
A fashionable headquarters for the Ministry of Culture, helping to spread knowledge, entertainment and art to the masses. | ||
|
Numistic Shrine | N/A | 180 | 1000 | A shrine devoted to the worship of Numa, goddess of fortune. | ||||
|
Waste Reprocessing Center | N/A | 480 | 100 | A planet's one stop center for converting industrial and biowaste into mostly clean, mostly reusable energy and minerals. Designed by the Racket Industrial Enterprise, its construction is somewhat arcane, and largely non-reverse- engineerable. |
Primitive[edit | edit source]
Primitive 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.
| Building | Produces | Jobs | Requirements | Description | |
|---|---|---|---|---|---|
|
Crude Huts | Stone Age planet capital | Primitive shelters constructed out of stone, clay or whatever other materials were available. | ||
|
Stone Palaces | Bronze Age – Steam Age planet capital | Primitive Palaces built out of stone, where the local ruling elite resides. | ||
|
Regional Capitals | Industrial Age – Early Space Age planet capital | The regional capital buildings of the various nation-states inhabiting this primitive world. | ||
|
Junkheap | Junk Ratling planet capital | A rusting, irradiated jumble of collapsed infrastructure, destroyed buildings. and decaying wreckage from an unknown civiliztion. | ||
|
Primitive Dwellings | Bronze Age – Renaissance Age | These small buildings provide a minimal amount of shelter, but they keep out the worst of the elements. | ||
|
Urban Dwellings | Steam Age – Early Space Age | Cramped and often polluted jungles of concrete. | ||
|
Primitive Factory | Steam Age – Early Space Age | Primitive, inefficient factories spewing pollution while producing goods. | ||
|
Primitive Mine | Steam Age – Early Space Age | Primitive mining tunnels that snake through the ground. | ||
|
Primitive Farms |
|
Primitive farmsteads working the soil for meager returns. | ||
|
Primitive Power Plant | Industrial Age – Early Space Age | A primitive and somewhat unreliable power plant that relies on coal or early atomic power. | ||
|
Great Pyramid | Observation event | A pyramid constructed by the local population to appease a deity descended from the sky. |
Fallen empire[edit | edit source]
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 to allow the user to build a Fallen Empire building on one of their planets. Each building takes
480 days to construct. If demolished however, they cannot be rebuilt.
Holdings[edit | edit source]
:
- 主条目:Holdings
A Holding represents an area on a world that is owned by an empire other than the world's owner. There are two type of holdings: Overlord Holding and Branch Office. Up to 4 special buildings can be built in a holding.
参考资料[edit | edit source]
| 治理 | 帝国 • 思潮 • 政府 • 国民理念 • 政策 • 法令 • 领袖 • 派系 • 人口 • 物种权利 • 经济 • 科技 • 传统 • 犯罪率 |
| 探索 | 探索 • 地图 • 物种 • 异常现象 • 事件 • FTL • 失落帝国 • 前超光速物种 • 先驱者 • 太空生命体 |
| 殖民 | 殖民 • 天体 • 行星特征 • 行星管理 • 区划 • 建筑 • 舰船 • 恒星基地 • 巨型结构 |
| 外交 | 外交 • 贸易 • 附属国 • 联邦 • 星海共同体 • AI 性格 • 情报 |
| 战争 | 战争 • 太空战 • 地面战 • 舰船设计器 |
| 其它 | 特质 • 环境改造 • 种群修饰 • 奴役 • 危机 • 预设帝国 • AI 玩家 • 彩蛋 |









































































































