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Buildings are one of the three entity types (see also Ships, Spies) that are controlled by players.

  • Buildings get placed per colony on one of the 121 spaces to enhance your empire's infrastructure and can have various effects on their local economy (resource production/storage for example). 
  • Many of their numerical attributes scale with their level which ranges from 1 to 30 (1 to 31 for platforms and Pyramid Junk Sculpture).
  • Resource requirements are divided into currently stored resources and current production speed. In order to upgrade buildings you need to spend a total amount of resources at once but also need to have a production speed that exceeds the building's consumption speed. Otherwise the dialogue will give an "unsustainable" error.
  • Construction and upgrade times are reduced by Oversight Ministries.
  • Increasing a building's level is called Upgrading while decreasing it is called Downgrading. These processes consume resources and take time, though plans can be used to decrease the required time and to avoid resource costs.
  • Buildings can be demolished to free up space and plots.
  • Upgrading buildings unlocks more features and allows you to construct more building types (see Tech Tree).
  • University lvl + 1 is the limit for any other building's level of your empire.

Spaces and Plots Edit

  • Every inhabitable body offers 11x11=121 spaces to build on but the number of plots restricts how many regular buildings can be placed. The plot count is determined by body size and is extended by a Pantheon of Hagness for up to 30 more plots.
  • Be aware that you need terraforming platforms to access plots on bodies that lie outside of your species' habitable orbit range. A Gas Giant Settlement Platform is required for colonization on any gas giants.
  • Note: Glyph buildings do not occupy plots so you can fill up a planet's spaces easily when using all resource-producing and -storing glyph buildings.

APPENDIX Edit

  • Generally storage and production increases by 1.55 exponentially per level; accordingly the value multiplier is 1.55 ^ (lvl - 1). For example a SAW building has a base waste production of 20 which grows to 20 * 1.55 ^ (30 - 1) = 6,616,819 at level 30.
  • Higher than storage and production, building upgrade costs grow by 1.75 exponentially per level. Though research affinity (1 to 7) affects these costs by a factor of (1 - Research Affinity * 0.05).
  • Note that repair cost does not use Research Affinity. So repairing a building at 0% would cost its level cost, but without the research discount. 

Building Upgrade Times (code fragment derived from Building.pm) Edit

$base is base # seconds, found as time_to_build in each particular building file

my $unhappy = 0;

if ($happy < 0) { #Happiness of Body

  $unhappy = abs($happy)/1000;}

my $ma_m = (100 - $ma * 5)/100; #MA is Management Affinity

my $om_m = (100 - $om * 3)/100; #OM is Oversight Ministry Level

my $boost_m = $boost ? .75 : 1; #Boost is if E Building Boost is on

my $plan_m = $plan ? .75 : 1; # Are we building from a plan

my $inf = ($level * 2) -1; # Level is current building level

$inf = 1 if ($inf < 1);

return (((($level+1)/6) * $base * $inf**1.75) * $boost_m * ($ma_m + $unhappy/100) * $om_m * $plan_m);

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