Los edificios son estructuras permanentes construidas en las ciudades para un efecto permanente de algún tipo. Como en todos los juegos de Civilization, los edificios son una de las principales fuentes de las estadísticas de la ciudad y las bonificaciones, y cada tipo sólo pueden ser construido una vez en cada ciudad.
Requisitos[]
Todos los edificios requieren una cierta tecnología para ser investigados antes de que puedan ser construidos. Algunos también requieren un cierto nivel de afinidad y / o un determinado recurso mejorado cerca de la ciudad. La exigencia de un recurso mejorado es distinta de recoger dicho recurso. La mayoría, pero no todos los edificios, que dan una ventaja para el rendimiento de un recurso también requieren de dicho recurso.
Lista[]
Edificios de cultura[]
Edificio
Requisitos
Coste de
Mantenimiento
Efecto
Opciones de búsqueda
Old Earth Relic
Habitation
40
1
+2
-1 maintenance
+1
Alien Preserve
Alien Lifeforms
125
1
+2
Units heal +5 HP per turn (global)
+1 , +1
Feedsite Hub
Communications 2
225
1
+3
+1 from trade routes
+1 spy (global)
+10% worker speed (global)
Holosuite
Cognition Firaxite
245
1
+2
+1 from Firaxite
2 Artist slots
+2
Free virtue (global)
CEL Cradle
Artificial Intelligence 4
310
1
4 Artist slots
10% of carried over after city growth
+1 spy (global)
Xeno Sanctuary
Alien Ethics 5
330
1 1 Xenomasa
+4
+1 Transcendence Victory point per turn
+2
+2
Terra Vault
Social Dynamics 7
390
1
+15%
+5%
+5%
Edificios de energía[]
Edificio
Requisitos
Coste de
Mantenimiento
Efecto
Opciones de búsqueda
Thorium Reactor
Engineering
105
None
+3
2 Trader slots
+2
+1
Xenofuel Plant
Alien Sciences 2 Xenomasa
190
None
+3
+1 from Xenomasa
2 Trader slots
One-time +1000 (global)
+3 , +2 from Xenomasa (global)
Biofuel Plant
Biology Algae
220
None
+3
+2 from Algae
2 Trader slots
+1
+1
Gaian Well
Terraforming 4 Geotérmica
265
None
+3
+2
+1
Field Reactor
Field Theory
500
None
+2
+10%
+2 Trader slots
+5%
+2 orbital coverage
Edificios de comida[]
Edificio
Requisitos
Coste de
Mantenimiento
Efecto
Opciones de búsqueda
Vivarium
Ecology
80
1
+2
+1 from Desert
-1 from Flood Plains
+1
+1
Cloning Plant
Genetic Design Xenomasa
210
1
+2
+1 from Xenomasa
1 Grower slots
+10% carried over on city growth
+1
Mass Digester
Organics
255
1
+1 from Tundra
4 Grower slots
+1
+1
Growlab
Biology 4, Fungus
265
1
+3
+1 from Fungus
One-time +450 (global)
One-time +1 population in all cities (global)
Molecular Forge
Bioengineering 8
390
1
+5
+10%
+10%
Nanopasture
Nanotechnology
415
1
30% carried over after city growth
2 Scientist slots
+10%
+10%
Civil Crèche
Social Dynamics
445
1
+2
3 Grower slots
+5%
+10% worker speed (global)
Edificios de salud[]
Edificio
Requisitos
Coste de
Mantenimiento
Efecto
Opciones de búsqueda
Clinic
Habitation
60
1
+1
+1
+1
+15 city HP
Cytonursery
Genetics
90
1
+1
+1
+1 from Marsh
+1
+5% towards military units
Pharmalab
Genetics
95
1
+2
+1
+1
Gene Garden
Genetic Design 2
200
1
+2
+1
+3 , -1 maintenance
+1
Bionics Lab
Bionics 4 Resilina
265
1
+20%
+1 from Resilina
+1
+1
Gene Smelter
Transgenics
350
1
+3
+2 Scientist slots
+2
+1
Optical Surgery
Mechatronics 5
370
1 2 Firaxite
+4
+1 from Sílice
+1 unit sight range (global)
+2
Soma Distillery
Social Dynamics
400
1
+4
+2 Artist slots
+5%
+10%
Progenitor Garden
Artificial Evolution 10
430
1 4 Xenomasa
+20%
+5%
+10%
Edificios de ciencia[]
Edificio
Requisitos
Coste de
Mantenimiento
Efecto
Opciones de búsqueda
Laboratory
Chemistry
80
1
+2
+1
+1 Expedition Module for explorers (global)
Observatory
Physics Firaxite
100
1
+2
+1 from Firaxite
+2 for naval units (global)
+2 city
Xeno Nursery
Alien Sciences 2 Xenomasa
180
1
+10%
+1 from Xenomasa
1 Scientist slot
One-time +450 (global)
+5 Xenomasa (global)
Network
Computing
185
1
+3
+1 from Cobre
+1
-1 maintenance
Neurolab
Cognition 4 Firaxite
255
1
+10%
+1 from Firaxite
+1
+10% towards military units
Institute
Bionics
310
1
3 Scientist slots
+5%
One free tech (global)
Organ Printer
Synergetics 8
390
1
+15%
+10%
Units heal +10 HP per turn (global)
Mantle
Field Theory 8
470
1 4 Floatstone
+10%
+3
+1
+1
Hypercore
Hypercomputing 10
470
1 4 Firaxite
+15%
+2
+1
+1
Edificios de producción y trato[]
Edificio
Requisitos
Coste de
Mantenimiento
Efecto
Opciones de búsqueda
Trade Depot
Pioneering
60
1
+1
2 trade routes
+1
+1
Recycler
Chemistry
75
1
+2
+1 from trade routes
+1
+10% worker speed (global)
Autoplant
Robotics
210
1
+2
+1 from trade routes
2 Engineer slots
+1 , -1 maintenance
+1 trade route
Biofactory
Organics 4
290
1
+3
+1 from Quitina
+1
+1
Alloy Foundry
Fabrication Titanio
310
1
+2
+2 from Titanio
+2 from Titanio (global)
+4 Titanio (global)
LEV Plant
Mechatronics 5
390
1 2 Floatstone
+4
+2
+2 , -1 maintenance
Microbal Mine
Synergetics 7
430
1 2 Xenomasa
+3
+10%
+1
+1
Borehole
Planetary Engineering 8
500
1
+5
+5% , -1 maintenance
+5%
Bioglass Furnace
Bioengineering 8
470
1 2 Firaxite
+2
+15%
+2 from Firaxite (global)
+4 Firaxite (global)
Skycrane
Astrodynamics 10
470
1 4 Floatstone
+15%
+2 from Floatstone (global)
+4 Floatstone (global)
Edificios defensivos[]
Edificio
Requisitos
Coste de
Mantenimiento
Efecto
Opciones de búsqueda
Ultrasonic Fence
Ecology
120
1
Prevents aliens from approaching within 2 tiles of the city