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Back arrow (CivBE).png Civilization: Beyond Earth
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Overview[]

Buildings are constructed in cities for various effects. As in all Civilization games, buildings are one of the major sources of city stats and bonuses, and each type may only be built once in each city. Not including Wonders, there are 72 unique buildings that can be constructed in each city as of the Rising Tide expansion.

Requirements[]

Most buildings require a certain technology to be researched before they can be built. In the Rising Tide expansion, some buildings can be unlocked combining artifacts. Other requirements might include Affinity level and/or a certain improved resource within the city's surrounding tiles. Aquatic cities and land-based cities have buildings that exclusive to aquatic cities, whereas there are also land only buildings.

Cost[]

All buildings cost Production to build. Alternatively, they may be purchased outright with Energy at the following rate:

In this equation Cost stands for the Production Production cost at the normal game speed, and GameSpeedPercent is either 0.67 (Quick), 1 (Normal), 1.33 or 3, depending on the game speed.

Diplomatic Capital Diplomatic Capital also can purchase buildings.

Maintenance[]

Buildings that do not produce Energy cost at least 1 Energy to maintain. Some quest options remove this maintenance for a building type. Some buildings also take up strategic resources. Note that this is distinct from requiring that strategic resource nearby. Selling a building will remove the maintenance associated with that building and return any strategic resources used by the building to the pool. In Rising Tide buildings unlocked using Artifacts also do not require maintenance.

Quest options[]

All buildings except the Mind Stem and buildings unlocked with artifacts have a quest associated with them. For every building of that type that you control, there is a 5% chance per turn of the quest activating. This will give you a choice between two bonuses. Most apply a local bonus to each instance of the building itself, while others apply a global bonus to your colony regardless of how many of that type of building you have. Unless specified otherwise, the bonuses are local and permanent.

List of buildings[]

There are several different overlapping ways to categorize the buildings in Civilization Beyond Earth. The buildings listed below are organized by yields.

Culture Culture buildings[]

Building Requirements Production
cost
Maint Effect Quest options

Old Earth Relic

Old Earth Relic Habitation 40 1Energy
  • +2 Culture
  • +2 Diplomatic Capital RT only.png
  • -1 Energy maintenance
  • +1 Culture

Alien Preserve

Alien Preserve Alien Lifeforms
(Land Only)
125 1Energy
  • +2 Culture
  • +2 Diplomatic Capital RT only.png
  • Units heal +5 HP per turn (global)
  • +1 Energy, +1 Science

Feedsite Hub

Feedsite Hub Communications
Supremacy 2
225 1Energy
  • +3 Culture
  • +1 Science from trade routes
  • +3 Diplomatic Capital RT only.png

Holosuite

Holosuite Cognition
Firaxite
245 1Energy
  • +2 Culture
  • +1 Culture from Firaxite
  • 2 Artist slots
  • +3 Diplomatic Capital RT only.png
  • +2 Culture
  • Free virtue (global)

CEL Cradle

CEL Cradle Artificial Intelligence
Supremacy 4
310 1Energy
  • 4 Artist slots
  • 10% of Food carried over after city growth
  • +1 spy (global)

Xeno Sanctuary

Xeno Sanctuary Alien Ethics
Harmony 5
330 1Energy
1Xenomass
  • +4 Culture
  • +1 Transcendence Victory point per turn
  • +2 Culture
  • +2 Food

Terra Vault

Terra Vault Social Dynamics
Purity 7
390 1Energy
  • +15% Culture
  • +5% Culture
  • +5% Science

Energy Energy buildings[1][]

Building Requirements Production
cost
Effect Quest options

Thorium Reactor

Thorium Reactor Engineering 105
  • +3 Energy
  • 2 Trader slots
  • +2 Energy
  • +1 Production

Xenofuel Plant

Xenofuel Plant Alien Sciences
Harmony 2
Xenomass
190
  • +3 Energy
  • +1 Energy from Xenomass
  • 2 Trader slots
  • One-time +1000 Energy (global)
  • +3 Energy, +2 Production from Xenomass (global)

Biofuel Plant

Biofuel Plant Biology
Algae Algae
220
  • +3 Energy
  • +2 Energy from Algae Algae
  • 2 Trader slots
  • +1 Energy
  • +1 Production

Gaian Well

Gaian Well Terraforming
Purity 4
Geothermal Geothermal
265
  • +3 Energy
  • +2 Energy
  • +1 Production

Field Reactor

Field Reactor Field Theory 500
  • +2 Energy
  • +10% Energy
  • +2 Trader slots
  • +5% Energy
  • +2 orbital coverage

Tidal Turbine

Tidal Turbine RT only.png Geophysics 110
  • +1 Health
  • +2 Energy

Food Food buildings[]

Building Requirements Production
cost
Maint Effect Quest options

Vivarium

Vivarium Ecology
(Land Only)
80 1Energy
  • +2 Food
  • +1 Food from Desert
  • -1 Food from Flood Plains
  • +1 Food
  • +1 Science

Cloning Plant

Cloning Plant Genetic Design
Xenomass
210 1Energy
  • +2 Food
  • +1 Production from Xenomass
  • 1 Grower slots
  • +10% Food carried over on city growth
  • +1 Health

Mass Digester

Mass Digester Organics 255 1Energy
  • +1 Food
  • +1 Production

Growlab

Growlab Biology
Harmony 4
Fungus Fungus
265 1Energy
  • One-time +450 Energy (global)
  • One-time +1 population in all cities (global)

Molecular Forge

Molecular Forge Bioengineering
Harmony 8
390 1Energy
  • +5 Food
  • +10% Production
  • +10% Science

Nanopasture

Nanopasture Nanotechnology 415 1Energy
  • 30% Food carried over after city growth
  • 2 Scientist slots

Civil Crèche

Civil Crèche Social Dynamics 445 1Energy
  • +2 Food
  • 3 Grower slots
  • +3 Diplomatic Capital RT only.png
  • +5% Growth Growth
  • +10% worker speed (global)

Health Health buildings[]

Building Requirements Production
cost
Maint Effect Quest options

Clinic

Clinic Habitation 60 1Energy
  • +1 Health
  • +1 Science
  • +1 Health
  • +15 city HP

Cytonursery

Cytonursery Genetics 90 1Energy
  • +1 Health
  • +1 Science
  • +1 Food from Marsh
  • +1 Production
  • +5% Production towards military units

Pharmalab

Pharmalab Genetics 95 1Energy
  • +2 Health
  • +1 Health
  • +1 Science

Gene Garden

Gene Garden Genetic Design
Purity 2
200 1Energy
  • +2 Health
  • +1 Science
  • +3 Diplomatic Capital RT only.png
  • +3 Energy, -1 Energy maintenance
  • +1 Health

Bionics Lab

Bionics Lab Bionics
Purity 4
Resilin Resilin
265 1Energy
  • +1 Science
  • +1 Culture

Gene Smelter

Gene Smelter Transgenics 350 1Energy
  • +3 Health
  • +2 Scientist slots
  • +2 Science
  • +1 Health

Optical Surgery

Optical Surgery Mechatronics
Supremacy 5
370 1Energy
2Firaxite
  • +1 unit sight range (global)
  • +2 Science

Soma Distillery

Soma Distillery Social Dynamics 400 1Energy
  • +4 Health
  • +2 Artist slots
  • +5% Culture
  • +10% Health

Progenitor Garden

Progenitor Garden Artificial Evolution
Harmony 10
(Land Only)
430 1Energy
4Xenomass
  • +20% Health
  • +5% Science
  • +10% Health

Science Science buildings[]

Building Requirements Production
cost
Maint Effect Quest options

Laboratory

Laboratory Chemistry 80 1Energy
  • +2 Science
  • +1 Science
  • +1 Expedition Module for explorers (global)

Observatory

Observatory Physics
Firaxite
100 1Energy
  • +2 Science
  • +1 Science from Firaxite
  • +2 orbital coverage
  • +5 city Strength

Xenonursery

Xenonursery Alien Sciences
Harmony 2
Xenomass
180 1Energy
  • +10% Science
  • +1 Science from Xenomass
  • 1 Scientist slot
  • One-time +450 Science (global)
  • +5 Xenomass (global)

Network

Network Computing 185 1Energy
  • +1 Culture
  • -1 Energy maintenance

Neurolab

Neurolab Cognition
Supremacy 4
Firaxite
255 1Energy
  • +10% Science
  • +1 Science from Firaxite
  • +1 Health
  • +10% Production towards military units

Institute

Institute Bionics 310 1Energy
  • 3 Scientist slots
  • +5% Science
  • One free tech (global)

Organ Printer

Organ Printer Synergetics
Supremacy 8
390 1Energy
  • +15% Science
  • +10% Health
  • Units heal +10 HP per turn (global)

Mantle

Mantle Field Theory
Purity 8
470 1Energy
4Floatstone
  • +10% Science
  • +3 Science
  • +1 Science
  • +1 Energy

Hypercore

Hypercore Hypercomputing
Supremacy 10
470 1Energy
4Firaxite
  • +15% Science
  • +2 Science
  • +1 Science per Supremacy level
  • +1 Culture per Supremacy level

Production Production/Trade buildings[]

Building Requirements Production
cost
Maint Effect Quest options

Trade Depot

Trade Depot Pioneering 60 1Energy
  • +1 Production
  • +2 Energy

Recycler

Recycler Chemistry 75 1Energy
  • +2 Production
  • +1 Production from internal or Station trade routes
  • +1 Food
  • +10% worker speed (global)

Autoplant

Autoplant Robotics 210 1Energy
  • +2 Production
  • +1 Energy from trade routes (international)
  • 2 Engineer slots
  • +1 Energy, -1 Energy maintenance
  • +1 Production

Biofactory

Biofactory Organics
Harmony 4
290 1Energy
  • +1 Food
  • +1 Culture

Alloy Foundry

Alloy Foundry Fabrication
Titanium Titanium
310 1Energy

Drydock

Drydock RT only.png Physics
(Aquatic only)
130 1Energy
  • +1 Production
  • +10% Production Production for Naval Units

Repair Facility

Repair Facility Engineering
(Land Only)
90 1Energy
  • +10% Production for land units
  • +1 orbital coverage
  • +5% Production for military units

LEV Plant

LEV Plant Mechatronics
Purity 5
390 1Energy
2Floatstone
  • +4 Production
  • +2 Production
  • +2 Energy, -1 Energy maintenance

Microbial Mine

Microbial Mine Synergetics
Harmony 7
430 1Energy
2Xenomass
  • +3 Production
  • +10% Production
  • +1 Energy per Harmony rank
  • +1 Science per Harmony rank

Borehole

Borehole Planetary Engineering
Purity 8
(Land Only)
500 1 Energy
  • +5 Production
  • +5% Energy, -1 Energy maintenance
  • +5% Production

Bioglass Furnace

Bioglass Furnace Bioengineering
Supremacy 8
470 1Energy
2Firaxite
  • +2 Production
  • +15% Production
  • +2 Production from Firaxite (global)
  • +4 Firaxite (global)

Skycrane

Skycrane Astrodynamics
Purity 10
470 1Energy
4Floatstone
  • +15% Production
  • +2 Production from Floatstone (global)
  • +4 Floatstone (global)

Warp Spire

Warp Spire RT only.png Unlocked with Artifacts 200 None
  • +50% yields from domestic Trade Routes

Defensive buildings[]

Building Requirements Production
cost
Maint Effect Quest options

Ultrasonic Fence

Ultrasonic Fence Ecology 120 1Energy
  • Prevents aliens from approaching within 2 tiles of the city
  • Only discourages alien movement in Rising Tide
  • +1 repel range
  • Trade units cannot be attacked by Aliens (global)

Rocket Battery

Rocket Battery Ballistics 125 1Energy
  • +18 city Strength
  • +15 city HP
  • +3 orbital strike range
  • +5 city Strength
  • +1 orbital strike range

Defense Perimeter

Defense Perimeter Defense Grid 150 1Energy
  • +10 city Strength
  • +40 city HP
  • +10 city HP
  • -1 Energy maintenance

Surveillance Web

Surveillance Web Artificial Intelligence 235 1Energy
  • +5 city HP
  • -2 maximum Intrigue for this city
  • -1 maximum Intrigue for this city in Rising Tide
  • Spies rank up ? faster (global)
  • +10 city HP

Command Center

Command Center Communications 310 1Energy
  • +20 city Strength
  • +20 city HP
  • +15 city Strength
  • +1 spy (global)

Node Bank

Node Bank Cybernetics 375 1Energy
  • +24 city Strength
  • +10 city HP
  • 2 Engineer slots
  • +10 city HP
  • +10% city strength

Mosaic Hull

Mosaic Hull RT only.png Cybernetics
(Aquatic only)
415 1 Energy
  • +5% Culture
  • +20 City Hit Points

Sonar Net

Sonar Net RT only.png Communications
(Aquatic only)
255 2Energy
  • 25 City Defense
  • Reveals invisible units with 2 tiles
  • +1 Science
  • +5 City Strength Strength

Torpedo Battery

Torpedo Battery RT only.png Fabrication
(Aquatic only)
150 1Energy
  • +20% City Strike Damage
  • +10% City Strike Damage
  • +5 City Strength Strength

Frontier Stadium

Frontier Stadium RT only.png Unlocked with Artifacts 50 None
  • +10 City Defense
  • Military Units begin with a free promotion

Other buildings[]

Building Requirements Production
cost
Maint Effect Quest options

Augmentery

Augmentery Augmentation
Supremacy 7
500 0Energy
  • +1 Food
  • +1 Energy
  • +1 Production
  • +1 Culture
  • +1 Science
  • +10% Health
  • +5% Growth Growth, +5% Energy, +5% Production, +5% Culture, +5% Science

Drone Command

Drone Command RT only.png Unlocked with Artifacts 200 None
  • Work 2 more tiles than a city has Citizens

Launch Complex

Launch Complex Physics 130 1Energy
  • +3 orbital coverage
  • +1 orbital coverage
  • +10% Production towards orbital units

Mind Stem

Mind Stem Alien Ethics 600 1Energy
  • +1 Transcendence Victory point per turn
  • None

Neoplanetarium

Neoplanetarium Astrodynamics 500 1Energy
  • +40% Production for orbital units
  • +3 orbital coverage
  • +2 orbital coverage
  • +10% Production for orbital units

Old Voice Archives

Old Voice Archives RT only.png Unlocked with Artifacts 100 None
  • +10% yields while at war

Pan-Spectral Observatory

Pan-Spectral Observatory RT only.png Unlocked with Artifacts 50 None
  • +100% Production Production for Orbital Units
  • +2 city orbital coverage

Petrochemical Plant

Petrochemical Plant Biochemistry
Petroleum Petroleum
160 1Energy

Thermohaline Rudder

Thermohaline Rudder RT only.png Planetary Survey

[2]
(Aquatic only)

210 1Energy
  • -10% Production to move cities
  • +1 Science

Water Refinery

Water Refinery Biochemistry
(Coast and Aquatic only)
150 1Energy
  • +1 Food from water tiles in the base game
  • +1 Production from water tiles in Rising Tide RT only.png
  • -1 Energy maintenance
  • +1 Food

Xenomass Bath House

Xenomass Bath House RT only.png Unlocked with Artifacts 200 None

Alternative Categories for Buildings[]

By Affinity

References[]

  1. Energy buildings do not require maintenance
  2. Originally required Ecology until the October 2015 patch
RT only.png Introduced in the Rising Tide expansion pack.
Civilization: Beyond Earth [Edit]
Games: Base Beyond EarthRising TideStarships

Lists
Aliens • Artifacts (Alien, Old Earth, Progenitor)RT only.pngBiomesBuildingsCargoColonistsOrbital UnitsPersonality TraitsRT only.pngPlanetsQuestsResourcesSponsorsSpacecraftTechnologiesTerrainTile ImprovementsTrade AgreementsRT only.pngUnitsVirtuesWondersYields

Affinities

Harmony HarmonyPurity PuritySupremacy Supremacy

Concepts
Alien gameplayAquatic gameplayRT only.pngArtifacts SystemRT only.pngBuildingsCitiesCovert OperationsDiplomacyExpeditionsMarvel SystemRT only.pngMiasmaOrbital LayerStationsTech WebTradeUnitsVictory

Yields
Culture CultureDiplomatic Capital Diplomatic CapitalRT only.pngEnergy EnergyFood FoodHealth HealthProduction ProductionScience Science

Misc.
Starting a new gameStarter GuideStrategy GuidesSteam AchievementsModsUpdatesSoundtrackStarships UnlockablesExoplanets Map Pack

RT only.png Introduced in the Rising Tide expansion pack.† Spin off game based in the same fictional universe
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