⬣ Alien Preserve
- Cost: 125 Production
- Maintenance: 1 Energy
- Yield: +2 Culture
- Quest Reward: +5 Healing for all Units or +1 Science and +1 Energy from Alien Preserves
- Prerequisite: Alien Lifeforms

These buildings do not have the bang for the buck that an Old Earth relic gives; they are there to expand a medium-sized city's Culture. Make sure to get other infrastructure completed before starting to work on second-tier Buildings like this.
⬣ Alloy Foundry
- Cost: 310 Production
- Maintenance: 1 Energy
- Yield: +2 Production, +2 Production from Titanium, 2 Specialist Slots (Engineer)
- Quest Reward: +2 Production from Titanium Mines or +4 Titanium resources
- Prerequisite: Fabrication, Requires a workable, improved source of Titanium

Alloy Foundries provide multiple avenues for increased Production. Staff two Engineers as Specialists to increase Production, and any sources of Titanium get even better than they were. High-end military or Wonder-building cities should get Alloy Foundries sooner rather than later.
⬣ Augmentary
- Cost: 500 Production
- Maintenance: N/A
- Yield: +1 Culture, +1 Food, +1 Energy, +1 Science, +1 Production
- Quest Reward: +10% Health or +5% to all Yields from Augmentaries
- Prerequisite: Augmentation, Level 7 in Supremacy

Though very costly to produce, Augmentaries give a huge number of "free" yields. Build these during the late stages of a city's development so that the city does not miss out on multiple other Buildings that are closer to that city's focus.
⬣ Autoplant
- Cost: 210 Production
- Maintenance: 1 Energy
- Yield: +2 Production, (2) Specialist Slots (Engineer), +1 Energy from International City or Station Trade Routes
- Quest Reward: +1 Trade Route or +1 Energy from Autoplants
- Prerequisite: Robotics

It is always good to get more Production out of a city. Prioritize this over other sources of Production when working on a heavy Trade city. Even then, make sure that the Trade Depot and Recycler are done first; they are very cheap for the bonuses they provide.
⬣ Biofactory
- Cost: 290 Production
- Maintenance: 1 Energy
- Yield: +3 Production, +1 Production from Chitin
- Quest Reward: +1 Food or +1 Culture from Biofactories
- Prerequisite: Organics, Requires a workable, improved source of Chitin, Level 4 in Harmony

A solid Production Building in its own right, Biofactories are especially powerful in large, open areas that tend to have more Chitin. When a city doesn't have that, use this as a later Production Building.
⬣ Biofuel Plant
- Cost: 220 Production
- Maintenance: N/A
- Yield: +3 Energy, 2 Specialist Slots (Trader), +2 Energy from Algae
- Quest Reward: +1 Energy or +1 Production from Biofuel Plants
- Prerequisite: Biology, Requires a workable, improved source of Algae

Coastal cities are already nice for Energy, but Biofuel Plants make them even better. Grab a Thorium Reactor first for the low-hanging fruit, and then consider a Biofuel Plant next. If there are two worked sources of Algae, try to get this running before working on the usual city essentials.
⬣ Bioglass Furnace
- Cost: 470 Production, 2 Firaxite
- Maintenance: 1 Energy
- Yield: +2 Production, +15% Production
- Quest Reward: +2 Production from Firaxite Mines or +4 Firaxite Resources
- Prerequisite: Bioengineering, Firaxite, Level 8 in Supremacy

These buildings are extremely expensive. Don't try to get one running before establishing a full range of city basics and also working on a couple of mid-tier Production facilities (an Alloy Foundry, an Autoplant, etc.). Bioglass Furnaces aren't very efficient unless a city already has a fair amount of its own Production capacity.
⬣ Bionics Lab
- Cost: 265 Production
- Maintenance: 1 Energy
- Yield: 20% Health, +1 Production from Resilin
- Quest Reward: +1 Science or +1 Culture from Bionics Labs
- Prerequisite: Bionics, Requires a workable, improved source of Resilin, Level 4 in Purity

Bionics labs help to keep the Colony healthy even when cities become massive across the land. Use these as a late-game Health structure for a city. They won't add much until multiple other Health buildings are finished first.
⬣ Borehole
- Cost: 500 Production
- Maintenance: 1 Energy
- Yield: +5 Production
- Quest Reward: +5% City Production or +5% City Energy from Boreholes
- Prerequisite: Planetary Engineering, Level 8 in Purity

Boreholes are wonderful for well-developed cities that need a large flat bonus to Production. They are best prioritized for cities that are important but only have a moderate amount of Production despite their size.
⬣ CEL Cradle
- Cost: 310 Production
- Maintenance: 1 Energy
- Yield: 4 Specialist Slots (Artist)
- Quest Reward: +1 Covert Agent or +10% Food carried over after Growth in cities with CEL cradles
- Prerequisite: Artificial Intelligence, Level 4 in Supremacy

Hold off on CEL Cradles until a huge surge in Culture is needed. Without any baseline bonuses, these Buildings aren't worth the time until there is a large enough city with a high Population that can staff the Building with Artists. Once the city can afford to dedicate several people to that cause, it's worth constructing a CEL Cradle. Otherwise, consider this a non-immediate Building.
⬣ Civil Crche
- Cost: 445 Production
- Maintenance: 1 Energy
- Yield: +2 Food, 3 Specialist Slots (Grower)
- Quest Reward: +5% Food from Civil Crches or 10% Worker Speed
- Prerequisite: Social Dynamics

Like a super Vivarium, these Crches are essential for continued Growth when a city starts to exhaust the natural Resources of Food in its area. If more Farms or Biowells cannot be built (or other improvements are needed), use Civil Crches to eke out just a bit more Population potential.
⬣ Clinic
- Cost: 60 Production
- Maintenance: 1 Energy
- Yield: +1 Health, +1 Science
- Quest Reward: +15 City Hit Points or +1 Health from clinics
- Prerequisite: Habitation

Clinics are a first-tier Building. The easy Health and Science that adds to a city and to the Colony are so inexpensive that every city should get one. The difficulty is in deciding whether to prioritize Food, Health, or Production for a city. These yields are usually very important when settling new areas. Clinics build up Health while still contributing toward the Colony's Science total, so they are a must build (especially in the early game, when every point of Health and Science is needed).
⬣ Cloning Plant
- Cost: 210 Production
- Maintenance: 1 Energy
- Yield: +2 Food, 1 Specialist Slot (Grower), +1 Production from Xenomass
- Quest Reward: 10% of Food carried over after city Growth or +1 Health from Cloning Plants
- Prerequisite: Genetic Design, Requires a workable, improved source of Xenomass

This mid-tier Growth Building helps create larger cities and get them going sooner rather than later. Avoid these if a city is having problems with Health and does not need the extra Population that quickly. If a city is deep into negative Health, slow down on Food until things smooth out.
⬣ Command Center
- Cost: 310 Production
- Maintenance: 1 Energy
- Yield: +20 City Strength, +20 City Hit Points
- Quest Reward: +15 City Strength or +1 Covert Agent from Command Centers
- Prerequisite: Communications

Command Centers help to defend a city from attackers. The extra Hit Points and Strength often add more time to get reinforcements to the city, increasing the chance of beating back invaders before they come in and wreck the city.
Do not substitute defensive Buildings for a standing army. No city stands for long without people to defend it, even with good structures like this around its perimeter.
⬣ Cytonursery
- Cost: 90 Production
- Maintenance: 1 Energy
- Yield: +1 Health, +1 Science, +1 Food from Marshes
- Quest Reward: +5% Production for Military units or +1 Production from Cytonurseries
- Prerequisite: Genetics

This is another first-tier Building. Construct them in cities because of their Health and Science benefits coupled with low cost. Make this the first item when settling in a Marsh. The building will pay for itself even when there is a rush to drain the Marsh.
⬣ Defense Perimeter
- Cost: 150 Production
- Maintenance: 1 Energy
- Yield: +10 City Strength, +40 City Hit Points
- Quest Reward: +10 City Hit Points or Free Maintenance for Defense Perimeters
- Prerequisite: Defense Grid

Defense Perimeters are an extremely great value for their Production cost. As usual, do not build these in every city unless there is a clear and present threat, but if a defensive building is needed, this is the one to rush. The focus on City Hit Points over City Strength is favored because it will usually buy more time during a siege attempt. Because of the lower Production cost, this is also a faster and less expensive choice.
⬣ Feedsite Hub
- Cost: 225 Production
- Maintenance: 1 Energy
- Yield: +3 Culture, +1 Science from International City or Station Trade Routes
- Quest Reward: +1 Covert Agent from Feedsite Hubs or +10% Worker Speed
- Prerequisite: Communications, Level 2 in Supremacy

Feedsite Hubs are wonderful cultural structures. They have a solid baseline bonus for a city, and the free Science from International City or Station Trade Routes adds a rather substantial perk on top of Culture generation. Always strive to max out the number of Trade Routes, which will make this Building offer even more yields. Not bad at all!
⬣ Field Reactor
- Cost: 500 Production
- Maintenance: N/A
- Yield: +2 Energy, +10% Energy, 2 Specialist Slots (Trader)
- Quest Reward: +5% Energy or +2 Orbital Coverage for Field Reactors
- Prerequisite: Field Theory

Though incredibly costly and slow to build, Field Reactors provide a major economic boost once they are completed. Hold off on these until dealing with especially large cities. That is when the Energy really comes into play. Otherwise, it is like building an inferior Thorium Reactor at a much greater investment cost. For maximum fun, choose a city that is supposed to be a financial pillar, ring it with Generators, and then get a Field Reactor built inside of it.
⬣ Gaian Well
- Cost: 265 Production
- Maintenance: N/A
- Yield: +3 Energy
- Quest Reward: +2 Energy or +1 Production from Gaian Wells
- Prerequisite: Terraforming, Requires a workable, improved source of Geothermal, Level 4 in Purity

Gaian Wells create even more Energy from a city. They are not first-tier Buildings, like Thorium Reactors, but they are a good second choice when even more money is needed from a location.
⬣ Gene Garden
- Cost: 200 Production
- Maintenance: 1 Energy
- Yield: +2 Health, +1 Science
- Quest Reward: +3 Energy or +1 Health from Gene Gardens
- Prerequisite: Genetic Design, Requires Level 2 in Purity

If being an expansionist or having a large nation of growing cities is the focus, Gene Gardens are a necessity. They help stave off negative Health after all of the first-tier Buildings are finished.
⬣ Gene Smelter
- Cost: 350 Production
- Maintenance: 1 Energy
- Yield: +3 Health, 2 Specialist Slots (Scientist)
- Quest Reward: +2 Science or +1 Health from Gene Smelters
- Prerequisite: Transgenics

Gene Smelters are a third-tier Building. They help with Health and Science in a well-developed city, but they are way too expensive to rush into cities that are still getting the basic structures down. Only go for these early in a city's development if the Colony is being crippled by Health issues.
⬣ Growlab
- Cost: 265 Production
- Maintenance: 1 Energy
- Yield: +3 Food, +1 Food from Fungus
- Quest Reward: Immediately gain 450 Energy or +1 Free Population in each of your cities
- Prerequisite: Biology, Requires a workable, improved source of Fungus, Level 4 in Harmony

Growlabs boost a city's growth by a decent margin. Get the Vivarium first, and then add a Growlab on top of it to maximize growth.
⬣ Holosuite
- Cost: 245 Production
- Maintenance: 1 Energy
- Yield: +2 Culture, +1 Culture from Firaxite, 2 Specialist Slots (Artist)
- Quest Reward: +2 Culture from Holosuites or a Free Virtue
- Prerequisite: Cognition, Requires a workable, improved source of Firaxite

Holosuites are a decent second-tier Culture Building if a city has Firaxite access, which would also indicate a path of Supremacy Affinity. Otherwise, a city is better off with a Feedsite Hub because of the lower cost and higher base output. Of course, if a city gets access to both, there is little reason to not build them both.
⬣ Hypercore
- Cost: 470 Production, 4 Firaxite
- Maintenance: 1 Energy
- Yield: +2 Science, +15% Science
- Quest Reward: +1 Science per Supremacy level or +1 Culture per Supremacy level
- Prerequisite: Hypercomputing, Firaxite, Level 10 in Supremacy

Build Hypercores if third-tier Science structures have just become available. They are best used in highly developed cities. To make them even more effective, choose a location where a city can afford to install Academies in the surrounding tiles.
⬣ Institute
- Cost: 310 Production
- Maintenance: 1 Energy
- Yield: 3 Specialist Slots (Scientist)
- Quest Reward: +5% Science from Institutes or 1 Free Technology
- Prerequisite: Bionics

Institutes add the potential for way more Science in large cities. Wait until a city has a massive population, and then build an Institute so that several more Scientists can be assigned to Specialist Slots. Staff them in this Building, and try to develop as many additional Science Buildings as possible to combine Science bonuses.
That said, rush to construct the first Institute as soon as the Colony gains access to these Buildings. The Quest Reward for getting an Institute running is quite good. A city can get either a short-term boost from free tech or +5% Science to cities with one of these Buildings. Either way, the Colony benefits heavily.
⬣ Laboratory
- Cost: 80 Production
- Maintenance: 1 Energy
- Yield: +2 Science Quest Reward: Explorer units gain (1) Expedition Module or +1 Science from Laboratories
- Prerequisite: Chemistry

Laboratories get small cities going in the realm of Science. They are almost required for getting anything researching in the early game, and every city should build one as part of its first-tier rotation.
⬣ Launch Complex
- Cost: 130 Production
- Maintenance: 1 Energy
- Yield: +3 Orbital Coverage around city
- Quest Reward: +1 Orbital Coverage or +10% Production for Orbital units from Launch Complexes
- Prerequisite: Physics

Greater Orbital Coverage is nice for defense and for clearing distant Miasma (or adding it instead). However, Launch Complexes are not required Buildings for most cities. Tons of coverage can be obtained from other cities inside the borders of the Colony, so these are best installed on the edge of the territory, where the expansion can do the most good. Use Launch Complexes at the beginning of a war or to clear Fog of War (revealing more cities for Spies to infiltrate) to get Orbital Coverage near enemy territory by seeding the skies overhead with Satellites.
⬣ LEV Plant
- Cost: 390 Production, 2 Floatstone
- Maintenance: 1 Energy
- Yield: +4 Production
- Quest Reward: +2 Production or +2 Energy at LEV Plants
- Prerequisite: Mechatronics, Floatstone, Level 5 in Purity

Players with some decent Purity Research get access to LEV Plants; they are good for adding Production to a city, but they do not have any peripheral bonuses. Only get these installed if especially high Production is needed at a given location. Otherwise, wait until the city is very well developed and has other goodies already constructed.
⬣ Mantle
- Cost: 470 Production, 4 Floatstone
- Maintenance: 1 Energy
- Yield: +3 Science, +10% Science
- Quest Reward: +1 Science per Purity level or +1 Energy per Purity level
- Prerequisite: Field Theory, Floatstone, Level 8 in Purity

These are third-tier Science buildings that present a nice baseline boost to a city's Science. However, they are still in the position of being too much Production to be worthwhile until a city has a large pool of Science to improve. Otherwise, it is better off adding all of the lower-tier Science Buildings and then working on Scientist Specialists before getting the Mantle running.
⬣ Mass Digester
- Cost: 255 Production
- Maintenance: 1 Energy
- Yield: +1 Energy from Tundra, 4 Specialist Slots (Grower)
- Quest Reward: +1 Production or +1 Food from Mass Digesters
- Prerequisite: Organics

If a city is not near any tundra, wait until the city is incredibly well developed before worrying about a Mass Digesters. The Grower Slots are useful, but they can certainly wait until a city is running out of growing land to improve. However, areas along the Tundra can use the bonus Energy and won't be upset about having Growers to assist with their development.
⬣ Microbial Mine
- Cost: 430 Production, 2 Xenomass
- Maintenance: 1 Energy
- Yield: +3 Production, +10% Production
- Quest Reward: +1 Energy per Harmony Affinity level or +1 Science per Harmony Affinity level
- Prerequisite: Synergetics, Xenomass, Level 7 in Harmony

Microbial Mines are wonderful in the late-game, high-Production cities. It is wise to build Microbial Mines even as a non-Harmony player; it's fun to construct these and make the most out of spare Xenomass.
⬣ Mind Stem
- Cost: 600 Production
- Maintenance: 1 Energy
- Yield: +1 point per turn toward Transcendence Victory
- Quest Reward: N/A
- Prerequisite: Alien Ethics

Harmony players with a surplus of Energy can substantially reduce the time toward a Transcendence victory by purchasing these outright. If the Colony's Affinity path is not trying to achieve Victory by Transcendence, then do not even worry about mind stems.
⬣ Molecular Forge
- Cost: 390 Production
- Maintenance: 1 Energy
- Yield: +5 Food
- Quest Reward: +10% City Production or +10% City Science from Molecular Forges
- Prerequisite: Bioengineering, Level 8 in Harmony

This is one of the few high-Production Buildings that should be pushed somewhat earlier in a city's growth. The reason is that extra Food makes a huge difference in the time it takes for a city to develop. As long as there is enough money to spare or Production in the city itself, grab a Molecular Forge somewhat earlier (perhaps immediately after finishing first-tier Buildings).
⬣ Nanopasture
- Cost: 415 Production
- Maintenance: 1 Energy
- Yield: +30% Food carried over after city Growth, 2 Specialist Slots (Scientist)
- Quest Reward: +10% City Food or +10% City Energy from Nanopastures
- Prerequisite: Nanotechnology

Nanopastures, like Molecular Forges, are wonderful Buildings for getting a city up and running. If a city has multiple Food structures and a Nanopasture, the city's development will skyrocket. Add a few Trade Routes for even more Food and some free Production and, after that, almost anything can be accomplished.
⬣ Neoplanetarium
- Cost: 500 Production
- Maintenance: 1 Energy
- Yield: +40% Production for Orbital units, Orbital Coverage around the city increased by 3
- Quest Reward: +2 Orbital Coverage or +10% Production for Orbital units from Neoplanetariums
- Prerequisite: Astrodynamics

It is not suggested to build these in every city. They are best used selectively in cities that are close to a militant border and need the extra coverage. Alternately, Neoplanetariums are great in cities that are supposed to churn out Orbital units for the rest of the Colony.
If the Colony is not a major Orbital unit producer, consider taking the Production bonus as a Quest reward for getting a Neoplanetarium built. In that case, these become late-game Production Buildings. They are still not cost-efficient, but if maximum Production output is the goal, this Building is another option.
⬣ Network
- Cost: 185 Production
- Maintenance: 1 Energy
- Yield: +3 Science, +1 Science from Copper
- Quest Reward: Free Maintenance for Networks or +1 Culture from Networks
- Prerequisite: Computing

Networks are a simple second-tier Science Building. They are needed in every city founded. If a city is focused on scientific progress, treat this as a first-tier Building, constructing it as quickly as possible.
⬣ Neurolab
- Cost: 255 Production
- Maintenance: 1 Energy
- Yield: +10% Science, +1 Science from Firaxite
- Quest Reward: +1 Health or 10% Production for Military units from Neurolabs
- Prerequisite: Cognition, Requires a workable, improved source of Firaxite, Level 4 in Supremacy

Neurolabs aren't hugely expensive, but their bonuses aren't extremely high in newer cities. Use them in larger cities that already have multiple Science Buildings completed.
⬣ Node Bank
- Cost: 375 Production
- Maintenance: 1 Energy
- Yield: +24 City Strength, +10 City Hit Points, 2 Specialist Slots (Engineer)
- Quest Reward: +10% City Hit Points or +10% City Strength from node banks
- Prerequisite: Cybernetics

Node Banks give a city some teeth when fending off aggressors. The extra Strength is good for survival, but the time and expense of a Node Bank is noteworthy. Reserve these for dangerous times of war, or for cities along a contested front that could turn to violence without much warning.
⬣ Observatory
- Cost: 100 Production
- Maintenance: 1 Energy
- Yield: +2 Science, +1 Science from Firaxite
- Quest Reward: +2 City Strength or +2 Naval unit Movement from Observatories
- Prerequisite: Physics, Requires a workable, improved source of Firaxite

These are usually the last of the early Science Buildings, but they are worth pushing to the front if extra Firaxite is accessible.
⬣ Old Earth Relic
- Cost: 40 Production
- Maintenance: 1 Energy
- Yield: +2 Culture
- Quest Reward: All Relics Free Energy Maintenance or +1 Culture for Old Earth Relics
- Prerequisite: Habitation

This is a great first item for many cities. It's fast to construct, adds an important Culture bonus, and helps a city's borders grow. There is no way to go wrong with these, regardless of the city's main function. At worst, make these an item after developing the first couple of buildings (e.g., a Trade Depot and Recycler for a Colony with massive internal trade).
⬣ Optical Surgery
- Cost: 370 Production, 2 Firaxite
- Maintenance: 1 Energy
- Yield: +4 Health, +1 Health from Silica
- Quest Reward: +1 Visibility range for Military units or +2 Science from Optical Surgeries
- Prerequisite: Mechatronics, Firaxite, Level 5 in Supremacy

Enjoy the massive Health bonuses. These can either be pushed until way later in a city's career or moved up if the Colony is having trouble with Health. Don't waste much time on adding bonus Health for its own sake.
When Militarily strong, take the bonus Visibility from this Building's Quest Reward. Having this perk with fast Units makes it possible to scout very effectively and hit where opponents are weakest (and avoid counterattacks). Double up with the Panopticon Wonder if possible for even more situational awareness.
⬣ Organ Printer
- Cost: 390 Production
- Maintenance: 1 Energy
- Yield: 15% Science
- Quest Reward: +10% City Health from Organ Printers or All Military Units 10% Healing
- Prerequisite: Synergetics, Level 8 in Supremacy

Hold off on Organ Printers until late in a city's development, as with many of the higher-tier Science Buildings. This is a really good bonus for its Production cost, but the lack of baseline Science ensures that Organ Printers aren't for cities that still need development. Get easy Science Buildings done first, add an Academy or two, and then go for an Organ Printer and an Institute.
⬣ Petrochemical Plant
- Cost: 160 Production
- Maintenance: 1 Energy
- Yield: +1 Production from Petroleum, +1 Energy from Petroleum, +1 Specialist Slot (Trader)
- Quest Reward: +2 Production or +2 Culture from Petrochemical Wells
- Prerequisite: Biochemistry, Requires a workable, improved source of Petroleum

This is a situational building. If Petroleum is available, the city is going to need this Plant eventually; it is not essential, but the bonuses are decent, and the Building does not take long to finish. This changes if any city has access to multiple units of Petroleum. That tips this Building from okay to very good.
⬣ Pharmalab
- Cost: 95 Production
- Maintenance: 1 Energy
- Yield: +2 Health
- Quest Reward: +1 Science or +1 Health from Pharmalabs
- Prerequisite: Genetics

These are great first-tier Health Buildings. They're the only way that to get enough Health to expand comfortably, especially in the early game. Without keeping a faithful eye on Health, a Colony can easily fall victim to massive penalties from accruing negative Health. Additionally, founding a new city costs (5) Health. Snagging these quick Health-boosting Buildings will help keep the city and the Colony as a whole progressing forward.
⬣ Progenitor Garden
- Cost: 430 Production, 4 Xenomass
- Maintenance: 1 Energy
- Yield: +20% Health
- Quest Reward: +10% City Health or +5% City Science from Progenitor gardens
- Prerequisite: Artificial Evolution, Xenomass, Level 10 in Harmony

Progenitor Gardens are a third-tier Health Building. They are ideal for large cities that have already completed all of their lesser Health structures. Otherwise, they do not have that much "oomph" and cost way too much to be effective.
Biowells, if placed heavily around the city, work well in conjunction with a Progenitor Garden to create a location with extremely high Food and Health. This is usually going to be overkill in the late game for Colonies with substantial Prosperity investments. However, it might be quite valuable for conquerors who don't have many pro-Health Virtues.
⬣ Recycler
- Cost: 75 Production
- Maintenance: 1 Energy
- Yield: +2 Production, +1 Production from Internal City or Station Trade Routes
- Quest Reward: +10% Worker speed or +1 Food from Recyclers
- Prerequisite: Chemistry

Recyclers are excellent first-tier Production Buildings. They're already cost-efficient on their own, and they're absolutely wonderful if when using Trade Routes to build up a new city. Hurry to build (or outright purchase) a Trade Depot and a Recycler for each new city. Add Internal Trade Routes to and from each city in a Colony to gain high Production and faster Growth. Additionally, the Production that the Recycler contributes will speed up the construction of other necessary Buildings and Units. Recyclers can add as much to a city as a Borehole, but at a fraction of the cost.
⬣ Repair Facility
- Cost: 90 Production
- Maintenance: 1 Energy
- Yield: +10% Production for Land units
- Quest Reward: +1 Orbital Coverage or +5% Production for Military units from Repair Facilities
- Prerequisite: Engineering

Repair Facilities are low cost and appear early in the Tech Web, so expect them to be a first-tier Building. However, it can be argued that they are better regarded as a second-tier structure. All cities need Repair Facilities. They are used to improve the speed of Production for all Land units, and while not all cities need to churn out Military units, throughout the game many Land units are utilized. That said, prioritize Repair Facilities in places that are going to be major Military unit producers.
⬣ Rocket Battery
- Cost: 125 Production
- Maintenance: 1 Energy
- Yield: +18 City Strength, +15 City Hit Points, +3 Range for Anti-Orbital Strike
- Quest Reward: +5 City Strength or +1 City Orbital Strike Range from Rocket Batteries
- Prerequisite: Ballistics

Rocket Batteries make cities quite a bit tougher to siege and capture. The bonus to City Strength and Hit Points is noticeable, but do not rush to overbuild these. Protect borders of the Colony, and have a good military to defend the cities that are in the most danger. Don't waste too much time, Energy, or Production on defenses for cities that aren't going to be threatened.
⬣ Skycrane
- Cost: 470 Production, 4 Floatstone
- Maintenance: 1 Energy
- Yield: +15% Production
- Quest Reward: +2 Production from Floatstone Quarries or +4 Floatstone from Skycranes
- Prerequisite: Astrodynamics, Floatstone, Level 10 in Purity

Skycranes are third-tier Production Buildings. They are perfect for areas that already have massive Production output and need every point for late-game Wonders or Military unit output.
⬣ Soma Distillery
- Cost: 400 Production
- Maintenance: 1 Energy
- Yield: +4 Health, 2 Specialist Slots (Artist)
- Quest Reward: +10% City Health or +5% City Culture from Soma Distilleries
- Prerequisite: Social Dynamics

Add substantial Health and the chance for some Culture output by constructing a Soma Distillery. They are very good third-tier Health Buildings if the Production can be spared. Construct these before Progenitor Gardens, even if there is access to both.
⬣ Surveillance Web
- Cost: 235 Production
- Maintenance: N/A
- Yield: +5 City Hit Points, Maximum Covert Ops Intrigue for this city reduced by 2
- Quest Reward: Covert Agents need fewer successful operations to advance in rank or +10 City Hit Points from Surveillance Webs
- Prerequisite: Artificial Intelligence

Though superficially a defensive structure for the city, Surveillance Webs are much more important when used with reducing the Intrigue of a city when Covert Operations are being conducted. They protect the city from high-end Covert Operations. If a colony is having trouble with enemy Spies operating in a city and an Agent cannot be spared to work defensively, this Building is an immediate fix. Put these buildings into core cities. Adversaries are then forced to scout more, find more cities to work in, and build Intrigue again in those cities. Surveillance Webs should be built in every city, especially if there is issue with enemy Spies. Additionally, look at the strategy being used and re-evaluate for other ways of reducing Intrigue. Consider a change in routine and have a floating agent or two who moves between cities, reduces Intrigue, and tries to hunt down enemy Agents. Ignoring Intrigue can be a very bad idea!
⬣ Terra Vault
- Cost: 390 Production
- Maintenance: 1 Energy
- Yield: +15% Culture
- Quest Reward: +5% City Culture or +5% City Science from Terra Vaults
- Prerequisite: Social Dynamics, Level 7 in Purity

Terra Vaults are a third-tier Culture Building. They get the most out of extremely large cities that already have all of their Culture Buildings. They're even better off when Specialist Slot Artists are assigned to existing structures; build Domes and Terrascapes around the city to stack on even more Culture. The more base Culture acquired, the better this building becomes.
⬣ Thorium Reactor
- Cost: 105 Production
- Maintenance: N/A
- Yield: +3 Energy, (2) Specialist Slots (Trader)
- Quest Reward: +2 Energy or +1 Production from Thorium Reactors
- Prerequisite: Engineering

Thorium Reactors are a first-tier economic Building. They give tremendous amounts of bang for the buck. Once improved by Quests, they have the potential for even more Energy per turn, letting them keep cities profitable in the early game and beyond. Every city should have a Thorium Reactor.
⬣ Trade Depot
- Cost: 60 Production
- Maintenance: 1 Energy
- Yield: +1 Production, Allows (2) Trade Routes to be established from this city.
- Quest Reward: +1 Production or +1 Energy from Trade Depots
- Prerequisite: Pioneering

Trading is essential to city growth, Colony growth, and financial stability. This is a first-tier economic Building. Though Trade Convoys require additional construction, time, and micromanagement, the results are some of the best available throughout the game. Trade Routes offer the potential for Energy and Science internationally, or Food and Production locally. Station trading extends the options even further.
Trade is survival.
⬣ Ultrasonic Fence
- Cost: 120 Production
- Maintenance: 1 Energy
- Yield: Prevents Alien units from approaching within 2 tiles of this City
- Quest Reward: +1 Repel Range or Trade Units will not be attacked by Alien units
- Prerequisite: Ecology

Ultrasonic Fences are a second-tier Building used for situational defense of a city. They can be useful in the early game for giving some breathing room to cities. They are best used by Colonies that are not hunting the Alien units. The Fences allow cities to grow without the constant temptation to attack nearby Aliens (or the threat of losing workers to them).
Ultrasonic Fences also give the option through a quest decision to keep Trade Convoys safe from Alien attacks by modifying the Ultrasonic Technology. This is a massive boost when used for international Trade Routes and Trade Routes with Stations. Convoys cannot always be protected without the extended effects of this Building from the Quest choice. This quest option takes the guesswork and pain out of the equation.
⬣ Vivarium
- Cost: 80 Production
- Maintenance: 1 Energy
- Yield: +2 Food, +1 Food from Deserts
- Quest Reward: +1 Science or +1 Food from Vivariums
- Prerequisite: Ecology

Vivariums are first-tier Growth Buildings. They are great for every city. Get the most out of them by Building them as soon as the Production time can be spared. If a city is near Desert tiles, Vivariums go from good to required. Make them a priority.
⬣ Water Refinery
- Cost: 150 Production
- Maintenance: 1 Energy
- Yield: +1 Food and +1 Production from Water tiles
- Quest Reward: +1 Food from Water Refineries or Free Maintenance for Water Refineries
- Prerequisite: Biochemistry, Can only be constructed in Coastal cities

Water Refineries are amazing for any city that is located along a coastline. Construct them as a first-tier Building when next to several Ocean tiles, or as a second-tier Building if only one or two Ocean tiles are available.
⬣ Xeno Sanctuary
- Cost: 330 Production, 1 Xenomass
- Maintenance: 1 Energy
- Yield: +4 Culture, Adds 1 point per turn to Transcendence Victory progress
- Quest Reward: +2 Culture or +2 Food from Xeno Sanctuaries
- Prerequisite: Alien Ethics, Xenomass, Level 5 in Harmony

Harmony players need this building for its Transcendence bonus. These buildings combine nicely with Mind Stems as a way to win the game without having a single target to go after. Distribute Xeno Sanctuaries and Mind Stems throughout the Colony, and force enemy Sponsors to fight aggressively for any hope of thwarting victory.
Non-Harmony players use Xeno Sanctuaries as a third-tier Culture Building, but often access to them is so late that it is not a major concern.
⬣ Xenofuel Plant
- Cost: 190 Production
- Maintenance: N/A
- Yield: +3 Energy, +1 Energy from Xenomass, 2 Specialist Slots (Trader)
- Quest Reward: Gain 1,000 Energy Immediately or +3 Energy and +2 Production from Xenomass Wells
- Prerequisite: Alien Sciences, Requires a workable, improved source of Xenomass, Level 2 in Harmony

Xenofuel Plants are an excellent second-tier economic Building. Their bonus Trader slots allow a city to gain a pile of buying power when strapped for Energy.
⬣ Xenonursery
- Cost: 180 Production
- Maintenance: 1 Energy
- Yield: +10% Science, +1 Science from Xenomass, 1 Specialist Slot (Scientist)
- Quest Reward: Immediately gain +450 Science or +5 Xenomass resources
- Prerequisite: Alien Sciences, Requires a workable, improved source of Xenomass, Level 2 in Harmony

Though fairly cheap to produce, Xenonurseries are situational second-tier Science Buildings. They don't give major bonuses until a city is well developed, unless a larger supply of Xenomass is available. If so, that is lucky as heck and can put the Xenonursery higher on the build queue than it would be normally.