These buildings are constructed inside domes and are crucial for colonist life, work, and well-being. They provide housing, services, and specialized workplaces.
- Living Quarters (Apartments, Living Complexes, Smart Homes):
- Function: Provides housing for colonists. Different types offer varying capacities and comfort levels, impacting colonist morale.
- Requires: Colonists to occupy.
- Tip: Ensure enough housing to prevent homelessness, which lowers morale and productivity. Upgrade to higher-comfort housing as your colony grows.
- Infirmary / Medical Post / Medical Center:
- Function: Provides medical care, improving colonist health, reducing sanity loss, and treating illnesses.
- Requires: Medics (colonists).
- Tip: Essential for preventing outbreaks and keeping colonists productive. A well-staffed medical facility improves overall colonist well-being.
- Grocer / Diner / Restaurant:
- Function: Provides food services, improving colonist morale and comfort. Higher-tier options offer greater comfort.
- Requires: Shopkeepers/Service Bots (colonists).
- Tip: Place strategically within domes to minimize travel time for colonists. Ensure a steady supply of Food.
- Farm (Hydroponic, Fungal, Open-Field):
- Function: Grows Food for the colony. Hydroponic Farms are standard inside domes. Fungal Farms are efficient but produce lower quality food. Open-Field Farms are outside domes but require specific breakthroughs and terraforming.
- Production: Produces Food.
- Requires: Botanists (colonists), Water.
- Tip: Prioritize food production early to achieve self-sufficiency. Diversify food sources to prevent reliance on a single type.
- Research Lab (Basic, Advanced, Science Institute):
- Function: Generates Research Points, advancing your technology tree and unlocking new buildings, vehicles, and capabilities.
- Requires: Scientists (colonists), Electronics (for some labs).
- Tip: Early research is vital for unlocking advanced buildings and technologies. Focus research on areas that address your colony's immediate needs or long-term goals.
- Factory (Polymer, Electronics, Machine Parts):
- Function: Produces refined resources critical for colony expansion and maintenance.
- Production: Produces Polymers, Electronics, or Machine Parts.
- Requires: Engineers (colonists), specific raw materials (Metals, Water, Waste Rock), Power.
- Tip: Build these factories as soon as you have the colonist workforce and raw materials to support them. Self-sufficiency in these goods is key to sustainable growth.
- University / School:
- Function: Educates unspecialized colonists into specialists (Scientists, Engineers, Botanists, Medics, Geologists, Officers).
- Requires: Educators (colonists).
- Tip: Essential for training the specialized workforce your advanced industries and research facilities will need.
- Arcology / Mega Dome:
- Function: Late-game, high-capacity living and working spaces. Arcologies are massive, self-contained domes. Mega Domes are larger versions of standard domes.
- Requires: Significant resources, advanced technology.
- Tip: Plan for these structures in your late-game expansion to house large populations and specialized industries.
Vehicles & Automation
Vehicles are essential for exploration, resource transportation, and maintaining your colony's infrastructure. Drones are your primary automated workforce, while Rovers provide specialized functions.
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