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Buildings are the infrastructure of your Martian colony. Each serves a specific purpose, from resource extraction to colonist housing.

Building Categories

Buildings are organized into functional categories:

  • Infrastructure: Power, water, and connectivity
  • Production: Resource extraction and manufacturing
  • Life Support: Oxygen, water distribution, and food
  • Domes & Housing: Colonist homes and dome structures
  • Services: Healthcare, entertainment, and comfort
  • Research & Science: Technology advancement
  • Storage: Resource depots and tanks

Infrastructure Buildings

Power Generation

Stirling Generator

Stirling Generator

Cost 2 Concrete, 1 Metal
Power Output 5
Maintenance 1/40 Sols
Workers None

Reliable constant power source. Burns no fuel, requires no workers.

Pros:

  • Works 24/7 regardless of weather
  • Cheap to build
  • No fuel consumption

Cons:

  • Moderate power output
  • Requires periodic maintenance

Strategy: Build 2-3 as backup power for critical systems.

Wind Turbine

Wind Turbine

Cost 1 Concrete, 2 Metal
Power Output 3-10 (average 6)
Maintenance 1/60 Sols
Workers None

Variable power based on wind strength. Martian winds make these highly effective.

Pros:

  • Free energy, no fuel
  • Better output than Earth equivalents (thin atmosphere)
  • Long maintenance interval

Cons:

  • Variable output (dust storms can shut down)
  • Tall structures (place away from domes)

Strategy: Build 4-6 as primary power source. Overcapacity compensates for variability.

Solar Panel

Solar Panel

Cost 2 Concrete, 1 Metal
Power Output 4 (day only)
Maintenance 1/50 Sols
Dust Accumulation Reduces output

Generates power during daylight hours only.

Pros:

  • Decent power output when sunny
  • Moderate cost

Cons:

  • Zero output at night (Martian day = 24.6 hours)
  • Dust storms shut down production
  • Requires cleaning (drones)

Strategy: Use with batteries for night power. Less reliable than Stirling/Wind.

Connectivity

Power Cable

Power Cable

Cost 1 Concrete
Function Power distribution
Range Adjacent hexes
Maintenance Minimal

Connects power generators to consumers. Buildings must be connected to function.

Tips:

  • Plan power grid before building
  • Use shortest routes to save concrete
  • Redundant paths prevent single-point failures

Pipe

Pipe

Cost 1 Concrete
Function Water distribution
Range Adjacent hexes
Leakage Possible with damage

Distributes water from extractors/tanks to domes and buildings.

Tips:

  • Connect water extractors to domes
  • Place water tanks at network hubs
  • Repair leaks immediately (wastes water)

Production Buildings

Concrete Extractor

Concrete Extractor

Cost 5 Concrete (bootstrapping), 3 Metal
Production ~24 Concrete/Sol
Workers None
Byproduct Waste Rock

Extracts sulfur-based concrete from deposits. Essential first building.

Placement:

  • Must be placed on concrete deposits (yellow hexagons)
  • Up to 3 extractors per deposit
  • Deposits are infinite but production slows as depleted

Management:

  • Build Waste Rock Dump nearby (production stops when full)
  • Ensure drone coverage for resource transport
  • Research Extractor AI for automated operation

Strategy: Build 2-3 extractors immediately after landing.

Metal Extractor

Metal Extractor

Cost 5 Concrete, 5 Metal
Production ~8 Metals/Sol
Workers Geologists (optional)
Byproduct Waste Rock

Extracts metals from underground deposits.

Placement:

  • Requires scanning to reveal metal deposits
  • Deeper deposits yield more but deplete faster
  • Geologists increase production by 20%

Upgrades:

  • Deep Metal Extraction: +50% production
  • Extractor AI: Removes worker requirement

Strategy: Build 1-2 initially, expand as colony grows.

Water Extractor

Water Extractor

Cost 8 Concrete, 6 Metal
Production ~10 Water/Sol
Workers Geologists (optional)
Byproduct Waste Rock

Extracts water from underground ice deposits. Critical for colonist survival.

Production:

  • 10 units/Sol base production
  • Geologists provide 20% bonus
  • Deposits deplete over time (very slowly)

Colony needs:

  • 1 extractor supports 30-50 colonists (depends on tech)
  • Build near domes for efficient piping
  • Always have backup extractor

Tech upgrades:

  • Water Extractor Amplification: Doubles production
  • Water Reclamation: Halves colonist consumption

Rare Metal Extractor

Rare Metal Extractor

Cost 10 Concrete, 10 Metal, 5 Electronics
Production 1-2 Rare Metals/Sol
Workers Geologists (recommended)
Value $30M/unit export

Extracts valuable rare metals for export or electronics production.

Economy:

  • Primary income source for colony
  • Export 1 unit = $30M funding
  • Also needed for electronics (1 per unit)

Placement:

  • Requires deep scanning to reveal deposits
  • Deposit quality varies (scan info shows grade)
  • Limited deposits per map

Strategy: Build 2-3 extractors, export surplus rare metals for funding.


Life Support Buildings

MOXIE (Oxygen Production)

MOXIE

Cost 5 Concrete, 3 Metal
Production 10 Oxygen/Sol
Workers None
Power 2

Generates breathable oxygen from Martian CO2 atmosphere. Essential for all domes.

Function:

  • Pipes oxygen into connected domes
  • Works automatically (no workers)
  • Must be connected via pipes to dome

Capacity:

  • 1 MOXIE supports 1 basic dome
  • Larger domes need 2-3 MOXIEs
  • Always build backup units

Failure = colonist death: Oxygen loss kills colonists in ~1 Sol.

Farm

Farm

Cost 12 Concrete, 3 Metal
Production 20-25 Food/Sol
Workers 10 Botanists
Location Inside dome only

Produces food crops to feed colonists.

Requirements:

  • Must be inside a dome
  • Requires soil preparation (one-time, takes 5-10 Sols)
  • Needs 10 Botanist workers
  • Consumes 1-2 water/Sol

Production:

  • Feeds 20-25 colonists
  • Takes ~5 Sols to first harvest
  • Continuous production thereafter

Crops:

  • Research unlocks different crop types
  • Some crops provide comfort bonuses
  • Yields increase with technology

Strategy: Build when population reaches 15-20. Train non-specialists into Botanists at University.

Hydroponic Farm

Hydroponic Farm

Cost 15 Concrete, 5 Metal, 5 Polymers
Production 30-35 Food/Sol
Workers 10 Botanists
Water 2-3/Sol

Advanced farm with higher yields. No soil preparation needed.

Advantages:

  • 40% higher production than regular farm
  • No soil preparation delay
  • Can be built earlier in dome lifecycle

Disadvantages:

  • Higher water consumption
  • More expensive to build
  • Still needs 10 trained workers

Strategy: Build after researching hydroponics tech. Better for water-rich maps.


Domes & Housing

Basic Dome

Basic Dome

Cost 30 Concrete, 10 Metal, 10 Polymers
Capacity ~30-40 colonists
Hexes Varies by shape
Maintenance Moderate

Standard starter dome. Sufficient for early colony.

Characteristics:

  • Medium-sized interior space
  • Fits 2-3 apartments + services
  • Cheapest dome option

Layout suggestions:

  • 2 Living Complexes (12 colonists each)
  • 1 Farm or Hydroponic Farm
  • 1 Grocer
  • 1 Diner or other service building
  • 1 Infirmary

Micro Dome

Micro Dome

Cost 15 Concrete, 5 Metal, 5 Polymers
Capacity ~10-15 colonists
Hexes Few
Use Specialized functions

Smallest dome. Used for specialized purposes.

Uses:

  • Research outpost (Research Lab only)
  • Factory hub (Polymer Factory, Machine Parts)
  • Tourist attraction
  • Scout dome for new areas

Not recommended for: Main residential domes (too small)

Medium Dome

Medium Dome

Cost 50 Concrete, 20 Metal, 20 Polymers
Capacity ~60-80 colonists
Hexes Large interior
Recommended Mid-game expansion

Larger dome for growing colonies.

Capacity:

  • 4-6 apartments
  • 2 farms
  • Multiple service buildings
  • Specialized facilities (university, hospital)

Strategy: Transition to medium domes around Sol 50-100 as population grows.

Living Complex

Living Complex

Cost 4 Concrete, 2 Polymers
Housing 12 colonists
Comfort 30
Location Inside dome

Basic housing structure. Most common residence.

Features:

  • Houses 12 colonists
  • Provides basic comfort (30)
  • Compact footprint (1 hex)

Strategy:

  • Build 2 per basic dome
  • Add more as population grows
  • Upgrade to apartments later for better comfort

Service Buildings

Grocer

Grocer

Cost 3 Concrete
Function Food distribution
Capacity 20 visits/Sol
Workers None

Distributes food to colonists. Essential in every residential dome.

Function:

  • Colonists visit to receive daily food ration
  • Stores 20 food units
  • Automatic drone resupply from depots

Strategy: 1 Grocer per 20-30 colonists.

Diner

Diner

Cost 5 Concrete, 2 Polymers
Function Social + Dining interest
Comfort +10
Workers 3 (non-specialist)

Social gathering place. Satisfies “Dining” and “Social” interests.

Benefits:

  • Increases colonist comfort
  • Social interaction venue
  • Satisfies 2 interests simultaneously

Strategy: Build 1-2 per residential dome.

Infirmary

Infirmary

Cost 6 Concrete, 2 Polymers
Function Healthcare
Capacity 15 visits/Sol
Workers 3 Medics

Basic medical facility. Restores colonist health.

Function:

  • Colonists visit when health is low
  • Restores +20 health per visit
  • Medics increase effectiveness

Upgrade: Medical Center (larger capacity, better healing)

Strategy: Build in every residential dome. Upgrade to Medical Center later.


Research Buildings

Research Lab

Research Lab

Cost 10 Concrete, 5 Metal, 5 Electronics
Production 150-300 Research/Sol
Workers 10 Scientists
Location Inside dome

Generates research points to unlock technologies.

Production:

  • Base: 150 research/Sol with non-specialist workers
  • Scientists: 300 research/Sol
  • Genius trait: +150 research/Sol

Capacity:

  • 1 lab sufficient for early game
  • Build 2-3 labs for faster research

Strategy: First research priority after housing. Train Scientists at University.


Storage Buildings

Universal Depot

Universal Depot

Cost 3 Concrete
Capacity 20/resource type
Radius Medium
Workers None

Stores all solid resources (metals, concrete, polymers, food, machine parts, electronics).

Function:

  • Automatic drone storage/retrieval
  • Radius determines coverage area
  • Drones prioritize nearest depot

Strategy:

  • Build 1 depot per industrial zone
  • Place near production buildings
  • Ensure coverage overlaps for efficiency

Water Tank

Water Tank

Cost 5 Concrete
Capacity 50 Water
Function Water storage
Workers None

Stores water in distribution network.

Strategy:

  • Place at network junctions
  • 1 tank per 20-30 colonists
  • Provides buffer during production interruptions

Building Strategies

Early Game Priorities (Sol 1-30)

  1. Concrete Extractor x2
  2. Metal Extractor x1
  3. Water Extractor or Moisture Vaporator
  4. Power: Stirling Generator x2 + Wind Turbine x3
  5. MOXIE for oxygen
  6. Basic Dome + housing

Mid Game Expansion (Sol 30-100)

  1. Farms for food self-sufficiency
  2. Machine Parts Factory
  3. Polymer Factory
  4. Rare Metal Extractors for income
  5. Research Lab for tech advancement
  6. Second dome (specialized)

Late Game Optimization (Sol 100+)

  1. Automated extractors (Extractor AI tech)
  2. Advanced domes (Medium/Large)
  3. Wonder construction
  4. Terraforming buildings (DLC)
  5. Tourism infrastructure

Building Placement Tips

  • Group by function: Industrial zones separate from residential
  • Minimize cable/pipe lengths: Saves concrete
  • Drone coverage: Ensure all buildings in hub range
  • Maintenance access: Leave space for drones to reach buildings
  • Aesthetics: Hidden underground passages (Advanced Construction tech)