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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)
- Concrete Extractor x2
- Metal Extractor x1
- Water Extractor or Moisture Vaporator
- Power: Stirling Generator x2 + Wind Turbine x3
- MOXIE for oxygen
- Basic Dome + housing
Mid Game Expansion (Sol 30-100)
- Farms for food self-sufficiency
- Machine Parts Factory
- Polymer Factory
- Rare Metal Extractors for income
- Research Lab for tech advancement
- Second dome (specialized)
Late Game Optimization (Sol 100+)
- Automated extractors (Extractor AI tech)
- Advanced domes (Medium/Large)
- Wonder construction
- Terraforming buildings (DLC)
- 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)
Related Pages
- Resources - What buildings produce/consume
- Colonists - Who works in buildings
- Technologies - Building upgrades and new structures
- Getting Started - Building order for beginners