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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 yield.

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
  • -1 Energy maintenance
  • +1 Culture
Alien Preserve Alien Preserve Alien Lifeforms
(Land Only)
125 1Energy
  • +2 Culture
  • +2 Diplomatic Capital RT only
  • 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
Holosuite Holosuite Cognition
Firaxite
245 1Energy
  • +2 Culture
  • +1 Culture from Firaxite
  • 2 Artist slots
  • +3 Diplomatic Capital RT only
  • +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 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
  • +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
  • +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 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 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 Cybernetics
(Aquatic only)
415 1 Energy
  • +5% Culture
  • +20 City Hit Points
Sonar Net Sonar Net RT only 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 Fabrication
(Aquatic only)
150 1Energy
  • +20% City Strike Damage
  • +10% City Strike Damage
  • +5 City Strength Strength
Frontier Stadium Frontier Stadium RT only 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 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 Unlocked with Artifacts 100 None
  • +10% yields while at war
Pan-Spectral Observatory Pan-Spectral Observatory RT only 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 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
  • -1 Energy maintenance
  • +1 Food
Xenomass Bath House Xenomass Bath House RT only 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 Introduced in the Rising Tide expansion pack.
Civilization: Beyond Earth [Edit]
Games: Base Beyond EarthRising TideStarships
Lists
Affinities
Concepts
Yields
Misc.
RT only Introduced in the Rising Tide expansion pack.
  • † Spin off game based in the same fictional universe
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