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Structures
Surface structures
| Title | Description | # People to operate | # Turns to build | Morale effect | Production result | Chance of breakdown |
|---|---|---|---|---|---|---|
| Agricultural Dome | Provides Food | 1 | 5 | +1 | Food | 20 |
| CHAP Facility | Produces life-support gases and water | 4 | 6 | 0 | LSA, LSB, LSC | 10 |
| Command Center | Allows colony-building to commence | 1 | 3 | 0 | 50 | |
| Communications Tower | 1 | 2 | 0 | 5 | ||
| DIRT Facility | 2 | 5 | +1 | 0 | ||
| Factory | 1 | 6 | 0 | Robots, Parts, Roads, Fuel Cells | 10 | |
| Hot Laboratory | 2 | 5 | -1 | Research | 20 | |
| Mass Driver | 4 | 9 per segment | 0 | 20 | ||
| Mine | 1 | 7 | 0 | Mined ore | 30 | |
| Monorail | 1 | 7 per segment | 0 | 30 | ||
| Monorail Intersection | 1 | 12 per segment | 0 | 30 | ||
| Monorail Power | 0 | 6 | 0 | 30 | ||
| Monorail Station | 1 | 6 | 0 | 30 | ||
| Nanotechnology Facility | 2 | 5 | +1 | No resources requirements | 20 | |
| Police | 2 | 4 surface | +1 or -1 | 20 | ||
| Road | 0 | 2 | 0 | 0 | ||
| Robot Command | 1 | 3 | 0 | 30 | ||
| Seed Factory | 0 | 2 | 0 | Robots | 0 | |
| Smelter/Ore Processor | 3 | 7 | 0 | Processed resources | 10 | |
| Solar Powersat Receiver Array | 1 | 4 | 0 | Power | 20 | |
| Spaceport | 4 | 7 | 0 | 30 | ||
| SPEW Facility | 2 | 8 | +1 | MPG (Multi-Purpose Goo) | 40 | |
| Storage Tanks | 0 | 2 | 0 | 0 | ||
| Terraforming Facility | 4 | 9 | +5 | Breathable air | 20 | |
| Tokamak Fusion Reactor | 1 | 2 if brought, 9 if built | 0 | Power | 5 if brought, 30 if built | |
| Trade Mission | 1 | 2 | 0 | Trade | 0 | |
| Tube | 0 | 1 | 0 | 0 | ||
| Warehouse | 1 | 2 | 0 | 5 |
Underground structures
| Title | Description | # People to operate | # Turns to build | Morale effect | Production result | Chance of breakdown |
|---|---|---|---|---|---|---|
| Administration | Provides administration site | 1 | 2 | 0 | Increase in productivity | 10 |
| Commercial | Acts as a retail outlet for luxury items | 2 | 3 | +1 | 10 | |
| Geothermal Power Plant | Provides a clean source of energy | 1 | 9 | 0 | Power | 20 |
| Laboratory | Allows “safe” experiments to take place | 2 | 4 | 0 | Research | 20 |
| Light Industry | Produces luxuries, clothing, or medicine | 2 | 4 | 0 | Luxuries, Clothing, Medicine | 20 |
| Medical Facility | Reduces population attrition from disasters | 2 | 4 | 0 | Life extension | 20 |
| Mine Shaft | Provides mine access (built by robominer) | 0 | varies by terrain | 0 | Mined ore | 0 |
| Park/Reservoir | Provides safe environment to play in | 0 | 3 | +1 per turn | Entertainment | 10 |
| Police | Reduces crime level, improves morale | 2 | 3 underground | +1 or -1 | 20 | |
| Recreational Facility | Provides colonists with entertainment | 1 | 4 | +1 per turn | Entertainment | 20 |
| Red Light District | Provides colonists with entertainment | 2 | 4, or spontaneous | +2 per turn | Entertainment | 0 |
| Residential | Houses colonists | 1 | 3 | +1 or -1 | 10 | |
| Tokamak Containment | Contains reactor (built along with reactor) | 0 | varies by terrain | -1 to 0 | 0 | |
| University | Educates the rabble | 2 | 4 | +1 per turn | Education | 20 |