Stellaris Building Tier List

11 best buildings in Stellaris ranked. This guide will help you decide on which buildings to build on different types of planets.

stellaris building tier list

One planet can only support 12 buildings including capital complex. So, choosing the right buildings for maximum output is highly important. I believe this Stellaris building guide and tier list will help you to get the most out of your building slots.

I will not mention buildings that are 1 per empire buildings such as alpha hub, faculty of archaeostudies, military academy, ministry of culture, planetary supercomputer, etc. These buildings are limited 1 per empire and should always be built. That’s a given.

STELLARIS BEST SPECIES TRAITS

Buildings on this list are available to all of your planets and ranked accordingly.

Stellaris buildings tier list:

1. Ancient Refinery

This millennia-old processing equipment has an efficiency rate above 100%. Its functioning remains alien, but its production gains are substantial.

Ancient Refinery is the best building in Stellaris ever. It’s God Tier building without a doubt.

The building adds +1 chemist, +1 refinery, and +1 lensing drone jobs and increases exotic gasses, rare crystals, and volatile mottes from jobs by +25%. Basically, it’ll give all three key strategic resources for a single building slot.

Can build 1 ancient refinery per planet, therefore you should build it to everywhere regardless of your planetary focus. Because you’ll need the strategic resources. Build ancient refinery even if you don’t need strategic resources because you can sell them at galactic market for a lot of energy credits.

Always research and build faculty of archaeostudies right away. Building that will increase the appearance chance of ancient refinery technology.

2. Fallen Empire Buildings

This singularity’s power output challenges the law of physics, yet the containment fields hold with unwavering stability.

Fallen empire building blueprints can only be acquired by reverse engineering minor artifacts. Reverse engineering costs 500 minor artifacts, so, you better excavate all the archaeological sites you can and build research stations for a good amount of minor artifact production. You can start reverse engineering minor artifacts once you research the arcane deciphering tech.

STELLARIS MODS

Each reverse-engineering has a 5.9% chance of giving a single random fallen empire building. This chance will be doubled if you have Archaeo-Engineers ascension perk.

Stellaris fallen empire buildings:

Class 4 singularity (energy) is the best. I feel very lucky when get it.

You can also get these buildings via research by using Stellaris fallen empire buildings mods.

3. Astral Siphon

It is a delicate process to peel astral thread away from the fabric of reality. These structures prevent the border between realities from crumbling.

Astral siphon is a slightly altered version of research station. It does give research production focused on physics and a little bit of astral thread. Also increases astral threads capacity.

I prefer max level astral siphon over a max level research station. Because unlike upgraded research stations, astral nexus does not have a strategic resources upkeep.

It doesn’t cost rare resources when upgraded and will produce astral threads which is a very strategic resource for running powerful astral edicts. Astral Binding gives +10% resources from jobs bonus which is a god tier edict.

4. Psi Corps

Psi-gifted individuals are brought from all across to our empire to a place where they are able to hone their abilities.

Psi Corps is a unique building that can be unlocked only by following psionic ascension. It might actually be the strongest building in the game, but I didn’t rank it number one simply because you can’t build it unless you took the psionic ascension path.

What it does is very simple. Psi corps increase stability by +5, add +2 telepath jobs who produce lots of unity, decrease crime safety, and increase resource production from psionics pops by +20%. That’s insane. Single building increases production of entire planet by +20%.

Only downside of psi corps is the planetary capital requirement. To build a planetary capital, you’ll need 25+ pops on a planet. Though that can be quickly achieved by resettling pops.

5. Clone Vats

Clone vats break down simple materials to generate organic pop assembly.

Clone Vats are exclusive to the genetics engineered evolution path just like psi corps are exclusive to the psionic ascension.

Its food upkeep is insane but definitely worth investing because clone vats will pop up new pops like crazy. I make sure to have enough food production before unlocking clone vats so that I can build it to every planet I own.

There is one downside of clone vats though. You can’t build robot pops and organic pops at the same time. Gotta choose one over the other. So, say goodbye to the robot assembly plants.

6. Special Unity Building

A massive hub facility that receives and forwards signals across interstellar distances from millions of different systems.

Special unity buildings have a limit, 1 per planet. They can be upgraded twice and have no strategic resource requirement unlike regular unity buildings. Basically, this is the improved version of normal unity buildings. That’s why I like to build one on all of my planets.

Besides, unity is much more important than we give credit. Where to spend excess unity in Stellaris? You can adopt traditions, ascend planets, rush agendas, and recruit lots of leaders with unity.

It’s another building like ancient refinery that must always be built on a new planet with no exception.

7. Ministry of Production

The ministry of production works tirelessly to organize and streamline manufacturing across the entire planet.

Is a special building that’s increasing consumer goods and alloy productions by +15%. It also adds one politician job but it’s not even worth mentioning.

Alloy is the most important resource in Stellaris and ministry of production boosts metallurgist output by +15%.

Just build one on a ring segment or on an ecumenopolis specialized on alloy production. The results will be outstanding thanks to the stacking production bonuses.

8. Energy, Mineral, Alloy, Consumer, Food, and Trade Buildings

6 critical resource boosting buildings.

There are 6 key resource production boosting buildings you can build in Stellaris. They do increase the production by percentages. So, it’s important to specialize planets for a single resource.

These buildings have planet limit 1/1. So, can’t build more than one energy nexus on the same planet.

9. Police Buildings

A massive complex dedicated to courts and law enforcement.

You need at least one police building on planets with +85 population. Because stacking lots of people on a planet cause crime even if you have lots of free houses and amenities.

Stacking pops will increase the overall production, especially on ring world segments. So, only way to keep the show going is building police stations.

Not to mention corporations… Your planets will be the target of corruption holdings if there is a criminal heritage corporation in your galaxy. Only way to stop crime generated by corporation holdings is to build precinct houses.

10. Fully Upgraded House Buildings

A fully enclosed habitation dome with a self-contained ecosystem, a veritable private paradise for those rich or fortunate enough to live there.

Can build one or two fully upgraded house buildings on resource production worlds. That way you won’t waste any slots on nexus district.

Nexus districts mean less production districts. Besides they increase empire-size like every other district. Why build nexus when you can build houses…

They’re especially handy in the late-game where you aim to get max amount of production on ring worlds. A ring segment can only have 8 districts, don’t waste one of them on a nexus. Instead, build 3-4 houses.

11. Gene Clinics

Gene clinics can offer advanced medical treatments, which statistically lead to a significantly healthier and longer-living population.

Gene clinics grant bunch of bonuses. But the most important thing is the habitability increase bonus.

Don’t build gene clinics for pop growth or amenities only, it’s not worth it. However, if you colonized a planet with %60-80 habitability, do build gene clinics for habitability increase. Other bonuses will be the cherry on top. Learn more on Stellaris habitability guide article.

Level 1 gene clinics will increase habitability by %10 whereas level 2 (cyto-revitalization centers) increase %20.

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