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Reason: "This article is not up to date with the latest version of the game, and is missing a lot of information besides."
I don't know how to comment so I'll just say it here, someone needs to add what buildings create dust

The Martian Colony is made up of a variety of buildings which provide power, life-support, comfort, protection from the weather, information, resources and a lot more - all things without which humans cannot exist on the red planet.
Buildings are built by using Martian resources while some can be brought from Earth as prefab buildings. All buildings, however, require a resource upkeep for maintenance.
A construction site must be within the Service Area of Drones (relative to their control hubs) in order to receive the resources needed and then erected.
Some buildings require Power to operate, other are staffed by Colonists living nearby.
The Performance of any building indicates how effectively the building is performing its primary function. It depends on many factors such as researched technologies, upgrades and the current individual performance of the specific colonists working in the building. Qualified specialists and workers with high Morale will increase the performance of a building, while empty work slots, Renegades and workers with low Morale or other issues will be detrimental.
Buildings can be set to operate in three Work Shifts - first, second and night. Turning off some Work Shifts will conserve power and workforce.
Prefab
- The following buildings are available as prefabrication, which can be shipped to Mars and deployed instantly
- Drone Hub ($150M, 5 000 kg)
- Moisture Vaporator ($200M, 5 000 kg)
- Fuel Refinery ($200M, 5 000 kg)
- Stirling Generator ($400M, 2 000 kg)
- Investing in factories will help establish self-sufficiency in terms of maintenance and reduce reliance on imports, particularly for extractors
- Machine Parts Factory ($400M, 10 000 kg)
- Electronics Factory ($600M, 10 000 kg)
- Polymer Factory ($300M, 10 000 kg)
Infrastructure
Title | Size | Cost | Consumption | Maintenance | Effects | Research |
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Provides drone control | Tier 1 Robotics: Drone Hub | |
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Meteor protection | Tier 3 Physics: Meteor Defense Laser | ||
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Bonus to research rate. gives you remaining breakthroughs | Tier 4 Physics: Interplanetary Astronomy | ||
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Accelerates perks' development in colonists | Tier 4 Social: Dream Reality | ||
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Charges drones | |||
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Moves resources and colonist to mars from earth and rare metals from mars to earth | ||||
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Boosts scanning speed, especially for adjacent sectors. Extends the advance warning for disasters. | ||
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Houses and refuels Shuttles. | Tier 2 Robotics: C02 Jet Propulsion | ||
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Exports Rare Metals to Earth and offers resupply materials and prefabs at a discount | Tier 4 Engineering: Orbital Engineering | ||
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Increases the local temperature in cold areas and protects nearby buildings from cold waves. | Tier 1 Physics:Subsurface Heating | ||
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Reduces dust accumulation | Tier 4 Physics: Triboelectric Scrubbing | ||
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Creates an underground Power and Pipes connection to another location without having to build long power cable and oxygen/water pipes networks |
Power
- The Fusion Reactor is the only Power building that requires workers: 24 workers / 8 per shift
- Wind Turbines generate more power permanently at higher elevations and temporarily during Dust Storms
- Base power generation and base power storage is listed; both can be increased by researching upgrades
Title | Size | Cost | Consumption | Maintenance | Effects | Research |
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Generates ![]() |
Tier 4 Physics: Micro Fusion | ||
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Stores ![]() ![]() Max output |
Tier 2 Physics: Atomic Accumulator | |||
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Generates ![]() |
Tier 3 Engineering: Nuclear Fusion | |||
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Generates ![]() |
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Stores ![]() ![]() |
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Generates ![]() |
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Generates ![]() |
Tier 2 Physics: Stirling Generator | ||
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Generates ![]() |
Production
- All extractors contaminate nearby building with dust, which decrease times between maintenance.
Title | Size | Cost | Consumption | Maintenance | Base Production | Workers per Shift |
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Generates Drone Prefabs | 9 (3 per shift) | ||
10 | ![]() ![]() ![]() |
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30 (10 per shift) | |
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10 | ![]() ![]() ![]() |
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15 (5 per shift) | |
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12 (4 per shift) | ||
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18 (6 per shift) | ||
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12 (4 per shift) | ||
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Life Support
- Moisture Vaporators work less effectively when placed too close to other Moisture Vaporators
Title | Size | Cost | Consumption | Maintenance | Base Production | Workers per Shift |
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Produces food depending on crop | 6 | |||
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6 | ||
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Produces food depending on crop | 3 | |
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![]() No production during dust storms. |
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Stores ![]() Doesn't work during cold waves. |
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Stores large amounts of ![]() Doesn't work during cold waves. |
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Storage
- Drones, the RC Transport, and Shuttles move resources to and from Storage Depots and Dumping Sites
Title | Size | Cost | Consumption | Maintenance | Base Production |
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2 | Free | Stores 180 units of resources | |||
3 | Free | Stores 30 units of each resource | |||
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Stores 4,000 units of a specific resource | |
7 | Free | Stores 105 Waste Rock |
Domes
Title | Size | Cost | Consumption | Maintenance | Base Production | Research |
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Radius of 7 | ![]() ![]() ![]() |
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Radius of 9 | ![]() ![]() ![]() |
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Tier 2 Engineering: Low-G Engineering | ||
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Tier 4 Engineering: Gravity Engineering | |||
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+25 comfort (all residents) | Tier 4 Biotech: Localized Terraforming | ||
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Breakthrough: Multispiral Architecture |
Home, Education, and Research
Title | Size | Cost | Consumption | Maintenance | Effects | Workers | Research |
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24 residential space at 35 Comfort | Tier 1 Engineering: Low-G High-rise | ||
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+40 service comfort Services: Medical checks |
6 (2 per shift) | ||
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14 residential space at 60 comfort | |||
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Trains specialists | Tier 2 Social: Martian Education | ||
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8 residential space (children) at 60 comfort | |||
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+80 Service comfort Services: Playing |
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Accelerates research progress. | 9 (3 per shift) | ||
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Accelerates perks' development in colonists (children) | ||||
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Generates Research | 24 (8 per shift) | Tier 3 Social: Martian Institute of Science | |
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12 residential space at 70 Comfort | Tier 2 Engineering: Smart Home | ||
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4 residential space at 70 Comfort | Tier 2 Engineering: Smart Home |
Dome Services
Title | Size | Cost | Consumption | Maintenance | Effects | Workers per Shift |
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3 | ![]() ![]() |
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+80 service comfort Services: Luxury, Shopping |
3 (1 per shift) | |
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+70 service comfort Services: Luxury, Gaming, Gambling, Social |
9 (3 per shift) | |
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+60 service comfort Service: Dining, Social, Food |
6 (2 per shift) | |
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+100 service comfort Services: Shopping, Gaming |
3 (1 per shift) | |
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Service comfort: 50 Services: Food, Shopping |
3 (1 per shift) | |
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+50 service comfort Services: Exercise, Social |
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Reduces crime and Sanity loss | 9 (3 per shift) | |
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+60 service comfort Services: Relaxation, Drinking, Social |
6 (2 per shift) |
Dome Spires
- One Dome Spire can be built in the center of almost all of the Domes
- The Oval Dome has space for two Dome Spires
Title | Cost | Consumption | Maintenance | Effects | Workers per Shift |
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+32 residential space
+ 60 comfort |
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Provides clones | 18 (6 per shift) | |
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+70 service comfort Services: Medical Checks |
9 (3 per shift) | |
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Bonus to research rate | 18 (6 per shift) | |
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Removes colonist flaws. | ||
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Recycles up to 70% of the water consumed by a Dome. | 6 (2 per shift) |
Decorations
Title | Size | Cost | Consumption | Maintenance | Effects | Workers per Shift |
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+40 service comfort | |||||
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+40 service comfort | ||||
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+40 service comfort | ||||
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+100 service comfort +30 comfort (all residences) Services: Relaxation, Exercise, Playing |
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+40 service comfort Services: Relaxation, Exercise, Playing |
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+40 service comfort Services: Relaxation, Exercise, Playing |
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+40 service comfort Services: Relaxation, Exercise, Playing |
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+40 service comfort Services: Relaxation, Exercise, Playing |
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+40 service comfort Services: Relaxation, Exercise, Playing |
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+40 service comfort Services: Relaxation, Exercise, Playing |