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Part 3
Deadlock

Part 3

Deadlock building guide covering farming, power, mining, factories, research, hospitals, culture, and shipyards with specific costs and requirements.

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Deadlock building guide covering farming, power, mining, factories, research, hospitals, culture, and shipyards with specific costs and requirements.

Farming Buildings:

Farming buildings are essential for gathering Food and Wood. Each subsequent upgrade produces more resources with less labor. Kelp farms, constructable only on sea platforms, provide equivalent output to Hydroponic farms.

Power Buildings:

Power buildings supply Energy, crucial for construction and maintenance. Researched technologies allow for anti-matter pod production. Tidal Energy plants, built on sea platforms, produce equivalent output to a Fusion Plant.

  • Nuclear Plant: 280 cr., 150 labor, 50 Wood, 50 Iron. (1 Energy/turn). Sea Platform only.
  • Fusion Plant: 100 cr., 50 labor, 25 Iron.
  • Anti-Matter Plant: 200 cr., 150 labor, 100 Iron. Requires Tech: Nuclear Fusion.
  • Tidal Energy Plant: 400 cr., 250 labor, 200 Iron, 25 Energy, 20 Electronics. Requires Tech: Anti-Matter Containment.
  • Tidal Energy Plant (Sea Platform only): 260 cr., 150 labor, 100 Iron.

Mining Buildings:

Mining buildings provide Iron and, with research, Endurium. Later versions are smaller and more productive.

  • Surface Mine: 100 cr., 100 labor, 50 Wood. (4 sq. size)
  • Mantle Drill: 200 cr., 200 labor, 50 Wood, 10 Iron. (5 Energy/turn). (1 sq. size). Requires Tech: Molecular Bonding.
  • Sub-space Magnet: 300 cr., 350 labor, 100 Wood, 50 Iron, 15 Electronics. (10 Energy/turn). (1 sq. size). Requires Tech: Sub-space Scanner.

Factory Buildings:

Factories produce land assault forces and refine Iron and Endurium. They also offer trade capabilities. Advanced versions are smaller and more productive.

  • Factory: 100 cr., 100 labor, 50 Iron. (2 Energy/turn). (4 sq. size)
  • Automated Factory: 250 cr., 200 labor, 150 Iron, 20 Energy (5/turn), 20 Electronics. Requires Tech: Automation. (4 sq. size)
  • Replication Station: 550 cr., 300 labor, 325 Iron, 50 Energy (25/turn), 40 Electronics. Requires Tech: Metal Replication. (1 sq. size)

Research Buildings:

Research buildings grant access to expansion tools and are necessary for superior weapons and electronic parts. Advanced versions are smaller and more productive. Tech Lab and Collective Tech Lab can be built on sea platforms.

  • University: 100 cr., 100 labor, 25 Iron. (10 Energy/turn). (4 sq. size)
  • Tech Lab: 200 cr., 200 labor, 100 Iron. (20 Energy/turn), 5 Electronics. Requires Tech: Chaos Computers. (1 sq. size)
  • Collective Tech Lab: 500 cr., 300 labor, 250 Iron, 25 Energy (40/turn), 25 Electronics. Requires Tech: Cortex Scanner. (1 sq. size)

Hospital:

The hospital prevents plagues, provides a morale boost, and can heal Militia units.

  • Hospital: 250 cr., 200 labor, 50 Iron, 25 Energy (2/turn). Requires Tech: Advanced Medicine. (1 sq. size)

Culture Buildings:

Culture buildings produce culture, which is needed in certain situations. The Museum requires 10 Energy per turn but is more efficient with fewer colonists.

  • Cultural Center: 75 cr., 100 labor, 25 Wood, 10 Iron. (1 sq. size)
  • Museum: (Upgrade of Cultural Center). Requires 10 Energy/turn. 3 colonists produce 15 culture (vs 5 colonists producing 10 culture).
  • Art Complex: 200 cr., 250 labor, 15 Wood, 25 Iron, 15 Energy. Requires Tech: Endurium Mining. (4 sq. size). Art pieces provide 2 morale points each, up to 10 per turn. Export or sell pieces to Skirineen.

Shipyard Buildings:

Shipyards assemble sea-capable units and Sea Colonizers for deploying Sea Platforms. Both can be built on firm ground and Sea Platforms.

  • Shipyard: 150 cr., 150 labor, 75 Wood. (2 Energy/turn). (1 sq. size)
  • Hydroport: 250 cr., 250 labor, 10 Wood, 250 Iron, 20 Energy (5/turn), 10 Electronics. Requires Tech: Shockwave Projector. (1 sq. size)

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