Buildings and StructuresThis is a featured page

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Note: The box labeled "Power" means the amount of power used up unless it says "Provides XX power"
which instead of using power, it adds to your "Power produced:".
Resource Buildings
Farm


Farm
Description:

Farms provide food for your empire. Without food, you cannot explore, attract citizens, train workers, or build foot soldiers. Excess food is stored in silos and grain elevators, or can be sold on the market.

Research Required: None
Additional Buildings: None
Leads To: None

Cost
Land Gold Wood Iron Ticks Power Worth
1 25 10 0 4 0 2

Gold Mine


Gold Mine
Description:

Gold Mines most obviously give you gold. Gold is used to pay for everything including but not limited to; buildings, military units, exploration, and resources bought from the market.

Research Required: None
Additional Buildings: None
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
1 25 10 10 4 5 2

Lumber yard


Lumber Yard
Description:

The lumber yard provides you with wood, which is used for building most structures. Surplus wood can be sold on the market.

Research Required: None
Additional Buildings: None
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
1 25 5 5 4 5 2

Iron Mine


Iron Mine
Description:

The iron mine is almost as important as gold or oil. You need iron for building more advanced structures like the command center and other military buildings. Surplus iron can be sold on the market.

Research Required: None
Additional Buildings: None
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
1 25 10 5 4 5 2

Oil Well


Oil Well
Description:

Oil ranks 3rd only to food and gold. Oil is needed for building tanks and aircraft, as well as for exploring in the Advanced age.

Tip: Oil is a precious commodity and can fetch a good price on the market.

Research Required: Seismic Surveying (100 knowledge)

Note: Oil can be found in the Discovery Age via sending workers out to explore after Seismic Surveying has been researched.

Cost
Land Gold Wood Iron Ticks Power Worth
1 50 10 10 5 5 2
Silo

Silo
Description:

Silos hold food. The Maximum capacity per silo is 100 food.

Research Required: None
Additional Buildings: None
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
1 5 0 5 2 0 1

Grain Elevator


Grain Elevator
Description:

Grain elevators store food. The maximum capacity for a grain elevator is 5000 food. It also costs more because it holds more.

Research Required: Crop rotation ( 750 Knowledge)
Additional Buildings: Refinery
Leads To: None


Note: Grain Elevators become available in the Modern Age.

Cost
Land Gold Wood Iron Ticks Power Worth
5 500 0 500 4 0 10

Refinery


Refinery
Description:

Refineries give bonuses up to 200% for gold and iron production. In order to receive the 200% bonus, you must have 2 refineries per mine. Whichever type you have more of, build 2x as many refineries and you will receive bonus for both.
Example: Say you have 12 gold mines and 15 iron mines. If you build 30 refineries to get the 200% bonus on Iron, you will have enough built to also receive the 200% bonus for gold

Research Required: Bore-hole Mining(1500 knowledge)

Additional Buildings: None
Leads To: Grain Elevators


Cost
Land Gold Wood Iron Ticks Power Worth
4 40 20 10 8 7 2

Mill


Mill
Description:

Mills give you bonuses of up to 200% on wood production. In order to receive the 200% bonus, you must have 2 mills built for each lumber yard.

Research Required
: Chainsaw( 750 knowledge)

Additional Buildings: None
Leads To: None


Note: Current bug, you can build them after researching Chain Saws. You will not get a bonus for those built until you finish Researching Laser Cutting.

Cost
Land Gold Wood Iron Ticks Power Worth
4 40 20 10 8 7 2

Processing Plant


Processing Plant
Description:

Processing Plants give you a bonus of up to 200% on food production. In order to receive the 200% bonus, you must have 2 processing plants built for each farm.

Research Required: Agricultural Machinery(1500 knowledge)

Additional Buildings: None
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
4 150 50 50 8 15 2

House

House
Description:

Houses are where your citizens live. Each house can hold 5 citizens. Build them if you want to increase your population

Research Required: None
Additional Buildings: None
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
1 10 5 2 3 4 2


Military Buildings


Airfield


Buildings and Structures - Universe Wars Wiki!
Description:

An Airfield is where your planes take off and land. It is essential if you want to build hangars for plane storage.

Research Required: Flight (200 Knowledge)
Additional Buildings: Hangar, Air Base
Leads To: Warfare, Military Units: Jet Fighter, Helicopter


Cost

Land Gold Wood Iron Ticks Power Worth
3 150 10 10 6

25
20

Barracks


Barracks
Description:

This is where your troops are housed. There are various units that you can build and you can only fit 30 units in each barrack.

Research Required: Armed Forces(125 knowledge)

Additional Buildings: School
Leads To: Military Units: Attack Dog, Soldier


Cost
Land Gold Wood Iron Ticks Power Worth
2 15 6 5 4 6 3

Tank Storage


Tank Storage
Description:

This is where your tanks are stored. There are various tanks you can build and each tank storage has 10 free space. Each tank takes up a different amount of space, so keep an eye on what you build.

Research Required: Armored Vehicles (175 knowledge)
Additional Building: Machine Factory

Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
2 25 6 5 4 6 3

Hangar


Hangar
Description:

This is where your air units are stored. There are various air units you can build and each tank storage has 10 free space. Each air unit takes up a different amount of space, so keep an eye on what you build.

Research Required: Flight (200 knowledge)
Additional Building: Airfield

Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
2 25 6 10 5 6 3

Command Centre


Command Center
Description:

The command centre allows you to begin attacking other players. However, it can also be destroyed by the Elite Ops Blue spy-craft unit.

Research Required: Warfare (200 knowledge)

Additional Buildings: Machine Factory, Air Field
Leads To: Ability: Attack (on planet)


Cost

Land Gold Wood Iron Ticks Power Worth
2 600 50 50 8 60 40

Siege Factory


Seige Factory
Description:

A siege factory gives you an upgrade to the types of tank units you can build in the Discovery Age.

Research Required: Armed Forces (125 knowledge)

Additional Buildings: School
Leads To: Military Units: Artillery, Heavy Artillery


Cost
Land Gold Wood Iron Ticks Power Worth
6 20 6 12 5 25 40



Air Base


Air Base
Description:

The Air Base is required to build one of the most important buildings in the game, The Space Centre. The Airbase also allows you to build Attack Helicopters, Bombers,Tesla Towers, ADS's, and Gun Turret's once required research is completed.

Research Required: Flight (200 knowledge)
Additional Buildings: Air Field

Leads To: Space Centre, Telsa Turret, Air Defense, Gun Turret

Cost
Land Gold Wood Iron Ticks Power Worth
2 400 30 45 7 95 60

Machine Factory


Machine Factory
Description:

A machine factory is where tanks are built. It is essential in order to build tank storage buildings.

Research Required: Armored Vehicles (175 knowledge)

Additional Buildings: School

Leads To: Tank Storage and Military Unit: Light tank

Cost
Land Gold Wood Iron Ticks Power Worth
6 200 10 17 6 50 40

Training Facility

Training Facility
Description:

Makes the Sniper, Grenadier, and Commando units available to train.

Research Required: Specialist Forces (250 knowledge)

Additional Buildings: Research Facility
Leads To: Military Units: Sniper, Grenadier, Commando


Cost
Land Gold Wood Iron Ticks Power Worth
4 200 30 30 6 50 140


Military Academy


Military Academy
Description:

Allows the training of Special Ops, Flame Thrower, and Rocketeer units.

Research Required: Advanced Weaponry (5500 knowledge)

Additional Buildings: Research Facility
Leads To: Military Units: Flame Thrower, Special Ops, Rocketeer


Cost
Land Gold Wood Iron Ticks Power Worth
6 600 60 60 10 70 50


Weapons Plant


Weapons Plant
Description:

The weapons plant provides you with slightly more advanced weapons for troops, tanks, and planes resulting in new units to build.

Research Required: Specialist Forces (250 Knowledge)
Additional Buildings: Research Facility
Leads To: Military Units: Heavy Tank, Rocket Artillery


Cost
Land Gold Wood Iron Ticks Power Worth
6 500 50 100 8 75 50


Advanced Weapon Facility

Advanced Weapon Facility
Description:

The advanced weapons plant provides you with the final advancement in weapons for troops, tanks, and planes resulting in new units to build.

Research Required: Advanced Weaponry (5500 Knowledge)
Additional Buildings: Military Academy
Leads To: Military Units: AA Tank, Fighter Bomber, Telsa Tank, Fusion Bomber, Juggernaut, Stealth Bomber


Cost
Land Gold Wood Iron Ticks Power Worth
12 900 100 300 10 150 70


Defensive Structures

(Cost outweighs function. Building not recommended)
ADS

Aircraft Defense System
Description:

Air defense system. Its intended purpose is to shoot down air units.

Research Required: Defensive Capabilities (125 Knowledge)
Additional Building: Airbase
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
2 500 38 64 5 15 5

Bunker


Bunker
Description:

The bunker is and underground holding area. Its intended purpose is to stash some resources and keep workers safe.

Research Required: Defensive Capabilities (125 Knowledge)
Additional Buildings: None
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
2 50 13 14 5 0 2

Flak Cannon


Flak Cannon(This Building has been taken off from the game.)
Description: (This Building has been taken off from the game.)

Not as powerful as the ADS, but also intended to shoot down air units.

Research Required: Defensive Capabilities (125 Knowledge)
Additional Buildings: None
Leads To: None

Cost
Land Gold Wood Iron Ticks Power Worth
2 50 14 15 5 6 4

Guard Tower


Guard Tower(This Building has been taken off from the game.)
Description:(This Building has been taken off from the game.)

Intended as a high vantage point for troops shooting at ground units.

Research Required: Defensive Capabilities (125 Knowledge)
Additional Buildings: None
Leads To: None

Cost
Land Gold Wood Iron Ticks Power Worth
2 80 23 24 5 6 3

Gun Turret


Turret(This Building has been taken off from the game.)
Description:(This Building has been taken off from the game.)

Intended to mow down any ground troops that get in the way if its spray of bullets.

Research Required: Defensive Capabilities (125 Knowledge)
Additional Building: Airbase
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
2 120 33 54 5 8 4

PDS


Planetary Defense System (PDS)(This Building has been taken off from the game.)
Description:(This Building has been taken off from the game.)

The planetary defense system is intended to take out invading units from space. It is the most powerful of the defence buildings. (AKA Pointless Defense System)

Research Required: Deep Space Exploration (6250 Knowledge)
Additional Building: Space Station
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
2 2000 1000 1500 5 80 7

Plasma Cannon


Plasma Cannon
Description:

The plasma cannon is stronger than the flak cannon, but weaker than the ADS. Intended to shoot down enemy planes.

Research Required: Defensive Capabilities (125 Knowledge)
Additional Buildings: N/A
Leads To: N/A


Cost
Land Gold Wood Iron Ticks Power Worth
2 800 43 94 5 8 6

Tesla Tower


Tesla Tower(This Building has been taken off from the game.)
Description:(This Building has been taken off from the game.)

Intended to shock ground units to death. The electrical shock can also disable tanks.

Research Required: Defensive Capabilities (125 Knowledge)
Additional Building: Airbase
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
2 300 38 64 5 35 5


Power Plants
Coal Power Plant


Coal Power Planet
Description:

The first available power plant. Provides 30 power generation points per plant built.

Research Required: Electricity (100 knowledge)
Additional Buildings: School
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
3 40 10 16 3 30 4

Crystal Power Plant


Crystal Power Plant
Description:

The most efficient of all the power plants. Provides 500 power generation points per plant built.

Research Required: Light Amplification (3750 knowledge)
Additional Buildings: None
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
3 800 60 150 4 500 7

Fusion Power Plant


Fusion Power Plant
Description:

Not as efficient as Solar or Wind energy, but less expensive to build. Provides 140 power generation points per plant built.

Research Required: Fusion (150 Knowledge)
Additional Buildings: Research Facility
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
3 200 20 60 4 140 6

Gas Power Plant


Gas Power Plant
Description:

More efficient than coal power plants. The second power plant to become available. Provides 70 power generation points per plant built.

Research Required: Seismic Surveying (100 knowledge)
Additional Buildings: University
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
3 70 12 20 3 70 5

Solar Power Plant


Solar Power Plant
Description:

More efficient than Fusion, but also more costly. Provides 200 power generation points per plant built.

Research Required: Solar Energy (175 Knowledge)
Additional Buildings: Research Facility
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
4 350 40 80 5 200 7

Wind Power Plant


Wind Power Plant
Description:

More efficient than Solar and Fusion, but still more costly. Provides 300 power generation points per plant built.

Research Required: Wind Energy (300 Knowledge)
Additional Buildings: None
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
4 500 50 100 5 300 7


Other Unique Buildings

Weather Control System (WCS)

Cargo Warehouse
Description:

The weather Control System controls the Weather. It reduces the chance of bad weather. This is a very important building if yo want to make the most of your workers.

Research Required
: Space Travel
(2800 Knowledge)
Additional Buildings: Space Port
Leads To: Less Extreme Weather


Cost

Land Gold Wood Iron Ticks Power Worth
2 1000 500 3900 8


0
400

Orbital Habitat

Orbital Platform
Description:

Allows an additional 250 workers in age 3

Research Required: Space Travel (2800 Knowledge)
Additional Buildings: Spaceport
Leads To: Deep Space Colony


Cost
Land Gold Wood Iron Ticks Power Worth
2 100,000 3,000 100,000 8 0 5,000

Deep Space Colony

Deep Space Colony
Description:

Provides an additional 250 workers in Age 3

Research Required: Deep Space Exploration
(6250 Knowledge), Light Amplification (3750 Knowledge), and Deep Space Reconnaissance (3000 Knowledge).
Buildings Required: Launch Pad, Space Port, Space Center, and Space Station.
Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
1 200,000 6,000 200,000 8 0 35000

HLLB Satellite Facility

Satellite Facility
Description:

Allows you to build Weather Control System, Spy Satellites, and Communications Satellites.

Research Required: Communications
(750 Knowledge) and Deep Space Exploration(6250 Knowledge)
Additional Buildings: Space Centre
Leads To: Abilities: Spy Satellite, Stealth Spy Satellite, Communication Satellite


Cost
Land Gold Wood Iron Ticks Power Worth
2 13,000 500 3,000 10 0 400

School

School
Description:

Your school is essential for quenching your thirst for knowledge. After building your school, you can assign workers to learn. Learning gives you knowledge which you can use to research. Researching advances your empire making it more powerful.

Research Required: None
Additional Buildings: None
Leads To: Everything

Cost
Land Gold Wood Iron Ticks Power Worth
4 300 12 15 4 20 10

University


University
Description:

The university is required for advancement into the Modern Age(Age 2). It also makes available new researches to advance your empire further.

Research Required:
Higher Education (150 Knowledge), Electricity Production (50 Knowledge), and Electricity Consumption (50 Knowledge)
Additional Buildings: School
Leads To: Research: Scientific Method


Cost
Land Gold Wood Iron Ticks Power Worth
12 700 55 60 10 50 40

Research Facility


Research Facility
Description:

The research facility becomes available in Modern Age(Age 2). It provides the ability or assign up to 165 workers to learn so that advancing your empire becomes easier. It also unlocks more technologies to research.

Research Required:
Scientific Method (125 Knowledge), Electricity(100 Knowledge)
Additional Building: University
Leads To: Training Facility, Weapons Plant


Cost
Land Gold Wood Iron Ticks Power Worth
20 1,000 200 200 10 85 95

Launch Pad


Launch Pad
Description:

The launch pad make off planet attacking possible. A necessity if you wish to retaliate against someone off your planet who has attacked you.

Research Required: Space Travel
(2800 Knowledge)
Additional Building: Space Center
Leads To: Ability: Off World Attack


Cost
Land Gold Wood Iron Ticks Power Worth
2 700 50 300 6 80 65

Space Dock


Space Dock
Description:

Once used for universal trade. No longer needed due to new market system. Currently petitioning to get rid of this structure and reuse artwork for orbital platform or deep space colony.

Research Required: Deep Space Exploration
(6250 Knowledge)
Additional Building: Space Center
Leads To: Ability: +15% Trade


Cost
Land Gold Wood Iron Ticks Power Worth
2 700 0 200 8 170 65

Space Port


Space Port
Description:

Once used for inter-planetary trade. No longer needed due to new market system. Currently petitioning to get rid of this structure and reuse artwork for orbital platform or deep space colony.

Research Required: Space Travel
(2800 Knowledge)
Additional Building: Space Center
Leads To: Orbital Habitat, Weather Control System, Ability: +15% Trade


Cost
Land Gold Wood Iron Ticks Power Worth
2 700 0 100 8 80 70

Space Centre


Space Center
Description:

Allows for launch pad and space port to be built Also makes deep space exploration available for research.

Research Required: Space Travel
(2800 Knowledge)
Additional Buildings: Air Base
Leads To: Space Port, Launch Pad


Cost
Land Gold Wood Iron Ticks Power Worth
2 700 40 200 7 95 60


Space Station


Space Station
Description:

Allows for universal attack. A necessity if you wish to attack someone outside your galaxy. Also makes the PDS available.

Research Required: Deep Space Exploration
(6250 Knowledge)
Additional Buildings: Deep Space Colony
Leads To: PDS, Ability: Universal Attack


Cost
Land Gold Wood Iron Ticks Power Worth
2 900 0 300 10 170 100



Market


Market
Description:

Allows for buying and selling resources. Cargo warehouses are required in order to do so.

Researches Required: Diplomacy
(100 Knowledge) and Trade (400 Knowledge)
Additional Buildings: Cargo Warehouse
Leads To: Ability: Global Trade


Cost
Land Gold Wood Iron Ticks Power Worth
2 200 40 50 8 30 45



Cargo Warehouse

Cargo Warehouse
Description:

Allows for up to 10,000 of any resource to be sold on the market per cargo warehouse built. Warehouses clear after 3 ticks.

Research Required: Trade (400 knowledge)
Additional Building: Market
Additional Information: Only 500 of these can be built

Leads To: None


Cost
Land Gold Wood Iron Ticks Power Worth
1 500 100 20 3 15 0



Central Intelligence

Cargo Warehouse
Description: Gives you the ability to perform spy sweeps and Red ops, also leads onto satellite surveillance

Research Required:Spycraft (800 knowledge)
Additional Buildings: School
Leads To: Satellite
Surveillance, Abilities: Spy Sweeps, Red Ops

Cost
Land Gold Wood Iron Ticks Power Worth
12 900 500 3000 10 0 200





Description:

Research Required
:

Additional Buildings:
Leads To:


Cost

Land Gold Wood Iron Ticks Power Worth























beeasyonme
beeasyonme
Latest page update: made by beeasyonme , Nov 7 2008, 3:54 PM EST (about this update About This Update beeasyonme updated university - beeasyonme

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Started By Thread Subject Replies Last Post
scienceguy Grain Elevators vs. Silos 2 Nov 7 2007, 1:29 AM EST by fiskers
Thread started: Nov 3 2007, 12:39 PM EDT  Watch
Grain elevators actually have less value. 1000 gold of silos holds 20,000 food, whereas 1000 gold of grain elevators holds only 10,000 food, therfore, silos seem better, unless your wanting to save space, as 20,000 food in silos takes up 200 space, whereas 20,000 food in grain elevators takes up only 40 space.
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beeasyonme Keep it Up 0 Oct 25 2007, 5:38 PM EDT by beeasyonme
Thread started: Oct 25 2007, 5:38 PM EDT  Watch
Great Job GUYS! Snuffles with the pics and Thornton with the info, and me with the template =D
Sadly I don't remember how to remake the table like that anymore...
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SweatyPyro Working 0 Oct 19 2007, 4:19 PM EDT by SweatyPyro
Thread started: Oct 19 2007, 4:19 PM EDT  Watch
I'll be glad to, but I think I need Writer's position....
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