In this Ixion Building Guide, we'll tell you how Building works, how to unlock more Buildings, and how Specialization can get you production bonuses!
How to Build in Ixion
Every Ixion Building requires a Workshop, the Building blueprint unlocked, the resources to place the Building, Road access to the Building site, and the resources needed to construct it. Most buildings also have arrows indicating where they need to be connected to a Road. Nearly every Building requires Road access.
Placing the correct Buildings in the Tiqqun is important. Each Sector will need housing for its Workers and Non-Workers, storage for resources, an Infirmary for Health, and Batteries to supply backup power. You'll also need to ensure that there are enough Stability-enhancing Buildings to keep a Sector's population from going on Strike.
How to Unlock More Buildings in Ixion
You can unlock more Buildings in Ixion with Research in the Tech Tree. Most items on the Tech Tree have several sub-items that can be Researched to provide bonuses for the associated Building.
How to Get More Space for Buildings in Ixion
You can get more space to Build in Ixion by opening up new Sectors. Be careful, though -- each newly-opened Sector will slightly increase the ongoing damage to Hull Integrity. Don't open up new Sectors unless you actually intend to Build in them!
How Building Specialization Works in Ixion
Specialization is a Building mechanic in Ixion that grants bonuses to a Sector if you have enough Buildings of the same class. Buildings have icons for either Space, Industry, Food, or Population. This mechanic encourages you to dedicate each Sector to a specific purpose.
Here are some examples of Specializations:
- Food - Tier 1
- Food production Buildings require 10% less Water
- Buildings produce 30% more Waste
- Industry - Tier 1
- Batteries last 20% longer
- Space - Tier 1
- Docking Bays load and unload resources 30% faster
- Hull repair is 10% more efficient
You'll spend most of Chapter 1 confined to Sector 1, but that will gradually change as you advance through the campaign. As you expand to new Sectors, carefully consider how you might want to Specialize each Sector.
Ixion Building List
Building | Tier | Size | Power Cost |
Workers Needed |
Produces Waste? |
Building Cost | Notes |
---|---|---|---|---|---|---|---|
Stockpile - Small | 0 | 4x4 | 3 | 5 | N | 10 Alloy | Stores 100 units of a single resource. |
Workshop | 0 | 4x4 | 2 | 4 | N | 20 Alloy | Builds other Structures. |
Crew Quarters | 1 | 3x3 | 1 | 0 | N | 15 Alloy | Provides housing for 15 Crew Members. |
Docking Bay | 1 | 12x9 | 14 | 12 | N | 60 Alloy | Constructs Ships and supports up to 3 Ships. Must be built on the outer wall of a Sector. Cannot intersect with the Sector Sign. |
EVA Airlock | 1 | 12x9 | 12 | 9 | N | 90 Alloy | Needed for Building the Exterior Structures. Repairs up to 48 Units of Hull per Cycle for 4 Units of Alloy. Must be built on the outer wall of a Sector. Cannot intersect with the Sector Sign. |
Gateway | 1 | N/A | N/A | 40 | N | 80 Alloy, 2 Electronics, 16 Food | Opens up access to adjacent Sectors. The required Workers will automatically transfer to the next Sector along with the initial supply of Food. |
Infirmary | 1 | 3x6 | 3 | 5 | N | 40 Alloy | Provides Health for up to 15 injured Crew Members. |
Insect Farm | 1 | 4x8 | 5 | 8 | N | 20 Alloy | Grows 1 Food per Cycle. |
Mess Hall | 1 | 4x6 | 5 | 5 | N | 40 Alloy | Serves 500 Crew Members, using 50 Food every 5 Cycles. |
Probe Launcher | 1 | 12x9 | 6 | 9 | N | 90 Alloy | Constructs Probes and supports up to 1 Probe. Must be built on the outer wall of a Sector. Cannot intersect with the Sector Sign. |
Tech Lab | 1 | 9x9 | 12 | 30 | Y | 75 Alloy | Required for Research. Generates 1 Science every 30 Cycles. Limit of 1 on the Ship. |
Alternative Life Center | 2 | 5x6 | 6 | 10 | N | 70 Alloy, 1 Electronics | Provides +1 Stability in the Sector. Limit of 1 per Sector. |
Battery - Tier 1 | 2 | 3x3 | N/A | N/A | N | 40 Alloy | Stores 100 Power. |
Cryonics Center | 2 | 5x7 | 5 | 15 | N | 40 Alloy, 3 Electronics | Allows awakening of Crew Members stored in Cryonic Pods. |
Electronics Factory | 2 | 6x15 | 30 | 30 | Y | 110 Alloy | Produces 1 Electronics from 30 Silicon every 3 Cycles. |
Memorials | 2 | 7x7 | 0 | 0 | N | 60 Alloy, 2 Electronics | Provides +1 Stability in the Sector. Different Memorials can be unlocked as new events unfold. Limit of 1 of each type of Memorial per Sector. |
Polymer Refinery | 2 | 9x6 | 5 | 15 | Y | 80 Alloy, 1 Electronics | Produces 5 Polymer from 5 Carbon every 1 Cycle. |
Steel Mill | 2 | 9x12 | 15 | 30 | Y | 50 Alloy, 2 Electronics | Produces 15 Alloy from 15 Iron every 1 Cycle. |
Battery - Tier 2 | 3 | 5x5 | N/A | N/A | N | 50 Alloy, 2 Electronics | Stores 300 Power. |
Battery - Tier 3 | 3 | 7x7 | N/A | N/A | N | 60 Alloy, 3 Electronics | Stores 700 Power. |
Cell Housing | 3 | 8x2 | 3 | N/A | N | 90 Alloy | Must be built on the outer wall of a Sector. Cannot intersect with the Sector Sign. Provides no Stability bonus, even with upgrades. |
Colonization Training Center | 3 | 9x9 | 2 | 4 | N | 90 Alloy, 4 Electronics | Converts 15 Non-Workers into 15 Colonists for the cost of 1 Electronics. |
Crop Farm | 3 | 3x6 | 7 | 4 | Y | 30 Alloy, 1 Electronics | Allows you to Build Crop Fields adjacent to the Crop Farm. |
Crop Field | 3 | 4x4 | 3 | 4 | N | 16 Alloy | Built at the Crop Farm. Converts 1.5 Water into 1.3 Food per Cycle, and is harvested every 10 Cycles. All Crop Fields must be physically connected to the Crop Farm. Crop Fields do not require Road access. Maximum of 9 Crop Fields per Crop Farm. |
DLS Center | 3 | 5x7 | 5 | 3 | N | 35 Alloy, 1 Electronics | Allows you to set Policies for the Sector. Provides +1 Stability by default due to the "Propaganda" Policy. |
Domotic Quarter | 3 | 3x6 | 2 | N/A | N | 80 Alloy, 2 Electronics | Houses up to 60 Crew Members in high-quality housing. Only has Road access on the long sides. Provides +3 Stability if the majority of a Sector is in this housing. |
Fire Station | 3 | 6x6 | 5 | 10 | N | 60 Alloy, 1 Electronics | Puts out fires on the ship. |
Fusion Station | 3 | 6x12 | 10 | 10 | Y | 60 Alloy, 2 Electronics | Converts 15 Ice into 40 Water every Cycle. Stores Water. |
Legislative Strengthening Center | 3 | 6x6 | 6 | 10 | N | 75 Alloy, 1 Electronics | Provides +2 Stability when a Sector's Stability is below 0. Limit of 1 per Sector. |
Mushroom Wall | 3 | 8x4 | 5 | 10 | N | 90 Alloy, 1 Electronics | Converts 2 Waste into 1 Food after 3 Cycles. Must be built on the outer wall of a Sector. Cannot intersect with the Sector Sign. |
Optimized Quarter | 3 | 3x6 | 2 | N/A | N | 40 Alloy | Houses up to 40 Crew Members in average-quality housing. Provides +2 Stability if the majority of a Sector is in this housing. |
Stockpile - Large | 3 | 8x8 | 5 | 12 | N | 25 Alloy, 2 Electronics | Stores 600 units of a single resource. |
Stockpile - Medium | 3 | 8x4 | 4 | 8 | N | 15 Alloy, 1 Electronics | Stores 300 units of a single resource. |
Waste Treatment Center | 3 | 9x9 | 15 | 20 | N | 95 Alloy, 2 Electronics | Transforms 50 Waste into either 50 Alloy, 20 Polymer, or 1 Electronics every 10 Cycles. Requires the DLS Center and the "Waste Recycling" Policy. |
Algae Farm | 4 | 4x6 | 9 | 15 | Y | 50 Alloy, 3 Electronics | Allows you to Build Algae Fields adjacent to the Algae Farm. |
Algae Plantation | 4 | 4x6 | 6 | 5 | N | 24 Alloy | Built at the Algae Farm. Converts 36 Water into 6.6 Food per Cycle, and is automatically harvested every 5 Cycles. All Algae Plantations must be physically connected to the Algae Farm. Algae Plantations do not require Road access. Maximum of 4 Algae Plantations per Algae Farm. |
Drone Bay | 4 | 8x8 | 30 | 10 | N | 85 Alloy, 4 Electronics | Creates Drones which can move 10 resources at a time between Sectors. |
Exo-Fighting Dome | 4 | 14x14 | 40 | 20 | N | 450 Alloy, 9 Electronics | Provides +1 Stability in a Sector. This bonus can be extended to other Sectors with Train Stations. Limit of 1 on the ship. |
Health Center | 4 | 8x8 | 40 | 50 | N | 150 Alloy, 9 Electronics | Provides Health for up to 100 injured Crew Members. |
Hull Temple | 4 | 4x8 | 7 | 10 | N | 90 Alloy, 2 Electronics | Provides +1 Stability in a Sector where the Cult of the Hull is present. Must be built on the outer wall of a Sector. Cannot intersect with the Sector Sign. Limit of 1 per Sector. |
Nuclear Power Plant | 4 | 9x9 | 20 | 60 | Y | 300 Alloy, 5 Electronics | Produces 10 power per 1 Hydrogen per Cycle. Uses 3-10 Hydrogen per Cycle to produce 30-100 Power. |
Observatory | 4 | 12x3 | N/A | N/A | N | 230 Alloy, 1 Electronics | Provides +1 Stability in a Sector but reduces the maximum Hull Integrity by 25. Must be built on the outer wall of a Sector. Cannot intersect with the Sector Sign. Provides a one-time +10% Trust Bonus when construction is completed. Limit of 1 per Sector. |
Train Station | 4 | N/A | N/A | N/A | N | 100 Alloy, 8 Electronics. | Speeds up Crew transfers between Sectors and allows for some Buildings' influence to spread to adjacent Sectors. Must be built in each Sector. |
Water Treatment Center | 4 | 5x7 | 100 | 10 | N | 80 Alloy, 5 Electronics | Uses 50 Waste to fulfill all Water needs in a Sector. |
Ixion External Building List
Building | Power Generation |
Building Cost | Notes |
---|---|---|---|
Small Solar Panel 1 | 40 | 10 Polymer | |
Small Solar Panel 2 | 40 | 15 Polymer | |
Medium Solar Panel 3 | 45 | 45 Polymer, 1 Electronics | |
Medium Solar Panel 4 | 45 | 60 Polymer, 2 Electronics | |
Medium Solar Panel 5 | 45 | 75 Polymer, 3 Electronics | |
Large Solar Panel 6 | 50 | 225 Polymer, 4 Electronics | |
Large Solar Panel 7 | 50 | 250 Polymer, 5 Electronics | |
Large Solar Panel 8 | 50 | 275 Polymer, 6 Electronics | |
Large Solar Panel 9 | 50 | 300 Polymer, 7 Electronics | |
Retractable Telescopic Pole | N/A | 60 Polymer | Unlocked in Chapter 2. Allows for the Tiqqun to dock with other ships. |
That's the end of our Ixion Building Guide. Have a gander at our other guides below!