Ixion Building Guide

Last Update: December 6, 2022 7:02 PM /

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Ixion Building Guide - cover

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 Guide - Internal Building List

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 Building Guide - External Building List

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!

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More Info About This Game
Learn more about Ixion
Game Page Ixion
Developer
Bulwark Studios
Publisher
Kasedo Games
Platforms
PC
Release Date
December 7, 2022 (Calendar)
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