Buildings Data

Base-building and production structures. A compact table defining building types, upgrade levels, production rates, and tech-tree effects.

84 records GeneralBuildingTable v1.1.80

Table Structure

Source TableDataManager.building_map Struct GeneralBuildingTable (value type) Key Type int — unique building ID Records 84 entries (building types × upgrade levels)

The building table is the smallest of the extracted data tables. It defines the base structures that players construct and upgrade. Each record represents a building at a specific upgrade level, meaning the 84 records cover relatively few building types with multiple levels each.

BuildingType Values

ValueNameDescription
0NoneDefault / unset
1CommandCenterCentral hub; unlocks other buildings and features
2MineralProductionMineral production — generates minerals over time
3MineralStorageMineral storage — increases mineral capacity
4GasProductionGas production — generates gas over time
5GasStorageGas storage — increases gas capacity
6OilProductionOil production — generates oil over time
7OilStorageOil storage — increases oil capacity
8SupplyDepotSupply depot
9BarracksBarracks
10FactoryFactory
11ArmoryArmory
12AcademyAcademy
13ScienceFacilityScience facility
14AllienceCanterAlliance center (note: typo in game code — should be "AllianceCenter")

Key Fields

Building stats
FieldTypeNotes
IDintPrimary key; unique per building-level combination
eBuildTypeBuildingTypeType of building (see table above); offset 0xC
iLevelintUpgrade level for this record
OwnedEffectTypesPropertyType[]Array of stat/effect types this building provides; offset 0x80
OwnedEffectValuesfloat[]Array of effect magnitudes corresponding to OwnedEffectTypes; offset 0x88
iPaymentIDintPayment/currency type identifier for upgrade cost; offset 0x40
iCostintCost amount to upgrade to this level; offset 0x44
iBuildTimeintBuild/upgrade duration in seconds; offset 0x30
iCenterLevelintCommand Center level required to build/upgrade; offset 0x70
Open Questions
  • The BuildingType enum has 15 values (0–14). With 84 records across 14 non-None types, that averages 6 levels per type — how many levels does each type actually have?
  • How do OwnedEffectTypes/OwnedEffectValues arrays interact with ship stats — are they global modifiers or mode-specific?
  • What are the distinct iPaymentID values used — do different building types require different currency types?
  • Is there a building dependency tree beyond the iCenterLevel requirement?
  • Do production buildings (Mineral, Gas, Oil) have offline accumulation caps tied to their storage counterparts?