Buildings Data
Base-building and production structures. A compact table defining building types, upgrade levels, production rates, and tech-tree effects.
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
| Value | Name | Description |
|---|---|---|
1 | CommandCenter | Central hub; unlocks other buildings and features |
2 | MineralProd | Mineral production — generates primary resource over time |
3 | GasProd | Gas production — generates secondary resource over time |
4 | Research | Research lab — unlocks tech-tree upgrades |
5 | Shipyard | Ship construction and upgrade facility |
6 | Defense | Base defense structures |
Incomplete
BuildingType values above are partially inferred from field names and behavior. Additional types may exist. The enum has not been fully extracted.
Key Fields
Building stats| Field | Type | Notes |
|---|---|---|
ID | int | Primary key; unique per building-level combination |
eBuildingType | BuildingType | Type of building (see table above) |
iLevel | int | Upgrade level for this record |
eEffectType | PropertyType | The stat or effect this building provides at this level |
fEffectValue | float | Effect magnitude (e.g., production rate, bonus percentage) |
iUpgradeCostGold | int | Gold cost to upgrade to this level |
iUpgradeTime | int | Upgrade duration in seconds |
iRequiredLevel | int | Command Center level required to build/upgrade |
Open Questions
- Are there more than 6 building types? The 84 records / ~14 levels per type suggests a small count.
- How do building effects interact with ship stats — are they global modifiers or mode-specific?
- Is there a building dependency tree beyond the Command Center level requirement?
- Do production buildings have offline accumulation caps?