How many Pax Autocratica buildings are there?
Early Access includes a large structure set (community comparisons cite roughly 65 versus Prologue’s smaller list). Treat live unlock trees as versioned — do not freeze a single number as eternal.
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Pax Autocratica buildings are the physical State: barracks, prisons, food halls, research stations, factories, propaganda tools, and military bureaus that turn survivors into a regime. This wiki-style hub maps confirmed structure roles from Multiverse / Multiverse without inventing unlock costs. Verified August 16, 2026 · Steam.
| Fact | Detail |
|---|---|
| Platform | Steam PC · Windows · Steam Deck Playable |
| Genre | Satirical colony sim · FPS roguelite |
| Confirmed families | Housing · production · research · storage · prison · military · propaganda / control |
| Official work verbs | Mine · gather · haul · research · manufacture weapons / armor / food / supplies |
| Construction tools | Foundations · slopes · snap · drag-to-build · height adjustments (dev notes) |
| EA vs Prologue | Community comparison cites Prologue ~15 buildings vs EA ~65 — never mix price tables |
| Costs | Exact unlock costs / build times: TBA until confirmed in your EA build |
| Verified | August 16, 2026 |
Steam and official materials describe a full production society, not a single “town center.” Group Pax Autocratica buildings by the question they answer — sleep, unlock, feed, store, punish, fight, or persuade — then place clusters instead of scattered vanity pads.

| Family | Job | Named examples (confirmed / observed) |
|---|---|---|
| Housing / enlistment | Sleep + graduate adults into the roster | Barracks · Victory Square (enlistment) |
| Research | Unlock structures and systems | Research buildings · research station / transfer station (observed) |
| Food & supplies | Feed citizens and stock runs | Food hall · food production facilities |
| Industry | Weapons, armor, materials | Factories · Weapon Workshop / Weapon Research Center (observed) |
| Logistics | Hold and move goods | Storage · haul destinations |
| Custody | Hold captives for conversion or warning | Prison (starter cell; upgrades expand capacity) |
| Military / command | Expedition and State power tools | Tactical Bureau · barracks as military housing |
| Control / morale | Propaganda, surveillance, comfort levers | Propaganda facilities · monitoring towers · indoctrination / entertainment hubs (role-confirmed) |
Early Access still iterates names and unlock trees. Prefer roles in planning tables, and mark any cost, power draw, or exact worker count you have not verified as TBA. Do not copy Prologue building lists into full EA guides.
Reliable per-building icons from official/Steam art were not available as clean cutouts for this pass — tables stay text-first. When Multiverse publishes distinct structure icons, they will land in the entity image map.
Next: which production buildings actually unlock the colony loop.
Official store language is the priority list: mine and gather inputs, haul them, research unlocks, then manufacture weapons, armor, food, and supplies. Fancy propaganda pads do not replace an empty food hall.
| Build focus | Unlocks / feeds | Build when |
|---|---|---|
| Research capacity | New entries in the construction list | Whenever construction mode shows nothing you need |
| Resource extraction | Ore / gathered inputs for crafts and pads | Before spamming foundations you cannot afford |
| Storage + haul endpoints | Keeps manufacture from choking | As soon as piles appear at workshops |
| Food hall / food line | Hunger control + run supplies | Before population or decree pressure spikes |
| Weapon / armor manufacture | Expedition readiness | After the base can eat and sleep |
| Blueprint-gated workshops | Higher-tier crafts (incl. capture tools) | When merchants or research open the recipe — costs TBA |
A weapons factory on day one with no haulers, no food, and no barracks creates a museum of unfinished guns. Pair industry with storage and labor from the colony page before you chase blueprints.
Wandering merchants can sell higher-tier weapon blueprints or missing inputs. Use them to unblock a researched chain — not as your permanent food source.
Military and custody buildings are the other half of the opening kit.
Barracks, prison, Victory Square, and Tactical Bureau are the structures that turn a warehouse into a State that can fight and convert enemies.

| Building | Role | Practical note |
|---|---|---|
| Barracks | Housing / sleep for soldiers | Research may be required before placement; adults still need enlistment flow |
| Victory Square | Formal enlistment after adulthood | Process the queue so graduates become roster manpower |
| Prison | Cells for expedition captives | Captives auto-imprison when cells exist; else stay in leader custody |
| Prison upgrades | More cells / capacity | Starter setups often begin with one cell; upgrades expand — exact costs TBA |
| Tactical Bureau | Military / expedition progression hub | Common mid-colony research target after food and custody exist |
| Food hall (adjacent) | Feeds the military cluster | Place behind barracks / near prison to shorten meal hauls |
If cells are available, captures from expeditions imprison automatically. If not, they remain under custody on the leader. Indoctrination / conversion turns prisoners into usable manpower — details on capture — but none of that works without the building.
Barracks + prison + food hall is the highest-value early triangle. Victory Square should be reachable; Tactical Bureau can wait until the triangle is online.
Research is the gate that decides when each of those names appears in construction.
In Early Access, many Pax Autocratica buildings are gated behind building research. Players who jump straight into construction mode often see an empty list and assume they are out of resources.

Walkthroughs show leaders completing building research themselves when the colony is thin. Use that to unblock barracks or prison, then return bodies to mine/haul once the structure exists.
Later you construct dedicated research stations (and related transfer/simulation modules in some builds). Treat those as capacity upgrades for the unlock pipeline, not as replacements for food and custody.
Placement and foundations decide whether those unlocks stay efficient.
Construction supports foundations, slopes, snapping, drag-to-build, and height adjustments — developer notes called these out as polish targets. Good placement is logistics, not architecture school.

| Placement habit | Why | Avoid |
|---|---|---|
| Snap housing / prison / food together | Short walks for enlistment, custody, meals | Three distant pads with empty hauls between |
| Reserve a foundation lane for Tactical Bureau | Military hub without demolishing food | Spamming decoration on the only flat pad |
| Put storage near producers | Haulers finish trips faster | One mega-warehouse on the wrong cliff |
| Use slopes / height tools intentionally | Connect tiers without pathing hell | Floating pads with no haul route |
| Leave expansion gaps | EA will add more structures | Filling every tile on day one |
Some placements let you physically assist construction after the hologram drops — Structure Complete resolves faster when you work beside assigned builders. Useful when barracks or prison is the only blocker for the next expedition.
Placement habits only matter if labor is assigned. Return to the colony page for the mine / gather / haul operating model.
Next: a stall-fix decision table for mid-session building choices.
Use this mid-page block when the base is “busy” but progress stopped. It does not repeat the At A Glance callouts — it maps symptoms to the next structure role.
| Symptom | Build / unlock next | Skip for now |
|---|---|---|
| Construction list empty for a needed hub | Matching building research | More decorative foundations |
| Captives stuck on the leader | Prison / cell upgrade | Extra propaganda pads |
| Hunger rising after enlistment | Food hall / food manufacture | New weapon factory |
| Goods piled at workshops | Storage + haul staffing | Another producer of the same good |
| Adults waiting to enlist | Process Victory Square; expand barracks if beds full | Long expedition |
| Ready to push harder sectors | Tactical Bureau + weapon/armor line | Vanity plazas |
| Unrest from harsh decrees | Comfort / food capacity before more cameras | Stacking punishment buildings alone |
The same prison and propaganda hall behave differently under fear-heavy vs loyalty-heavy decree routes. Tune policies after the physical cluster exists — not instead of it.
Matched by build plan, shared topics, and guide progression — not random related links.
Early Access includes a large structure set (community comparisons cite roughly 65 versus Prologue’s smaller list). Treat live unlock trees as versioned — do not freeze a single number as eternal.
Research the building first. Resource shortages matter too, but an empty list usually means the unlock is incomplete.
Research capacity, barracks/housing, prison, and food hall cover the opening loop. Tactical Bureau and heavy industry come after the State can eat and sleep.
Starter prisons are often a single cell with upgrades expanding capacity (community-observed). Exact upgrade costs remain TBA.
Not on this page as invented numbers. When a cost is verified in EA it will be added; until then cells stay TBA.
Yes — propaganda, monitoring, and related control facilities are part of the confirmed colony toolkit, alongside production and custody.
Matched by build plan, shared topics, and guide progression — not random related links.