Base building and layout
Everything you need to plan a colony is shown at placement time — workload, footprint and materials. Most people place first and read second.
Last verified
· Game build 0.184.0.196275
Three modes, three number keys
| Mode | Key | Use |
|---|---|---|
| Construction mode | 1 | Place new structures. |
| Relocation mode | 2 | Move something you placed badly. Cheaper than rebuilding. |
| Destruction mode | 3 | Remove structures. |
All of this happens in first person, standing in your colony, which is the reason layout mistakes feel worse here than in a top-down builder — you have to walk through them.
Read the placement panel before you commit
At placement the game shows you three things people routinely skip:
- Construction workload — the labour cost. High-workload buildings will occupy your constructors for a long time.
- Building size — an explicit footprint in metres. The Execution Gallows is 10m × 10m × 15m.
- Required materials — with a have/need ratio per material.
The chains that must not break
Buildings are grouped by the job type that staffs them. These are the ten job categories:
Mining Logging Gathering Planting Breeding Cooking Research Production Construction Hauling
| Chain | Sequence | Breaks when |
|---|---|---|
| Food | Greenhouse / Animal Farm → Kitchen → fed population | Nobody is assigned to the Kitchen. The alert points there, not at the farm. |
| Ore | Deep Drill Tower / Titanite Mine → Ore Refinery → materials | Refinery is unstaffed and raw ore piles up unusable. |
| Wood | Tendril Tree → Wood Harvest Plant → materials | Same shape as ore. |
| Weapons | materials → Weapon Research Center → blueprints crafted | You only built one. The game explicitly suggests building several to run different items in parallel. |
| Armor | materials → Armor Workshop → gear | Competing for the same materials as weapons. |
| Research | citizens → Command Center / Victory Square → points/day | Research staff got pulled onto an expedition. |
Full list on the building database.
Build several of the same thing
The Crafting screen states it outright: "Build multiple Weapon Research Center buildings to craft different items, and combine multiple crafting modes to create an automated production line."
That is the closest thing this game has to a factory-automation layer, and it is easy to miss because nothing stops you running a single workshop forever. Two refineries and two weapon centres change the pace of the mid game more than any single upgrade.
Frequently asked
How do you move a building in Pax Autocratica?
Relocation mode, bound to key 2. Construction is 1 and Destruction is 3.
What is construction workload?
The labour cost of a structure, shown at placement. The Execution Gallows, for example, lists a workload of 114 alongside its material costs.
What should I build first?
The food pair — a Greenhouse or Animal Farm plus a Kitchen — with citizens assigned to both. See the beginner guide.
Read next
- Research & policy — What unlocks the rest of the build menu
- Building database — Every confirmed building by category
- Beginner guide — If the colony is already struggling