Facilities
“It is every citizen's final duty to go into the tanks and become one with all the people.”
Chairman Sheng-ji Yang, "Ethics for Tomorrow"
A Facility represents a substantial project within a base, often requiring new domes to be constructed to house the necessary infrastructure and local hab complexes so the Base can gain the Facilities full benefits. Once completed however these Facilities have a marked impact in the lives and viewpoints of citizens living in the base in question.
Each Facility provides a modifier to one or more of the Base’s statistics. This static benefit applies even if the Facility itself is not being managed, the citizens will continue to work there and provide this benefit to the Base. A Facility managed by a character is more efficient and will also provide additional benefits for the Facility manager to be used at this character’s discretion.
The following table lists the Facilities available to every Faction that may be built at the start of the game.
| Name | Base Effect | Managed Effect | Maintenance Cost | Mineral Cost to Build |
| Command Centre | Military Ideology Increased by 1 | Land Units produced in the Base gain +2 Morale | 0 | 4 |
| Network Node | Research Ideology Increased by 1 | Produces one random breakthrough at the start of each session | 1 | 8 |
| Recreation Commons | Stability Increased by 2 | Gain +1 reputation with a subgroup within their own faction | 1 | 4 |
| Recycling Tanks | Suitability Increased by 1 | Gain 2 random yields at the start of each session | 0 | 4 |

