★ THE STATE OBSERVES ALL · PAX AUTOCRATICA CITIZEN ARCHIVE · GLORY TO THE TYRIAN STATE ★
Pax Autocratica WikiThe Tyrian State Archive
Governance · Ministry of Construction

Colony Building & ResearchBuildings · Production · Automation

The official description of colony play: "Grow a small band of survivors into a vast, self-sustaining colony… Watch fragile shelters become the machinery of the State." The colony is the economic engine behind all of your military operations.

The Building System

Per official materials and hands-on press, the colony includes the following building categories:

Building categories (cross-confirmed by multiple sources)
CategoryFunction
Housing / hab podsHouse citizens; affects living conditions and the Happiness stat
BarracksTrain and station soldiers
FactoriesManufacture weapons, armor, food and supplies
Research facilitiesAdvance the tech tree; unlock buildings, equipment and policies
Defense installationsProtect the colony (turrets and other defensive structures appear heavily in decisive-battle footage)
Prisons / cellsHold and interrogate prisoners (see Prisoners & Conversion)

Gameplay screenshots show a functional district in the colony called Victory Square, where the player receives tasks such as "complete Building Directive No. 6 at Victory Square" and "complete the High-Pressure Labor policy research at Victory Square" — colony construction is guided forward through such directive objectives.

First-Person Management

Unlike most top-down colony games, you manage the colony by walking through it in first person: personally striding up to facilities to assign workers, check research, dispose of prisoners and enact policies. A jetpack can be unlocked later to speed up movement. Press noted the cost of this design — "even simple tasks require a lot of walking and opening multiple menus" — one of the more criticized aspects of Early Access, though it also creates a unique "the ruler walks among you" immersion.

Production Chains

The colony economy runs on four outputs: food, raw materials, technology and labor. Citizens are assigned to mining, gathering, hauling, research and manufacturing posts (see Citizen Management), and their output feeds two fronts:

  • Domestic needs — food keeps citizens alive (the Hunger stat); housing and facilities keep order
  • Armament — weapons and armor directly decide your expedition combat power: "base upgrades directly unlock better equipment for harder fights — not just a box to tick"

The Research System

Hands-on press confirm research is divided into three major categories:

Research categories
CategoryUnlocks
Colony technologyNew buildings, facility upgrades, production efficiency
Weapons / combat capabilitiesNew weapons, equipment and combat skills
Policy researchPolicies that shape social governance (governance tools such as "High-Pressure Labor")

The standard progression loop: gather resources → research technology → build facilities → strengthen the army → run farther missions. Each facility has its own upgrade/research screen, and personnel can be assigned to research full-time.

Automation & Logistics

Officials confirm that automation and logistics systems exist in the full game — they were deliberately locked in the free Prologue and belong to the expanded Early Access content. Officials list "deeper automation" alongside mechs as advanced systems beyond the Prologue. The exact mechanics have not been fully published yet; this site will keep tracking them.

Editor's Note

Some "Pax Autocratica building lists" circulating online contain specific costs and values the developer never published; this site does not record them. Buildings and the tech tree may keep expanding during Early Access — defer to actual in-game content.

Pax Autocratica early colony: prefab structures and workers
FIG 6-1 | A colony in the early building phase: prefab hab pods, industrial facilities and busy workers (official screenshot © Multiverse)