Buildings are the structures on your station, and leveling them is most of what you do between battles in Star Trek Fleet Command. They produce your resources, build and store your ships, research new technology, and boost your fleet in combat. Everything starts with Operations, the core building that unlocks the rest. This guide groups every station building by what it does and links to a full page for each one, plus the shared Alliance Starbase buildings your whole alliance builds together.
Buildings sit in three places: inside your station, outside it (the generators, drydocks, and defense platforms around the walls), and on the Alliance Starbase. Operations sets the pace for all of them. Every time you raise its level you open more buildings to construct, and each upgrade also increases the weapon damage of all your ships, so it usually stays near the top of your upgrade list. Read the full Operations building guide for costs and level requirements.
Resource production and storage
These buildings keep your economy running. The three generator families produce your base resources, warehouses store and protect them, and the Refinery and Treasury handle raw materials and cargo.
| Building | What it does |
|---|---|
| Parsteel Generators | Produce Parsteel, the alloy used to construct station buildings. |
| Tritanium Generators | Produce Tritanium, the alloy used to build ships. |
| Dilithium Generators | Produce Dilithium, used for research and advanced ship components. |
| Warehouses and Vaults | Store your resources and protect a share of them from raids. |
| Refinery | Refines raw ore, crystal, gas, and other mined materials. |
| Treasury | Unlocks the Lockbox and raises ship cargo, protected cargo, and survey mining speed. |
Ships
This group builds, stores, and manages your fleet. The Shipyard and Astronautics Studio bring new hulls into the game, drydocks set how many ships you can field, and the rest handle storage, scrapping, and consumables.
| Building | What it does |
|---|---|
| Shipyard | Builds ships and speeds construction; higher levels unlock more hulls. |
| Astronautics Studio | Researches and unlocks new ship hulls before they reach the Shipyard. |
| Drydocks | Add active ship slots so you can deploy more ships at once. |
| Ship Hangar | Stores extra ships that are not in your active fleet. |
| Scrapyard | Scraps ships for resources and unlocks scrapping of higher ship classes. |
| Exocomp Factory | Activates and improves Consumables, unlocks Exocomps, and earns Axionic Chips. |
Research and tech labs
Research happens in the R&D Department, and each tech lab specializes in one branch. You need the matching lab built and leveled to keep researching that branch.
| Building | What it does |
|---|---|
| R&D Department | Your research hub; unlocks new ships, buildings, and technologies. |
| Science Lab | Shield tech research; raises fleet shield deflection and Explorer shield health. |
| Engine Technology Lab | Engine tech research facility. |
| Foundry | Armor tech research facility. |
| Defense Technologies | Defense tech research facility. |
Combat and defense
These buildings turn your economy into fighting power, from station defenses to armada attacks and ship refits.
| Building | What it does |
|---|---|
| Defense Platforms | Station defenses that add fire support behind your defending ships. |
| Armada Control Center | Starts armada attacks and sets how many allied ships can join. |
| Armory | Unlocks ship refits and raises hull health, shield health, and mitigation. |
| Command Center | Seats Fleet Commanders so their fleet-wide buffs apply. |
Officers and crew
Officer buildings house your crew and send them on assignments off your ships.
| Building | What it does |
|---|---|
| Academy | Houses unassigned officers; promote and level them here. |
| Shuttle Bay | Sends officers on Away Team assignments. |
| Mess Hall | Crew gathering hall and one of the newer buildings, with a high level cap of 99. |
Special and event buildings
These are the newer additions, many tied to a faction, arc, or event. Each one carries its own buffs, and most arrive later in the game.
| Building | What it does |
|---|---|
| Holodeck | Buys missions from past arcs and adds base piercing, upgrade cost efficiency, and hostile reputation. |
| Subspace Relay | Links your station to the Progenitor Subspace Network shared across allied stations. |
| Artifact Gallery | Displays artifacts collected from across the quadrant. |
| Court of Q | Grants greater rewards and access to more of Q’s Trials as you upgrade it. |
| The Facade | Adds Wave Defense damage, hull health, and officer stats. |
| The War Room | Ties into the Order of Ko’tal for Warchest rewards, Isolytic damage, and officer stats. |
| District 56 | An Independent-faction trade and entertainment hub. |
| The Nova Squadron | Boosts ship health, building-material cost efficiency, and weapon damage. |
| Independent Archives | Buffs and resources for Independent-faction activities. |
| DTI Headquarters | Houses the Material Converter that transmutes materials into other types. |
| Transogen Forge | Boosts Transogen mining and refining and unlocks the Forge Exocomp slot. |
| Recon Locus | Improves building and research speed and adds protective fleet buffs. |
| Outpost Control Center | An Independent-faction building unlocked as your station’s reputation grows. |
| Signal Observatory | Increases Challenge Credits and FKR Credits from the V’ger Challenge Track. |
| The Warp Dive Bar | A First Contact themed building honoring Zefram Cochrane. |
| Starfleet Academy: Remote Campus | Raises Critical Mitigation against Academy training and combat drones. |
| Continuum Consulate | Boosts Territory Capture node scores, construction speed, and your Apex Barrier. |
Alliance Starbase (Outpost) buildings
Beyond your personal station, your alliance builds a shared Alliance Starbase, sometimes called the outpost. It has 29 buildings of its own, powered by three plasma resources you harvest from Plasma Storms, and every member contributes to leveling them. See the full Outpost buildings guide for how the plasma economy, combat modules, and Assembly Chambers fit together.
Where to start
Keep Operations moving, since it gates everything else and raises your ship weapon damage. After that, prioritize the generators and storage so your economy can pay for the rest, then the Shipyard and drydocks to grow your fleet, and the research labs to unlock stronger ships and tech. The combat, officer, and special buildings come into their own as you climb, and the Alliance Starbase is a long-term group project once your own station is established.