All 27 Buildings & Upgrades — Freedom Clicker Reference
Freedom Clicker has 27 buildings across nine eras, three per era. Each is roughly ×10 the cost and ×9 the output of the one before it. Below is every building with the base cost of its first copy and its base MAGA$/sec. Remember: each additional copy costs 15% more, and every building has three upgrade tiers unlocked by ownership.
Building table
| Era | Building | Base cost (MAGA$) | Base MAGA$/sec |
|---|---|---|---|
| 1 | Red Cap Volunteer | 15 | 0.1 |
| 1 | Talk Radio Host | 173 | 0.9 |
| 1 | Super PAC | 1,984 | 8.1 |
| 2 | Repeal Pen | 22,813 | 72.9 |
| 2 | Angry Town Hall | 262,351 | 656 |
| 2 | K-Street Lobbyist | 3.0 million | 5,905 |
| 3 | Offshore Oil Rig | 34.7 million | 53,144 |
| 3 | Clean Coal Mine | 399 million | 478,297 |
| 3 | Keystone Pipeline | 4.6 billion | 4.3 million |
| 4 | Tariff Decree | 52.8 billion | 38.7 million |
| 4 | Trade War Room | 607 billion | 349 million |
| 4 | Reshored Factory | 6.98 trillion | 3.14 billion |
| 5 | Wall Segment | 80.3 trillion | 2.82e10 |
| 5 | Border Drone | 923 trillion | 2.54e11 |
| 5 | ICE Raid Van | 1.06e16 | 2.29e12 |
| 6 | Aircraft Carrier | 1.22e17 | 2.06e13 |
| 6 | Precision Drone Strike | 1.40e18 | 1.85e14 |
| 6 | Sanctions Package | 1.61e19 | 1.67e15 |
| 7 | Comeback Rally | 1.86e20 | 1.50e16 |
| 7 | Truth Social Server | 2.13e21 | 1.35e17 |
| 7 | Legal Dream Team | 2.45e22 | 1.22e18 |
| 8 | Greenland Deed | 2.82e23 | 1.09e19 |
| 8 | Space Force Fleet | 3.25e25 | 9.85e19 |
| 8 | Planetary Annexation | 3.73e27 | 8.86e20 |
| 9 | Moon Casino Resort | 4.29e29 | 7.98e21 |
| 9 | Mars Trade Colony | 4.94e31 | 1.44e23 |
| 9 | Galactic Mint | 5.68e33 | 3.23e27 |
The three upgrade tiers
| Owned | Upgrade | Effect |
|---|---|---|
| 10 | Reinforced | that building's production ×3 |
| 50 | Turbocharged | ×5 (stacks to ×15 total) |
| 100 | Weaponized | ×7 (stacks to ×105 total) — and every copy boosts ALL production by +0.1% |
Why the Weaponized tier is the whole late game
The first two tiers only multiply the one building. The Weaponized tier at 100 owned is different: each copy adds +0.1% to all of your production. At 100 copies that is +10% to everything, permanently — and it keeps climbing as you buy more. Because these global boosts multiply across buildings, stacking Weaponized upgrades on many buildings is the single strongest thing you can do in the mid-to-late game. It is also what stops old buildings from ever going stale: a Red Cap Volunteer is worth buying at hour six.
The other multipliers
- Global upgrades — one per era from era 3 on, each ×2 or ×3 to all production. See which unlocks where in the era walkthrough.
- Achievements — each earned adds +1% to all production. There are well over a hundred, so a completionist's bonus is large.
- Mandate points — +2% each, forever; see the prestige guide.
- Click upgrades — multiply your click, and tie a slice of production into every click so that frenzies stay relevant.
Everything above multiplies together at a single point in the economy, which is why the numbers climb so fast: buildings × per-building upgrades × globals × Weaponized synergy × achievements × Mandate. Understanding that stack is understanding the game.