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Each building has an Oxygen maintenance cost that depends on the game difficulty.
Each building has an Oxygen maintenance cost that depends on the game difficulty.


A buildings can only be placed where it has enough Support from below. If sections providing Support are destroyed or removed the supported building may collapse. When time is paused a building won't collapse without Support. Buildings left without Support will be highlighted red.
A building can only be placed where it has enough Support from below. If sections providing Support are destroyed or removed the supported building may collapse. When time is paused a building won't collapse without Support and will be highlighted red.


You can recycle placed buildings to recover their resources pressing the recycle button below the build menu and then clicking on the buildings you want recycled.
You can recycle placed buildings to recover their resources by pressing the recycle button below the build menu and then clicking on the buildings you want recycled.


== Citadel ==
== The Citadel ==
[[File:Citadel.png|thumb|300px|The Citadel]]
[[File:The Citadel.png|thumb|300px|The Citadel]]
Every settlement will begin with a Citadel, which produces 180 Oxygen, stores resources and projects territory around it. It produces 10 Military Capacity and can be upgraded to produce more. It also comes with two towers where buildings may be placed, ideally Air Filters. All buildings need a path to the Citadel to function and will shut down if pieces facilitating this are destroyed or recycled. If the Citadel is destroyed the mission is lost.  
Every settlement will begin with a Citadel, which produces 180 Oxygen, stores 720 Oxygen, 400 Wood, 400 Stone and 200 Minerals, and projects territory around it. It produces 10 Military Capacity and can be upgraded to produce more. It also comes with two towers where buildings may be placed, ideally Air Filters. All buildings need a path to the Citadel to function and will shut down if pieces facilitating this are destroyed or recycled. If the Citadel is destroyed the mission is lost.  


The Citadel has a health of 400, which is increased to 650 with the Reinforced Stonework skill from the Book of Insight.
The Citadel has a health of 400, which is increased to 650 with the Reinforced Stonework skill and to 1150 with the Reinforced Stonework II skill.


The Citadel produces 10 Citizens on Story difficulty, 8 Citizens on Easy/Normal/Hard difficulty and 6 Citizens on Extreme difficulty.
The Citadel produces 10 Citizens on Story difficulty, 8 Citizens on Easy/Normal/Hard difficulty and 6 Citizens on Extreme difficulty.
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Resource Gathering buildings are used to produce resources.
Resource Gathering buildings are used to produce resources.
=== Raw Materials ===
=== Raw Materials ===
Raw Materials buildings produce workers who carry materials from the resource gathering building to the nearest Warehouse or Citadel. The shorter the distance the faster resources will be gathered. The buildings come in two levels and can be upgraded for the cost difference once the required Prosperity is reached.
Raw Materials buildings use workers who carry materials from the resource gathering building to the nearest Warehouse or Citadel. The shorter the distance, the faster resources will be gathered. The buildings come in two levels and can be upgraded for the cost difference once the required Prosperity is reached.
 
Each building has one worker and can have as many additional workers assigned as there are Citizens available. The optimal number of workers depends on the number of resources around and the distance to the nearest warehouse or the citadel.
* If the number of workers is colored white, additional workers will increase production.
* If the number of workers is colored green, the building has the optimal amount of workers assigned for maximum production.
* If the number of workers is colored red, the building has more workers assigned than necessary for maximum production.
{| class="wikitable"
{| class="wikitable"
! Building
! Building
! Max. Production
! Max. Production
! Cost
! Cost
! Maintenance Cost
! Build Time
! Build Time
! Prosperity Level
! Prosperity Level
|-
|-
| [[File:Sawmill.png|70px]] '''Sawmill'''
| [[File:Sawmill.png|70px]] '''Sawmill'''
| [[File:Wood.png|25px]] 15 Wood/min
| [[File:Wood.png|25px]] 15 Wood/worker
| [[File:Oxygen.png|25px]] 75 Oxygen
| [[File:Oxygen.png|25px]] 75 Oxygen
| [[File:Oxygen.png|25px]] 30 Oxygen/min
| 35 Seconds
| 35 Seconds
| I
| I
|-
|-
| [[File:Quarry.png|70px]] '''Quarry'''
| [[File:Quarry.png|70px]] '''Quarry'''
| [[File:Stone.png|25px]] 15 Stone/min<br>[[File:Minerals.png|25px]] 15 Minerals/min
| [[File:Stone.png|25px]] 15 Stone/worker<br>[[File:Minerals.png|25px]] 15 Minerals/worker
| [[File:Oxygen.png|25px]] 90 Oxygen<br>[[File:Wood.png|25px]] 75 Wood<br>[[File:Citizens.png|25px]] 3 Citizens
| [[File:Oxygen.png|25px]] 90 Oxygen<br>[[File:Wood.png|25px]] 75 Wood<br>[[File:Citizens.png|25px]] 3 Citizens
| [[File:Oxygen.png|25px]] 45 Oxygen/min
| 35 Seconds
| 35 Seconds
| I
| I
|-
|-
| [[File:Warehouse.png|70px]] '''Warehouse'''
| [[File:Warehouse.png|70px]] '''Warehouse'''
| Increases the storage limit of Wood, Stone and Minerals<br>Drop-off point for resources<br>Allows research of resource gathering improvements
| 600 Wood and Stone Storage<br>300 Minerals Storage<br>Drop-off point for resources<br>Researches improvements for resource gathering
| [[File:Oxygen.png|25px]] 405 Oxygen<br>[[File:Wood.png|25px]] 120 Wood<br>[[File:Minerals.png|25px]] 20 Minerals<br>[[File:Citizens.png|25px]] 14 Citizens
| [[File:Oxygen.png|25px]] 360 Oxygen<br>[[File:Wood.png|25px]] 90 Wood<br>[[File:Minerals.png|25px]] 40 Minerals<br>[[File:Citizens.png|25px]] 6 Citizens<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| [[File:Oxygen.png|25px]] 120 Oxygen/min
| 63 Seconds
| 63 Seconds
| I
| III
|-
|-
| [[File:Master Sawmill.png|70px]] '''Master Sawmill'''
| [[File:Master Sawmill.png|70px]] '''Master Sawmill'''
| [[File:Wood.png|25px]] 15 Wood/min
| [[File:Wood.png|25px]] 15 Wood/worker
| [[File:Oxygen.png|25px]] 310 Oxygen<br>[[File:Minerals.png|25px]] 30 Minerals
| [[File:Oxygen.png|25px]] 310 Oxygen<br>[[File:Minerals.png|25px]] 30 Minerals
| [[File:Oxygen.png|25px]] 30 Oxygen/min
| 35 Seconds
| 35 Seconds
| III
| III
|-
|-
| [[File:Master Quarry.png|70px]] '''Master Quarry'''
| [[File:Master Quarry.png|70px]] '''Master Quarry'''
| [[File:Stone.png|25px]] 15 Stone/min<br>[[File:Minerals.png|25px]] 15 Minerals/min
| [[File:Stone.png|25px]] 15 Stone/worker<br>[[File:Minerals.png|25px]] 15 Minerals/worker
| [[File:Oxygen.png|25px]] 395 Oxygen<br>[[File:Wood.png|25px]] 140 Wood<br>[[File:Minerals.png|25px]] 18 Minerals<br>[[File:Citizens.png|25px]] 3 Citizens
| [[File:Oxygen.png|25px]] 395 Oxygen<br>[[File:Wood.png|25px]] 140 Wood<br>[[File:Minerals.png|25px]] 18 Minerals<br>[[File:Citizens.png|25px]] 3 Citizens
| [[File:Oxygen.png|25px]] 45 Oxygen/min
| 35 Seconds
| 35 Seconds
| III
| III
|-
|-
| [[File:Master Warehouse.png|70px]] '''Master Warehouse'''
| [[File:Master Warehouse.png|70px]] '''Master Warehouse'''
| Increases the storage limit of Wood, Stone and Minerals<br>Drop-off point for resources<br>Allows research of resource gathering improvements
| 800 Wood and Stone Storage<br>450 Minerals Storage<br>Drop-off point for resources<br>Researches improvements for resource gathering
| [[File:Oxygen.png|25px]] 540 Oxygen<br>[[File:Wood.png|25px]] 225 Wood<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Citizens.png|25px]] 14 Citizens
| [[File:Oxygen.png|25px]] 540 Oxygen<br>[[File:Wood.png|25px]] 225 Wood<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Citizens.png|25px]] 6 Citizens<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| [[File:Oxygen.png|25px]] 120 Oxygen/min
| 63 Seconds
| 63 Seconds
| IV
| IV
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=== Air Filtering ===
=== Air Filtering ===
Air Filtering buildings produce Oxygen and do not have maintenance costs. They must be placed high to function.
Air Filtering buildings produce Oxygen and do not have maintenance costs. Production buildings must be placed high to function.
{| class="wikitable"
{| class="wikitable"
! Building
! Building
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|-
|-
| [[File:Air Silo.png|60px]] '''Air Silo'''
| [[File:Air Silo.png|60px]] '''Air Silo'''
| Increases Oxygen storage limit<br>Allows Oxygen research
| 900 Oxygen storage<br>Researches improvements for unit maintenance
| [[File:Wood.png|25px]] 105 Wood<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Oxygen.png|25px]] 270 Oxygen<br>[[File:Citizens.png|25px]] 10 Citizens<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| [[File:Wood.png|25px]] 105 Wood<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Oxygen.png|25px]] 270 Oxygen<br>[[File:Citizens.png|25px]] 10 Citizens<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| 49 Seconds
| 49 Seconds
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! Effect
! Effect
! Cost
! Cost
! Maintenance Cost
! Build Time
! Build Time
! Prosperity Level
! Prosperity Level
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| Expands the settlement's territory in a large radius<br>Favored target of horrors
| Expands the settlement's territory in a large radius<br>Favored target of horrors
| [[File:Wood.png|25px]] 24 Wood<br>[[File:Oxygen.png|25px]] 100 Oxygen
| [[File:Wood.png|25px]] 24 Wood<br>[[File:Oxygen.png|25px]] 100 Oxygen
| [[File:Oxygen.png|25px]] 5 Oxygen/min
| 28 Seconds
| 28 Seconds
| I
| I
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| Gives 5 Citizens on Story difficulty<br>Gives 4 Citizens on Easy/Normal/Hard difficulty<br>Gives 3 Citizens on Extreme difficulty<br>Comes with a support area on top
| Gives 5 Citizens on Story difficulty<br>Gives 4 Citizens on Easy/Normal/Hard difficulty<br>Gives 3 Citizens on Extreme difficulty<br>Comes with a support area on top
| [[File:Wood.png|25px]] 30 Wood
| [[File:Wood.png|25px]] 30 Wood
| [[File:Oxygen.png|25px]] 15 Oxygen/min
| 35 Seconds
| 35 Seconds
| I
| I
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| Enables buying Wood and Stone with Oxygen
| Enables buying Wood and Stone with Oxygen
| [[File:Wood.png|25px]] 100 Wood<br>[[File:Oxygen.png|25px]] 340 Oxygen<br>[[File:Minerals.png|25px]] 15 Minerals<br>[[File:Citizens.png|25px]] 7 Citizens
| [[File:Wood.png|25px]] 100 Wood<br>[[File:Oxygen.png|25px]] 340 Oxygen<br>[[File:Minerals.png|25px]] 15 Minerals<br>[[File:Citizens.png|25px]] 7 Citizens
| None
| 56 Seconds
| 56 Seconds
| II
| II
|-
|-
| [[File:Masonry Guild.png|70px]] '''Masonry Guild'''
| [[File:Masonry Guild.png|70px]] '''Masonry Guild'''
| Allows researching construction improvements
| Researches improvements for pieces and buildings
| [[File:Wood.png|25px]] 195 Wood<br>[[File:Oxygen.png|25px]] 500 Oxygen<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Citizens.png|25px]] 18 Citizens
| [[File:Wood.png|25px]] 195 Wood<br>[[File:Oxygen.png|25px]] 500 Oxygen<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Citizens.png|25px]] 18 Citizens
| [[File:Oxygen.png|25px]] 90 Oxygen/min
| 49 Seconds
| 49 Seconds
| II
| II
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| Gives 9 Citizens on Story difficulty<br>Gives 8 Citizens on Easy/Normal/Hard difficulty<br>Gives 7 Citizens on Extreme difficulty<br>Comes with a support area on top<br>Can also be upgraded from Shack for the cost difference
| Gives 9 Citizens on Story difficulty<br>Gives 8 Citizens on Easy/Normal/Hard difficulty<br>Gives 7 Citizens on Extreme difficulty<br>Comes with a support area on top<br>Can also be upgraded from Shack for the cost difference
| [[File:Wood.png|25px]] 110 Wood<br>[[File:Oxygen.png|25px]] 90 Oxygen<br>[[File:Minerals.png|25px]] 15 Minerals
| [[File:Wood.png|25px]] 110 Wood<br>[[File:Oxygen.png|25px]] 90 Oxygen<br>[[File:Minerals.png|25px]] 15 Minerals
| [[File:Oxygen.png|25px]] 15 Oxygen/min
| 35 Seconds
| 35 Seconds
| III
| III
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! Trains and upgrades
! Trains and upgrades
! Cost
! Cost
! Maintenance Cost
! Build Time
! Build Time
! Prosperity Level
! Prosperity Level
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| [[File:ArcherPortrait.png|25px]] Bowman<br>[[File:BowlerPortrait.png|25px]] Lobber<br>[[File:RetiariusPortrait.png|25px]] Captor
| [[File:ArcherPortrait.png|25px]] Bowman<br>[[File:BowlerPortrait.png|25px]] Lobber<br>[[File:RetiariusPortrait.png|25px]] Captor
| [[File:Oxygen.png|25px]] 225 Oxygen<br>[[File:Wood.png|25px]] 120 Wood<br>[[File:Citizens.png|25px]] 10 Citizens
| [[File:Oxygen.png|25px]] 225 Oxygen<br>[[File:Wood.png|25px]] 120 Wood<br>[[File:Citizens.png|25px]] 10 Citizens
| [[File:Oxygen.png|25px]] 90 Oxygen/min
| 42 Seconds
| 42 Seconds
| I
| I
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| [[File:CannoneerPortrait.png|25px]] Cannoneer<br>[[File:BallistaPortrait.png|25px]] Ballista
| [[File:CannoneerPortrait.png|25px]] Cannoneer<br>[[File:BallistaPortrait.png|25px]] Ballista
| [[File:Oxygen.png|25px]] 680 Oxygen<br>[[File:Wood.png|25px]] 240 Wood<br>[[File:Minerals.png|25px]] 40 Minerals<br>[[File:Citizens.png|25px]] 18 Citizens<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| [[File:Oxygen.png|25px]] 680 Oxygen<br>[[File:Wood.png|25px]] 240 Wood<br>[[File:Minerals.png|25px]] 40 Minerals<br>[[File:Citizens.png|25px]] 18 Citizens<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| [[File:Oxygen.png|25px]] 180 Oxygen/min
| 56 Seconds
| 56 Seconds
| III
| III
|-
|-
| [[File:Elite's Quarters.png|70px]] '''Elite's Quarters'''
| [[File:Elite's Quarters.png|70px]] '''Elite's Quarters'''
| [[File:ScoutPortrait.png|25px]] Hunter
| [[File:ScoutPortrait.png|25px]] Hunter<br>[[File:CrusaderPortrait.png|25px]] Partisan
| [[File:Oxygen.png|25px]] 920 Oxygen<br>[[File:Wood.png|25px]] 300 Wood<br>[[File:Minerals.png|25px]] 60 Minerals<br>[[File:Citizens.png|25px]] 22 Citizens<br>[[File:Mistfuel.png|25px]] 8 Mistfuel
| [[File:Oxygen.png|25px]] 920 Oxygen<br>[[File:Wood.png|25px]] 300 Wood<br>[[File:Minerals.png|25px]] 60 Minerals<br>[[File:Citizens.png|25px]] 22 Citizens<br>[[File:Mistfuel.png|25px]] 8 Mistfuel
| [[File:Oxygen.png|25px]] 270 Oxygen/min
| 63 Seconds
| 63 Seconds
| IV
| IV
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! Cost
! Cost
! Prosperity Level
! Prosperity Level
|-
| [[File:Hardware Supplies.png|40px]] '''Hardware Supplies'''
| Adjacent Sawmills and Quarries workers collect 22% more resources
| [[File:Wood.png|25px]] 105 Wood<br>[[File:Minerals.png|25px]] 25 Minerals
| I
|-
|-
| [[File:Home Extension.png|40px]] '''Home Extension'''
| [[File:Home Extension.png|40px]] '''Home Extension'''
| Adjacent Shacks and Homesteads gain +1 Citizen<br>Has a 2x2 construction area on top.
| Adjacent Shacks and Homesteads gain +1 Citizen<br>Has a 2x2 construction area on top
| [[File:Wood.png|25px]] 10 Wood<br>[[File:Minerals.png|25px]] 5 Minerals
| [[File:Wood.png|25px]] 10 Wood<br>[[File:Minerals.png|25px]] 25 Minerals
| II
| II
|-
| [[File:Improved Hardware Supplies.png|40px]] '''Improved Hardware Supplies'''
| Adjacent Sawmills and Quarries workers collect 100% more resources
| [[File:Wood.png|25px]] 270 Wood<br>[[File:Minerals.png|25px]] 60 Minerals
| III
|-
|-
| [[File:Airtight Insulation.png|40px]] '''Airtight Insulation'''
| [[File:Airtight Insulation.png|40px]] '''Airtight Insulation'''
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| Adjacent Air Filters produce +54 more Oxygen<br>Adjacent Bulk Air Filters produce +81 more Oxygen
| Adjacent Air Filters produce +54 more Oxygen<br>Adjacent Bulk Air Filters produce +81 more Oxygen
| [[File:Wood.png|25px]] 30 Wood<br>[[File:Minerals.png|25px]] 14 Minerals
| [[File:Wood.png|25px]] 30 Wood<br>[[File:Minerals.png|25px]] 14 Minerals
| IV
|}
== Pieces ==
[[File:Wood bridge.png|thumb|300px|A gap made traversable with wood pieces]]
[[File:Stacking.png|thumb|300px|Stone Bricks changing appearance as Toughness increases]]
Pieces are constructed instantly. If you hold and drag with left mouse button pressed you can build multiple pieces in a straight line.
Pieces made primarily of Stone have a Toughness rating. If there are enough other pieces made primarily of stone underneath or above them their Toughness will upgrade, visibly changing the appearance of the entire column of pieces. Pieces gain x10 health if there are 3 pieces above/below them and x25 health if there are 6 pieces above/below them. Pieces that are in danger of breaking will glow red.
'''Wood Pieces''' are cheap and require less Support but their health is minimal. Their purpose is in aiding travel, either across caps or to reach the top of Stone Pieces.
'''Stone Pieces''' have more health and gain Toughness but require more Support. Stone Pieces do not require any level of Prosperity to be constructed but some must be unlocked with skills from the Book of Insight.
=== Advanced Pieces ===
==== Doors ====
Doors are available from the start and allow units to pass through walls. They allow other buildings to be constructed above them.
{| class="wikitable"
! Door
! Effect
! Health
! Cost
|-
| [[File:Door.png|45px]] '''Door'''
| Allows only human units to pass
| 6
| [[File:Stone.png|25px]] 15 Stone<br>[[File:Wood.png|25px]] 24 Wood<br>[[File:Minerals.png|25px]] 4 Minerals
|-
| [[File:Double Door.png|45px]] '''Double Door'''
| Allows only human units to pass
| 8
| [[File:Stone.png|25px]] 25 Stone<br>[[File:Wood.png|25px]] 36 Wood<br>[[File:Minerals.png|25px]] 6 Minerals
|-
| [[File:Arch Doorway 1x1.png|45px]] '''Arch Doorway (1x1)'''
| Allows all units to pass
| 2
| [[File:Stone.png|25px]] 6 Stone
|-
| [[File:Arch Doorway 1x2.png|45px]] '''Arch Doorway (1x2)'''
| Allows all units to pass
| 3
| [[File:Stone.png|25px]] 12 Stone
|}
==== Windows ====
Windows are unlocked at Prosperity level II and boost the range of units behind it. They allow other buildings to be constructed above them.
{| class="wikitable"
! Window
! Health
! Cost
|-
| [[File:Window.png|25px]] '''Window'''
| 2
| [[File:Stone.png|25px]] 8 Stone
|-
| [[File:Wide Window.png|25px]] '''Wide Window'''
| 3
| [[File:Stone.png|25px]] 12 Stone
|-
| [[File:Corner Window.png|25px]] '''Corner Window'''
| 2
| [[File:Stone.png|25px]] 8 Stone
|}
==== Roofs ====
Roofs are unlocked starting with chapter 8 when rain becomes present and will give units shelter from the rain. All of them cost 1 Wood.
=== Tactical Pieces ===
==== General Boosts ====
General Boosts provide benefits to nearby defenses or units next to them.
{| class="wikitable"
! Tactical Piece
! Effect
! Health
! Cost
! Prosperity Level
|-
| [[File:Merlon.png|50px]] '''Merlon'''
| Boosts the range of any unit behind it<br>Upgrades the Toughness of stone pieces below it
| Scales with wall
| [[File:Stone.png|25px]] 6 Stone
| I
|-
| [[File:Merlon (interior corner).png|50px]] '''Merlon (interior corner)'''
| Boosts the range of any unit behind it<br>Upgrades the Toughness of stone pieces below it
| Scales with wall
| [[File:Stone.png|25px]] 15 Stone
| I
|-
| [[File:Merlon (exterior corner).png|50px]] '''Merlon (exterior corner)'''
| Boosts the range of any unit behind it<br>Upgrades the Toughness of stone pieces below it
| Scales with wall
| [[File:Stone.png|25px]] 6 Stone
| I
|-
| [[File:Banner.png|50px]] '''Banner'''
| Increases attack damage of adjacent units by 25%.
| 1
| [[File:Stone.png|25px]] 12 Stone<br>[[File:Minerals.png|25px]] 10 Minerals
| I
|-
| [[File:Tactician's Nook.png|50px]] '''Tactician's Nook'''
| Reduces the cooldown of special skills<br>Must be placed on a wall
| Scales with wall
| [[File:Stone.png|25px]] 25 Stone<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| IV
|-
| [[File:Grand Banner.png|50px]] '''Grand Banner'''
| Increases attack damage of adjacent units by 50%.
| 1
| [[File:Stone.png|25px]] 12 Stone<br>[[File:Minerals.png|25px]] 10 Minerals
| IV
|}
==== Traps ====
Traps can be set up to damage approaching horrors but lose health in the process. Unlike other buildings recycling them does not refund resources.
{| class="wikitable"
! Trap
! Effect
! Health
! Cost
! width=1% | Prosperity Level
|-
| [[File:Spikes.png|50px]] '''Spikes'''
| Deals damage to any horror walking through it
| 30
| [[File:Wood.png|25px]] 15 Wood
| I
|-
| [[File:Reinforced Spikes.png|50px]] '''Reinforced Spikes'''
| Deals high damage to any horror walking through it
| 60
| [[File:Wood.png|25px]] 30 Wood<br>[[File:Oxygen.png|25px]] 20 Oxygen<br>[[File:Minerals.png|25px]] 2 Minerals
| III
|-
| [[File:Decoy.png|50px]] '''Decoy'''
| Attracts nearby horrors and explodes when destroyed, inflicting Burning on all attacking horrors
| 75
| [[File:Wood.png|25px]] 120 Wood<br>[[File:Minerals.png|25px]] 12 Minerals<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| IV
|}
==== Specialist Boosts ====
Specialist Boosts give adjacent units attack bonuses.
{| class="wikitable"
! Specialist Boost
! Effect
! Cost
! Prosperity Level
|-
| [[File:Fire Arrows.png|50px]] '''Fire Arrows'''
| Bowman, Hunter and Partisan attacks cause damage over time<br>Can be upgraded into Hell Arrows for the cost difference
| [[File:Stone.png|25px]] 15 Stone<br>[[File:Minerals.png|25px]] 25 Minerals
| II
|-
| [[File:Throwing Poison.png|50px]] '''Throwing Poison'''
| Lobber and Captor attacks cause horrors to inflict Slowed and Corroding on nearby horrors when killed<br>Can be upgraded into Hell Poison for the cost difference
| [[File:Stone.png|25px]] 15 Stone<br>[[File:Minerals.png|25px]] 25 Minerals
| II
|-
| [[File:Bomber's Spark.png|50px]] '''Bomber's Spark'''
| Cannoneer and Ballista attacks cause horrors to damage nearby horrors when killed<br>Can be upgraded into Hell Spark for the cost difference
| [[File:Stone.png|25px]] 18 Stone<br>[[File:Minerals.png|25px]] 30 Minerals<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| III
|-
| [[File:Hell Arrows.png|50px]] '''Hell Arrows'''
| Bowman, Hunter and Partisan attacks cause damage over time<br>Can also be upgraded from Fire Arrows for the cost difference
| [[File:Stone.png|25px]] 60 Stone<br>[[File:Minerals.png|25px]] 45 Minerals<br>[[File:Oxygen.png|25px]] 90 Oxygen
| IV
|-
| [[File:Hell Poison.png|50px]] '''Hell Poison'''
| Lobber and Captor attacks cause horrors to inflict Slowed and Corroding on nearby horrors when killed<br>Can also be upgraded from Throwing Poison for the cost difference
| [[File:Stone.png|25px]] 75 Stone<br>[[File:Minerals.png|25px]] 50 Minerals<br>[[File:Oxygen.png|25px]] 90 Oxygen
| IV
|-
| [[File:Hell Spark.png|50px]] '''Hell Spark'''
| Cannoneer and Ballista attacks cause horrors to damage nearby horrors when killed<br>Can also be upgraded from Bomber's Spark for the cost difference
| [[File:Stone.png|25px]] 81 Stone<br>[[File:Minerals.png|25px]] 58 Minerals<br>[[File:Oxygen.png|25px]] 90 Oxygen<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| IV
| IV
|}
|}

Latest revision as of 14:15, 17 June 2026

Buildings must be placed within owned territory, which is projected around the Citadel and Beacons. Pieces can be built anywhere.

Each building has an Oxygen maintenance cost that depends on the game difficulty.

A building can only be placed where it has enough Support from below. If sections providing Support are destroyed or removed the supported building may collapse. When time is paused a building won't collapse without Support and will be highlighted red.

You can recycle placed buildings to recover their resources by pressing the recycle button below the build menu and then clicking on the buildings you want recycled.

The Citadel

The Citadel

Every settlement will begin with a Citadel, which produces 180 Oxygen, stores 720 Oxygen, 400 Wood, 400 Stone and 200 Minerals, and projects territory around it. It produces 10 Military Capacity and can be upgraded to produce more. It also comes with two towers where buildings may be placed, ideally Air Filters. All buildings need a path to the Citadel to function and will shut down if pieces facilitating this are destroyed or recycled. If the Citadel is destroyed the mission is lost.

The Citadel has a health of 400, which is increased to 650 with the Reinforced Stonework skill and to 1150 with the Reinforced Stonework II skill.

The Citadel produces 10 Citizens on Story difficulty, 8 Citizens on Easy/Normal/Hard difficulty and 6 Citizens on Extreme difficulty.

With the Headquarters Defense skill from the Book of Insight the Citadel gains an ability to damage all horrors around it. With the Mistleap skill from the Book of Insight the Citadel gains an ability to teleport all units in the selected area to the Citadel.

Resource Gathering

Resource Gathering buildings are used to produce resources.

Raw Materials

Raw Materials buildings use workers who carry materials from the resource gathering building to the nearest Warehouse or Citadel. The shorter the distance, the faster resources will be gathered. The buildings come in two levels and can be upgraded for the cost difference once the required Prosperity is reached.

Each building has one worker and can have as many additional workers assigned as there are Citizens available. The optimal number of workers depends on the number of resources around and the distance to the nearest warehouse or the citadel.

  • If the number of workers is colored white, additional workers will increase production.
  • If the number of workers is colored green, the building has the optimal amount of workers assigned for maximum production.
  • If the number of workers is colored red, the building has more workers assigned than necessary for maximum production.
Building Max. Production Cost Maintenance Cost Build Time Prosperity Level
Sawmill 15 Wood/worker 75 Oxygen 30 Oxygen/min 35 Seconds I
Quarry 15 Stone/worker
15 Minerals/worker
90 Oxygen
75 Wood
3 Citizens
45 Oxygen/min 35 Seconds I
Warehouse 600 Wood and Stone Storage
300 Minerals Storage
Drop-off point for resources
Researches improvements for resource gathering
360 Oxygen
90 Wood
40 Minerals
6 Citizens
2 Mistfuel
120 Oxygen/min 63 Seconds III
Master Sawmill 15 Wood/worker 310 Oxygen
30 Minerals
30 Oxygen/min 35 Seconds III
Master Quarry 15 Stone/worker
15 Minerals/worker
395 Oxygen
140 Wood
18 Minerals
3 Citizens
45 Oxygen/min 35 Seconds III
Master Warehouse 800 Wood and Stone Storage
450 Minerals Storage
Drop-off point for resources
Researches improvements for resource gathering
540 Oxygen
225 Wood
25 Minerals
6 Citizens
2 Mistfuel
120 Oxygen/min 63 Seconds IV

Air Filtering

Air Filtering buildings produce Oxygen and do not have maintenance costs. Production buildings must be placed high to function.

Building Max. Production Cost Build Time Prosperity Level
Air Filter 180 Oxygen/min 48 Wood
2 Citizens
35 Seconds I
Bulk Air Filter 270 Oxygen/min 100 Wood
10 Minerals
2 Citizens
35 Seconds III
Air Silo 900 Oxygen storage
Researches improvements for unit maintenance
105 Wood
25 Minerals
270 Oxygen
10 Citizens
2 Mistfuel
49 Seconds III

Mist Condensing

The Mist Condenser is unlocked at Prosperity level III, produces up to 10 Mistfuel and requires Mist. Cost: 200 Oxygen, 180 Wood, 20 Minerals, 6 Citizens. Build Time: 35 Seconds.

City Buildings

City Growth

Building Effect Cost Maintenance Cost Build Time Prosperity Level
Beacon Expands the settlement's territory in a large radius
Favored target of horrors
24 Wood
100 Oxygen
5 Oxygen/min 28 Seconds I
Shack Gives 5 Citizens on Story difficulty
Gives 4 Citizens on Easy/Normal/Hard difficulty
Gives 3 Citizens on Extreme difficulty
Comes with a support area on top
30 Wood 15 Oxygen/min 35 Seconds I
Air Trader Enables buying Wood and Stone with Oxygen 100 Wood
340 Oxygen
15 Minerals
7 Citizens
None 56 Seconds II
Masonry Guild Researches improvements for pieces and buildings 195 Wood
500 Oxygen
25 Minerals
18 Citizens
90 Oxygen/min 49 Seconds II
Homestead Gives 9 Citizens on Story difficulty
Gives 8 Citizens on Easy/Normal/Hard difficulty
Gives 7 Citizens on Extreme difficulty
Comes with a support area on top
Can also be upgraded from Shack for the cost difference
110 Wood
90 Oxygen
15 Minerals
15 Oxygen/min 35 Seconds III

Military Growth

Military Growth are used to recruit and upgrade units.

Building Trains and upgrades Cost Maintenance Cost Build Time Prosperity Level
Barracks Bowman
Lobber
Captor
225 Oxygen
120 Wood
10 Citizens
90 Oxygen/min 42 Seconds I
Bomber's Workshop Cannoneer
Ballista
680 Oxygen
240 Wood
40 Minerals
18 Citizens
2 Mistfuel
180 Oxygen/min 56 Seconds III
Elite's Quarters Hunter
Partisan
920 Oxygen
300 Wood
60 Minerals
22 Citizens
8 Mistfuel
270 Oxygen/min 63 Seconds IV

Building Supplements

Building supplements provide bonuses to buildings that are adjacent or underneath them. All of them take 18 seconds to build.

Building Supplement Effects Cost Prosperity Level
Hardware Supplies Adjacent Sawmills and Quarries workers collect 22% more resources 105 Wood
25 Minerals
I
Home Extension Adjacent Shacks and Homesteads gain +1 Citizen
Has a 2x2 construction area on top
10 Wood
25 Minerals
II
Improved Hardware Supplies Adjacent Sawmills and Quarries workers collect 100% more resources 270 Wood
60 Minerals
III
Airtight Insulation Adjacent Shacks and Homesteads gain -20% Oxygen maintenance 30 Wood
8 Minerals
III
Autonomous Pump Adjacent Air Filters and Bulk Air Filters gain -1 Citizen cost 15 Wood
8 Minerals
III
Intake Duct Adjacent Air Filters produce +54 more Oxygen
Adjacent Bulk Air Filters produce +81 more Oxygen
30 Wood
14 Minerals
IV