'''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.
'''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''' 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 ===
=== Advanced Pieces ===
Revision as of 11:54, 3 August 2024
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 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.
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.
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.
The Citadel has a health of 400, which is increased to 650 with the Reinforced Stonework skill from the Book of Insight.
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 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.
Building
Max. Production
Cost
Build Time
Prosperity Level
Sawmill
15 Wood/min
75 Oxygen
35 Seconds
I
Quarry
15 Stone/min 15 Minerals/min
90 Oxygen 75 Wood 3 Citizens
35 Seconds
I
Warehouse
Increases the storage limit of Wood, Stone and Minerals Drop-off point for resources Allows research of resource gathering improvements
405 Oxygen 120 Wood 20 Minerals 14 Citizens
63 Seconds
I
Master Sawmill
15 Wood/min
310 Oxygen 30 Minerals
35 Seconds
III
Master Quarry
15 Stone/min 15 Minerals/min
395 Oxygen 140 Wood 18 Minerals 3 Citizens
35 Seconds
III
Master Warehouse
Increases the storage limit of Wood, Stone and Minerals Drop-off point for resources Allows research of resource gathering improvements
540 Oxygen 225 Wood 25 Minerals 14 Citizens
63 Seconds
IV
Air Filtering
Air Filtering buildings produce Oxygen and do not have maintenance costs. They 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
Increases Oxygen storage limit Allows Oxygen research
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
Build Time
Prosperity Level
Beacon
Expands the settlement's territory in a large radius Favored target of horrors
24 Wood 100 Oxygen
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
35 Seconds
I
Air Trader
Enables buying Wood and Stone with Oxygen
100 Wood 340 Oxygen 15 Minerals 7 Citizens
56 Seconds
II
Masonry Guild
Allows researching construction improvements
195 Wood 500 Oxygen 25 Minerals 18 Citizens
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
35 Seconds
III
Military Growth
Military Growth are used to recruit and upgrade units.
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
Home Extension
Adjacent Shacks and Homesteads gain +1 Citizen Has a 2x2 construction area on top.
10 Wood 5 Minerals
II
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
Pieces
A gap made traversable with wood piecesStone 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.
Door
Effect
Health
Cost
Door
Allows only human units to pass
6
15 Stone 24 Wood 4 Minerals
Double Door
Allows only human units to pass
8
25 Stone 36 Wood 6 Minerals
Arch Doorway (1x1)
Allows all units to pass
2
6 Stone
Arch Doorway (1x2)
Allows all units to pass
3
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.
Window
Health
Cost
Window
2
8 Stone
Wide Window
3
12 Stone
Corner Window
2
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.
Tactical Piece
Effect
Health
Cost
Prosperity Level
Merlon
Boosts the range of any unit behind it Upgrades the Toughness of stone pieces below it
Scales with wall
6 Stone
I
Merlon (interior corner)
Boosts the range of any unit behind it Upgrades the Toughness of stone pieces below it
Scales with wall
15 Stone
I
Merlon (exterior corner)
Boosts the range of any unit behind it Upgrades the Toughness of stone pieces below it
Scales with wall
6 Stone
I
Banner
Increases attack damage of adjacent units by 25%.
1
12 Stone 10 Minerals
I
Tactician's Nook
Reduces the cooldown of special skills Must be placed on a wall
Scales with wall
25 Stone 25 Minerals 2 Mistfuel
IV
Grand Banner
Increases attack damage of adjacent units by 50%.
1
12 Stone 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.
Trap
Effect
Health
Cost
Prosperity Level
Spikes
Deals damage to any horror walking through it
30
15 Wood
I
Reinforced Spikes
Deals high damage to any horror walking through it
60
30 Wood 20 Oxygen 2 Minerals
III
Decoy
Attracts nearby horrors and explodes when destroyed, inflicting Burning on all attacking horrors
75
120 Wood 12 Minerals 2 Mistfuel
IV
Specialist Boosts
Specialist Boosts give adjacent units attack bonuses.
Specialist Boost
Effect
Cost
Prosperity Level
Fire Arrows
Bowman, Hunter and Partisan attacks cause damage over time Can be upgraded into Hell Arrows for the cost difference
15 Stone 25 Minerals
II
Throwing Poison
Lobber and Captor attacks cause horrors to inflict Slowed and Corroding on nearby horrors when killed Can be upgraded into Hell Poison for the cost difference
15 Stone 25 Minerals
II
Bomber's Spark
Cannoneer and Ballista attacks cause horrors to damage nearby horrors when killed Can be upgraded into Hell Spark for the cost difference
18 Stone 30 Minerals 2 Mistfuel
III
Hell Arrows
Bowman, Hunter and Partisan attacks cause damage over time Can also be upgraded from Fire Arrows for the cost difference
60 Stone 45 Minerals 90 Oxygen
IV
Hell Poison
Lobber and Captor attacks cause horrors to inflict Slowed and Corroding on nearby horrors when killed Can also be upgraded from Throwing Poison for the cost difference
75 Stone 50 Minerals 90 Oxygen
IV
Hell Spark
Cannoneer and Ballista attacks cause horrors to damage nearby horrors when killed Can also be upgraded from Bomber's Spark for the cost difference