Buildings

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Revision as of 16:20, 2 August 2024 by Aether (talk | contribs)

Every settlement will begin with a Citadel, which produces 180 Oxygen, 8 Citizens and10 Military Capacity, stores resources, and has a Toughness of 400. 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.

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

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.

Buildings can be stacked on top of other buildings if there is room.

Resource Gathering

Raw Materials: Workers carry materials from the resource gathering building to the nearest Warehouse or Citadel. The shorter the distance the faster resources will be gathered.

Building Effect Max. Production Cost Maintenance Build Time Prosperity Level
Sawmill Gathers Wood 15 Wood/min 75 Oxygen 30/min 35 Seconds 1
Quarry Gathers Stone and Minerals 15 Stone/min
15 Minerals/min
90 Oxygen
75 Wood
3 Citizens
45/min 35 Seconds 1
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
200/min 63 Seconds 1
Master Sawmill Gathers Wood better than a Sawmill
Can also be upgraded from a Sawmill
15 Wood/min 310 Oxygen
30 Minerals
30/min 35 Seconds 3
Master Quarry Gathers Stone and Minerals better than a Quarry
Can also be upgraded from a Quarry
15 Stone/min
15 Minerals/min
395 Oxygen
140 Wood
18 Minerals
3 Citizens
45/min 35 Seconds 3

Air Filtering

  • Air Filter: must be placed high. Max. Production: 180 Oxygen/min. Cost: 48 Wood. Build Time: 35 seconds. Citizens Needed: 2.

City Buildings

City Growth offer various basic functionalities.

Building Effect Cost Maintenance Build Time Prosperity Level
Beacon Expands the settlement's territory in a large radius 24 Wood
100 Oxygen
5/min 28 Seconds 1
Shack Gives 4 Citizens 30 Wood 15/min 35 Seconds 1
Air Trader Enables buying Wood and Stone with Oxygen 100 Wood
340 Oxygen
15 Minerals
7 Citizens
90/min 56 Seconds 2
Masonry Guild Allows researching construction improvements 195 Wood
500 Oxygen
25 Minerals
18 Citizens
90/min 49 Seconds 2

Military Growth

  • Barracks: trains and upgrades Bowmen, Lobbers and Captors. Cost: 225 Oxygen and 120 Wood. Maintenance: 90 Oxygen/min. Build Time: 42 seconds. Citizens Needed: 10. Has a 3x3 construction area on top.

Building Supplements: unlocked at Prosperity level 2

  • Home Extension: gives each Shacks adjacent or underneath 1 Citizen. Cost: 10 Wood and 5 Minerals. Build Time: 18 seconds. Has a 2x2 construction area on top.

Pieces

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 will have their Toughness upgraded if there are other pieces made primarily of stone underneath or above them. They gain x10 Toughness if there are 3 pieces above/below and x25 Toughness if there are 6 pieces above/below. Pieces that are in danger of breaking will glow red.

A gap made traversable with wood pieces

Wood Pieces are quick, cheap and require less Support but their Toughness is low. The are perfect for quickly building complex structures and reaching distant places.

  • Primary
    • Wood Strut
  • Secondary
    • Wood Half Arch
  • Stairs
    • Wood Steps
Stone Bricks changing appearance as stacked

Stone Pieces are resilient but require more Support.

  • Primary
    • Stone Brick
  • Secondary
    • Stone Half Arch
  • Stairs
    • Stone Steps

Advanced Pieces

Doors are available from the start and allow units to pass through walls. They allow other buildings to be constructed above them.

Door Effect Toughness 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 are unlocked at Prosperity level 2 and boost the range of units behind it. They allow other buildings to be constructed above them.

Window Toughness Cost
Window 2 8 Stone
Wide Window 3 12 Stone
Corner Window 2 8 Stone

Tactical Pieces

General Boosts provide benefits to nearby defenses or units next to them.

Tactical Piece Effect Toughness Cost Prosperity Level
Merlon Boosts the range of any unit behind it
Upgrades the Toughness of stone pieces below it
2 6 Stone 1
Merlon (interior corner) Boosts the range of any unit behind it
Upgrades the Toughness of stone pieces below it
2 15 Stone 1
Merlon (exterior corner) Boosts the range of any unit behind it
Upgrades the Toughness of stone pieces below it
2 6 Stone 1
Banner Increases attack damage of adjacent units. 1 12 Stone
10 Minerals
1

Traps can be set up to damage approaching horrors but are destroyed after some use. Unlike other buildings recycling them does not refund resources.

  • Spikes: deals damage to any horror walking through it and cost 15 Wood.
  • Reinforced Spikes: deals high damage to any horror walking through it and cost 30 Wood, 20 Oxygen and 2 Minerals and are unlocked at Prosperity level 3.

Specialist Boosts give adjacent units attack bonuses.

Specialist Boost Effect Cost Prosperity Level
Fire Arrows Bowman, Hunter and Partisan attacks cause damage over time 15 Stone
25 Minerals
2
Throwing Poison Lobber and Captor attacks cause horrors to inflict Slowed and Corroding on nearby horrors when killed 15 Stone
25 Minerals
2
Bomber's Spark Cannoneer and Ballista attacks cause horrors to damage nearby horrors when killed 18 Stone
30 Minerals
2 Mistfuel
3