Buildings

From Cataclismo Official Wiki

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.

Each building has an Oxygen maintenance cost. The amount 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.

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

Resource Gathering

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
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/min and requires Mist. Cost: 200 Oxygen, 180 Wood, 20 Minerals, 6 Citizens. Build Time: 35 Seconds.

City Buildings

City Growth offer various basic functionalities.

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

  • Barracks: trains and upgrades Bowmen, Lobbers and Captors. Cost: 225 Oxygen, 120 Wood and 10 Citizens. Maintenance: 90 Oxygen/min. Build Time: 42 seconds. Has a 3x3 construction area on top.
  • Bomber's Workshop trains and upgrades Cannoneers and Ballistae. Cost: 680 Oxygen, 240 Wood, 40 Minerals, 18 Citizens and 2 Mistfuel. Maintenance: 180 Oxygen/min. Build Time: 56 seconds. Has a 3x3 construction area on top.

Building Supplements: unlocked at Prosperity level II

  • Home Extension: gives each adjacent Shack 1 Citizen. Cost: 10 Wood and 5 Minerals. Build Time: 18 seconds. Has a 2x2 construction area on top.
  • Airtight Insulation reduces the Oxygen maintenance of each adjacent Shack and Homestead. Cost: 30 Wood and 8 Minerals. Build Time: 18 seconds. Unlocked at Prosperity level III. HOW MUCH?
  • Autonomous Pump reduced the Citizens cost of adjacent Air Filter and Bulk Air Filter. Cost: 15 Wood and 8 Minerals. Build Time: 18 seconds. Unlocked at Prosperity level III. HOW MUCH?

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

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

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

Roofs

Tactical Pieces

General Boosts

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
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 Toughness in the process. Unlike other buildings recycling them does not refund resources.

Trap Effect Toughness 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
81 Stone
58 Minerals
90 Oxygen
2 Mistfuel
IV