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.
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 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
600 Wood and Stone Storage 300 Minerals Storage Drop-off point for resources Researches improvements for resource gathering
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
800 Wood and Stone Storage 450 Minerals Storage Drop-off point for resources Researches improvements for resource gathering
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
900 Oxygen storage Researches improvements for unit maintenance
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
Researches improvements for pieces and buildings
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.