Buildings

From Cataclismo Official Wiki

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 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 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 than necessary for maximum production.
Building Max. Production Cost Build Time Prosperity Level
Sawmill 15 Wood/worker 75 Oxygen 35 Seconds I
Quarry 15 Stone/worker
15 Minerals/worker
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
360 Oxygen
90 Wood
40 Minerals
6 Citizens
2 Mistfuel
63 Seconds III
Master Sawmill 15 Wood/worker 310 Oxygen
30 Minerals
35 Seconds III
Master Quarry 15 Stone/worker
15 Minerals/worker
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. 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 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.

Building Trains and upgrades Cost Build Time Prosperity Level
Barracks Bowman
Lobber
Captor
225 Oxygen
120 Wood
10 Citizens
42 Seconds I
Bomber's Workshop Cannoneer
Ballista
680 Oxygen
240 Wood
40 Minerals
18 Citizens
2 Mistfuel
56 Seconds III
Elite's Quarters Hunter
Partisan (Skirmish, Endless and Sandbox only)
920 Oxygen
300 Wood
60 Minerals
22 Citizens
8 Mistfuel
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
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