Buildings: Difference between revisions
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=== Tactical Pieces === | === Tactical Pieces === | ||
==== General Boosts ==== | |||
General Boosts provide benefits to nearby defenses or units next to them. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Tactical Piece | ! Tactical Piece | ||
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| 4 | | 4 | ||
|} | |} | ||
''' | ==== 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. | |||
{| class="wikitable" | |||
! Trap | |||
! Effect | |||
! Toughness | |||
! Cost | |||
! Prosperity Level | |||
|- | |||
| '''Spikes''' | |||
| Deals damage to any horror walking through it | |||
| 30 | |||
| [[File:Wood.png|25px]] 15 Wood | |||
| 1 | |||
|- | |||
| '''Reinforced Spikes''' | |||
| Deals high damage to any horror walking through it | |||
| 60 | |||
| [[File:Wood.png|25px]] 30 Wood<br>[[File:Oxygen.png|25px]] 20 Oxygen<br>[[File:Minerals.png|25px]] 2 Minerals | |||
| 3 | |||
|} | |||
==== Specialist Boosts ==== | |||
Specialist Boosts give adjacent units attack bonuses. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Specialist Boost | ! Specialist Boost |
Revision as of 07:59, 3 August 2024
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.
Air Filtering
Air Filtering buildings produce Oxygen and do not have maintenance costs. They must be placed high to function.
Mist Condensing
The Mist Condenser is unlocked at Prosperity level 3, 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.
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 2
- 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 3. 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 3. 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.
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 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.
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 |
Roofs
Tactical Pieces
General Boosts
General Boosts provide benefits to nearby defenses or units next to them.
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.
Specialist Boosts
Specialist Boosts give adjacent units attack bonuses.