Buildings: Difference between revisions
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Every settlement will begin with a Citadel, which produces 180 Oxygen, stores resources 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. | Every settlement will begin with a Citadel, which produces 180 Oxygen, stores resources 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 | 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. | The Citadel produces 10 Citizens on Story difficulty, 8 Citizens on Easy/Normal/Hard difficulty and 6 Citizens on Extreme difficulty. | ||
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Pieces are constructed instantly. If you hold and drag with left mouse button pressed you can build multiple pieces in a straight line. | 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 | Pieces made primarily of Stone have a Toughness rating. If there are enough other pieces made primarily of stone underneath or above them their Toughness will upgrade, visibly changing the appearance of the entire column of pieces. Pieces gain x10 health if there are 3 pieces above/below them and x25 health if there are 6 pieces above/below them. Pieces that are in danger of breaking will glow red. | ||
[[File:Wood bridge.png|thumb|300px|A gap made traversable with wood pieces]] | [[File:Wood bridge.png|thumb|300px|A gap made traversable with wood pieces]] | ||
'''Wood Pieces''' are quick, cheap and require less Support but their | '''Wood Pieces''' are quick, cheap and require less Support but their health is low. The are perfect for quickly building complex structures and reaching distant places. | ||
* '''Primary''' | * '''Primary''' | ||
** '''Wood Strut''' | ** '''Wood Strut''' | ||
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! Door | ! Door | ||
! Effect | ! Effect | ||
! | ! Health | ||
! Cost | ! Cost | ||
|- | |- | ||
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{| class="wikitable" | {| class="wikitable" | ||
! Window | ! Window | ||
! | ! Health | ||
! Cost | ! Cost | ||
|- | |- | ||
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! Tactical Piece | ! Tactical Piece | ||
! Effect | ! Effect | ||
! | ! Health | ||
! Cost | ! Cost | ||
! Prosperity Level | ! Prosperity Level | ||
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==== Traps ==== | ==== Traps ==== | ||
Traps can be set up to damage approaching horrors but lose | Traps can be set up to damage approaching horrors but lose health in the process. Unlike other buildings recycling them does not refund resources. | ||
{| class="wikitable" | {| class="wikitable" | ||
! Trap | ! Trap | ||
! Effect | ! Effect | ||
! | ! Health | ||
! Cost | ! Cost | ||
! width=1% | Prosperity Level | ! width=1% | Prosperity Level |
Revision as of 10:46, 3 August 2024
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 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.
Citadel
Every settlement will begin with a Citadel, which produces 180 Oxygen, stores resources 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 the Citadel gains an area attack ability that will damage all horrors around it.
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.
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 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
Military Growth
Military Growth are used to recruit and upgrade units.
Building Supplements
Building supplements provide bonuses to buildings that are adjacent or underneath them. All of them take 18 seconds to build.
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 have a Toughness rating. If there are enough other pieces made primarily of stone underneath or above them their Toughness will upgrade, visibly changing the appearance of the entire column of pieces. Pieces gain x10 health if there are 3 pieces above/below them and x25 health if there are 6 pieces above/below them. Pieces that are in danger of breaking will glow red.
Wood Pieces are quick, cheap and require less Support but their health 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
Doors are available from the start and allow units to pass through walls. They allow other buildings to be constructed above them.
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 | Health | 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 health in the process. Unlike other buildings recycling them does not refund resources.
Specialist Boosts
Specialist Boosts give adjacent units attack bonuses.