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| 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. |
|
| |
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| 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. |
|
| |
|
| Each building has an Oxygen maintenance cost. The amount depends on the game difficulty.
| | == The Citadel == |
| | [[File:The Citadel.png|thumb|300px|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. |
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| |
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| 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.
| | The Citadel has a health of 400, which is increased to 650 with the Reinforced Stonework skill from the Book of Insight. |
|
| |
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| 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.
| | 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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| Buildings can be stacked on top of other buildings if there is room.
| | 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. |
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| == Resource Gathering == | | == Resource Gathering == |
| | | Resource Gathering buildings are used to produce resources. |
| === Raw Materials === | | === 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. | | 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. |
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| |- | | |- |
| | [[File:Warehouse.png|70px]] '''Warehouse''' | | | [[File:Warehouse.png|70px]] '''Warehouse''' |
| | Increases the storage limit of Wood, Stone and Minerals<br>Drop-off point for resources<br>Allows research of resource gathering improvements | | | 600 Wood and Stone Storage<br>300 Minerals Storage<br>Drop-off point for resources<br>Researches improvements for resource gathering |
| | [[File:Oxygen.png|25px]] 405 Oxygen<br>[[File:Wood.png|25px]] 120 Wood<br>[[File:Minerals.png|25px]] 20 Minerals<br>[[File:Citizens.png|25px]] 14 Citizens | | | [[File:Oxygen.png|25px]] 405 Oxygen<br>[[File:Wood.png|25px]] 120 Wood<br>[[File:Minerals.png|25px]] 20 Minerals<br>[[File:Citizens.png|25px]] 14 Citizens |
| | 63 Seconds | | | 63 Seconds |
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| |- | | |- |
| | [[File:Master Warehouse.png|70px]] '''Master Warehouse''' | | | [[File:Master Warehouse.png|70px]] '''Master Warehouse''' |
| | Increases the storage limit of Wood, Stone and Minerals<br>Drop-off point for resources<br>Allows research of resource gathering improvements | | | 800 Wood and Stone Storage<br>450 Minerals Storage<br>Drop-off point for resources<br>Researches improvements for resource gathering |
| | [[File:Oxygen.png|25px]] 540 Oxygen<br>[[File:Wood.png|25px]] 225 Wood<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Citizens.png|25px]] 14 Citizens | | | [[File:Oxygen.png|25px]] 540 Oxygen<br>[[File:Wood.png|25px]] 225 Wood<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Citizens.png|25px]] 14 Citizens |
| | 63 Seconds | | | 63 Seconds |
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| === Air Filtering === | | === Air Filtering === |
| Air Filtering buildings produce Oxygen and do not have maintenance costs. They must be placed high to function. | | Air Filtering buildings produce Oxygen and do not have maintenance costs. Production buildings must be placed high to function. |
| {| class="wikitable" | | {| class="wikitable" |
| ! Building | | ! Building |
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| |- | | |- |
| | [[File:Air Silo.png|60px]] '''Air Silo''' | | | [[File:Air Silo.png|60px]] '''Air Silo''' |
| | Increases Oxygen storage limit<br>Allows Oxygen research | | | 900 Oxygen storage<br>Researches improvements for unit maintenance |
| | [[File:Wood.png|25px]] 105 Wood<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Oxygen.png|25px]] 270 Oxygen<br>[[File:Citizens.png|25px]] 10 Citizens<br>[[File:Mistfuel.png|25px]] 2 Mistfuel | | | [[File:Wood.png|25px]] 105 Wood<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Oxygen.png|25px]] 270 Oxygen<br>[[File:Citizens.png|25px]] 10 Citizens<br>[[File:Mistfuel.png|25px]] 2 Mistfuel |
| | 49 Seconds | | | 49 Seconds |
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| |- | | |- |
| | [[File:Masonry Guild.png|70px]] '''Masonry Guild''' | | | [[File:Masonry Guild.png|70px]] '''Masonry Guild''' |
| | Allows researching construction improvements | | | Researches improvements for pieces and buildings |
| | [[File:Wood.png|25px]] 195 Wood<br>[[File:Oxygen.png|25px]] 500 Oxygen<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Citizens.png|25px]] 18 Citizens | | | [[File:Wood.png|25px]] 195 Wood<br>[[File:Oxygen.png|25px]] 500 Oxygen<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Citizens.png|25px]] 18 Citizens |
| | 49 Seconds | | | 49 Seconds |
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| |- | | |- |
| | [[File:Elite's Quarters.png|70px]] '''Elite's Quarters''' | | | [[File:Elite's Quarters.png|70px]] '''Elite's Quarters''' |
| | [[File:ScoutPortrait.png|25px]] Hunter | | | [[File:ScoutPortrait.png|25px]] Hunter<br>[[File:CrusaderPortrait.png|25px]] Partisan (Skirmish, Endless and Sandbox only) |
| | [[File:Oxygen.png|25px]] 920 Oxygen<br>[[File:Wood.png|25px]] 300 Wood<br>[[File:Minerals.png|25px]] 60 Minerals<br>[[File:Citizens.png|25px]] 22 Citizens<br>[[File:Mistfuel.png|25px]] 8 Mistfuel | | | [[File:Oxygen.png|25px]] 920 Oxygen<br>[[File:Wood.png|25px]] 300 Wood<br>[[File:Minerals.png|25px]] 60 Minerals<br>[[File:Citizens.png|25px]] 22 Citizens<br>[[File:Mistfuel.png|25px]] 8 Mistfuel |
| | 63 Seconds | | | 63 Seconds |
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| ! Prosperity Level | | ! Prosperity Level |
| |- | | |- |
| | '''Home Extension''' | | | [[File:Home Extension.png|40px]] '''Home Extension''' |
| | Adjacent Shacks and Homesteads gain +1 Citizen<br>Has a 2x2 construction area on top. | | | Adjacent Shacks and Homesteads gain +1 Citizen<br>Has a 2x2 construction area on top. |
| | [[File:Wood.png|25px]] 10 Wood<br>[[File:Minerals.png|25px]] 5 Minerals | | | [[File:Wood.png|25px]] 10 Wood<br>[[File:Minerals.png|25px]] 5 Minerals |
| | II | | | II |
| |- | | |- |
| | '''Airtight Insulation''' | | | [[File:Airtight Insulation.png|40px]] '''Airtight Insulation''' |
| | Adjacent Shacks and Homesteads gain -1 Oxygen maintenance | | | Adjacent Shacks and Homesteads gain -20% Oxygen maintenance |
| | [[File:Wood.png|25px]] 30 Wood<br>[[File:Minerals.png|25px]] 8 Minerals | | | [[File:Wood.png|25px]] 30 Wood<br>[[File:Minerals.png|25px]] 8 Minerals |
| | III | | | III |
| |- | | |- |
| | '''Autonomous Pump''' | | | [[File:Autonomous Pump.png|40px]] '''Autonomous Pump''' |
| | Adjacent Air Filters and Bulk Air Filters gain -1 Citizen cost | | | Adjacent Air Filters and Bulk Air Filters gain -1 Citizen cost |
| | [[File:Wood.png|25px]] 15 Wood<br>[[File:Minerals.png|25px]] 8 Minerals | | | [[File:Wood.png|25px]] 15 Wood<br>[[File:Minerals.png|25px]] 8 Minerals |
| | III | | | III |
| |- | | |- |
| | '''Intake Duct''' | | | [[File:Intake Duct.png|40px]] '''Intake Duct''' |
| | Adjacent Air Filters produce +54 more Oxygen<br>Adjacent Bulk Air Filters produce +81 more Oxygen | | | Adjacent Air Filters produce +54 more Oxygen<br>Adjacent Bulk Air Filters produce +81 more Oxygen |
| | [[File:Wood.png|25px]] 30 Wood<br>[[File:Minerals.png|25px]] 14 Minerals | | | [[File:Wood.png|25px]] 30 Wood<br>[[File:Minerals.png|25px]] 14 Minerals |
| | IV
| |
| |}
| |
| * '''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?
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|
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| == Pieces ==
| |
| Pieces are constructed instantly. If you hold and drag with left mouse button pressed you can build multiple pieces in a straight line.
| |
|
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| 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.
| |
|
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| [[File:Wood bridge.png|thumb|300px|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'''
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| ** '''Wood Strut'''
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| * '''Secondary'''
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| ** '''Wood Half Arch'''
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| * '''Stairs'''
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| ** '''Wood Steps'''
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| [[File:Stacking.png|thumb|300px|Stone Bricks changing appearance as stacked]]
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| '''Stone Pieces''' are resilient but require more Support.
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| * '''Primary'''
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| ** '''Stone Brick'''
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| * '''Secondary'''
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| ** '''Stone Half Arch'''
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| * '''Stairs'''
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| ** '''Stone Steps'''
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|
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| === 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.
| |
| {| class="wikitable"
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| ! Door
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| ! Effect
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| ! Toughness
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| ! Cost
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| |-
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| | [[File:Door.png|45px]] '''Door'''
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| | Allows only human units to pass
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| | 6
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| | [[File:Stone.png|25px]] 15 Stone<br>[[File:Wood.png|25px]] 24 Wood<br>[[File:Minerals.png|25px]] 4 Minerals
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| |-
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| | [[File:Double Door.png|45px]] '''Double Door'''
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| | Allows only human units to pass
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| | 8
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| | [[File:Stone.png|25px]] 25 Stone<br>[[File:Wood.png|25px]] 36 Wood<br>[[File:Minerals.png|25px]] 6 Minerals
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| |-
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| | [[File:Arch Doorway 1x1.png|45px]] '''Arch Doorway (1x1)'''
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| | Allows all units to pass
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| | 2
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| | [[File:Stone.png|25px]] 6 Stone
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| |-
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| | [[File:Arch Doorway 1x2.png|45px]] '''Arch Doorway (1x2)'''
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| | Allows all units to pass
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| | 3
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| | [[File:Stone.png|25px]] 12 Stone
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| |}
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|
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| ==== Windows ====
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| Windows are unlocked at Prosperity level II and boost the range of units behind it. They allow other buildings to be constructed above them.
| |
| {| class="wikitable"
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| ! Window
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| ! Toughness
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| ! Cost
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| |-
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| | [[File:Window.png|25px]] '''Window'''
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| | 2
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| | [[File:Stone.png|25px]] 8 Stone
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| |-
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| | [[File:Wide Window.png|25px]] '''Wide Window'''
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| | 3
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| | [[File:Stone.png|25px]] 12 Stone
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| |-
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| | [[File:Corner Window.png|25px]] '''Corner Window'''
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| | 2
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| | [[File:Stone.png|25px]] 8 Stone
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| |}
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|
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| ==== Roofs ====
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|
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| === Tactical Pieces ===
| |
| ==== General Boosts ====
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| General Boosts provide benefits to nearby defenses or units next to them.
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| {| class="wikitable"
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| ! Tactical Piece
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| ! Effect
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| ! Toughness
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| ! Cost
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| ! Prosperity Level
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| |-
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| | [[File:Merlon.png|50px]] '''Merlon'''
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| | Boosts the range of any unit behind it<br>Upgrades the Toughness of stone pieces below it
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| | Scales with wall
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| | [[File:Stone.png|25px]] 6 Stone
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| | I
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| |-
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| | [[File:Merlon (interior corner).png|50px]] '''Merlon (interior corner)'''
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| | Boosts the range of any unit behind it<br>Upgrades the Toughness of stone pieces below it
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| | Scales with wall
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| | [[File:Stone.png|25px]] 15 Stone
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| | I
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| |-
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| | [[File:Merlon (exterior corner).png|50px]] '''Merlon (exterior corner)'''
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| | Boosts the range of any unit behind it<br>Upgrades the Toughness of stone pieces below it
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| | Scales with wall
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| | [[File:Stone.png|25px]] 6 Stone
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| | I
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| |-
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| | [[File:Banner.png|50px]] '''Banner'''
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| | Increases attack damage of adjacent units by 25%.
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| | 1
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| | [[File:Stone.png|25px]] 12 Stone<br>[[File:Minerals.png|25px]] 10 Minerals
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| | I
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| |-
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| | [[File:Tactician's Nook.png|50px]] '''Tactician's Nook'''
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| | Reduces the cooldown of special skills<br>Must be placed on a wall
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| | Scales with wall
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| | [[File:Stone.png|25px]] 25 Stone<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
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| | IV
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| |-
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| | [[File:Grand Banner.png|50px]] '''Grand Banner'''
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| | Increases attack damage of adjacent units by 50%.
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| | 1
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| | [[File:Stone.png|25px]] 12 Stone<br>[[File:Minerals.png|25px]] 10 Minerals
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| | IV
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| |}
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|
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| ==== Traps ====
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| Traps can be set up to damage approaching horrors but lose Toughness in the process. Unlike other buildings recycling them does not refund resources.
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| {| class="wikitable"
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| ! Trap
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| ! Effect
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| ! Toughness
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| ! Cost
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| ! width=1% | Prosperity Level
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| |-
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| | [[File:Spikes.png|50px]] '''Spikes'''
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| | Deals damage to any horror walking through it
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| | 30
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| | [[File:Wood.png|25px]] 15 Wood
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| | I
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| |-
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| | [[File:Reinforced Spikes.png|50px]] '''Reinforced Spikes'''
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| | Deals high damage to any horror walking through it
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| | 60
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| | [[File:Wood.png|25px]] 30 Wood<br>[[File:Oxygen.png|25px]] 20 Oxygen<br>[[File:Minerals.png|25px]] 2 Minerals
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| | III
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| |-
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| | [[File:Decoy.png|50px]] '''Decoy'''
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| | Attracts nearby horrors and explodes when destroyed, inflicting Burning on all attacking horrors
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| | 75
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| | [[File:Wood.png|25px]] 120 Wood<br>[[File:Minerals.png|25px]] 12 Minerals<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| |
| | IV
| |
| |}
| |
|
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| ==== Specialist Boosts ====
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| Specialist Boosts give adjacent units attack bonuses.
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| {| class="wikitable"
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| ! Specialist Boost
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| ! Effect
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| ! Cost
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| ! Prosperity Level
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| |-
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| | [[File:Fire Arrows.png|50px]] '''Fire Arrows'''
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| | Bowman, Hunter and Partisan attacks cause damage over time<br>Can be upgraded into Hell Arrows for the cost difference
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| | [[File:Stone.png|25px]] 15 Stone<br>[[File:Minerals.png|25px]] 25 Minerals
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| | II
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| |-
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| | [[File:Throwing Poison.png|50px]] '''Throwing Poison'''
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| | Lobber and Captor attacks cause horrors to inflict Slowed and Corroding on nearby horrors when killed<br>Can be upgraded into Hell Poison for the cost difference
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| | [[File:Stone.png|25px]] 15 Stone<br>[[File:Minerals.png|25px]] 25 Minerals
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| | II
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| |-
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| | [[File:Bomber's Spark.png|50px]] '''Bomber's Spark'''
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| | Cannoneer and Ballista attacks cause horrors to damage nearby horrors when killed<br>Can be upgraded into Hell Spark for the cost difference
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| | [[File:Stone.png|25px]] 18 Stone<br>[[File:Minerals.png|25px]] 30 Minerals<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| |
| | III
| |
| |-
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| | [[File:Hell Arrows.png|50px]] '''Hell Arrows'''
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| | Bowman, Hunter and Partisan attacks cause damage over time<br>Can also be upgraded from Fire Arrows for the cost difference
| |
| | [[File:Stone.png|25px]] 60 Stone<br>[[File:Minerals.png|25px]] 45 Minerals<br>[[File:Oxygen.png|25px]] 90 Oxygen
| |
| | IV
| |
| |-
| |
| | [[File:Hell Poison.png|50px]] '''Hell Poison'''
| |
| | Lobber and Captor attacks cause horrors to inflict Slowed and Corroding on nearby horrors when killed<br>Can also be upgraded from Throwing Poison for the cost difference
| |
| | [[File:Stone.png|25px]] 75 Stone<br>[[File:Minerals.png|25px]] 50 Minerals<br>[[File:Oxygen.png|25px]] 90 Oxygen
| |
| | IV
| |
| |-
| |
| | [[File:Hell Spark.png|50px]] '''Hell Spark'''
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| | Cannoneer and Ballista attacks cause horrors to damage nearby horrors when killed<br>Can also be upgraded from Bomber's Spark for the cost difference
| |
| | [[File:Stone.png|25px]] 81 Stone<br>[[File:Minerals.png|25px]] 58 Minerals<br>[[File:Oxygen.png|25px]] 90 Oxygen<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| |
| | IV | | | IV |
| |} | | |} |
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
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. 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
|