Buildings: Difference between revisions

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Each building has an Oxygen maintenance cost that depends on the game difficulty.
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.
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 pressing the recycle button below the build menu and then clicking on the buildings you want recycled.
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.


== Citadel ==
== The Citadel ==
[[File:Citadel.png|thumb|300px|The Citadel]]
[[File:The Citadel.png|thumb|300px|The 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.  
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 has a health of 400, which is increased to 650 with the Reinforced Stonework skill from the Book of Insight.
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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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| 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
|}
== 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.
[[File:Wood bridge.png|thumb|300px|A gap made traversable with wood pieces]]
'''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'''
[[File:Stacking.png|thumb|300px|Stone Bricks changing appearance as Toughness increases]]
'''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.
{| class="wikitable"
! Door
! Effect
! Health
! Cost
|-
| [[File:Door.png|45px]] '''Door'''
| Allows only human units to pass
| 6
| [[File:Stone.png|25px]] 15 Stone<br>[[File:Wood.png|25px]] 24 Wood<br>[[File:Minerals.png|25px]] 4 Minerals
|-
| [[File:Double Door.png|45px]] '''Double Door'''
| Allows only human units to pass
| 8
| [[File:Stone.png|25px]] 25 Stone<br>[[File:Wood.png|25px]] 36 Wood<br>[[File:Minerals.png|25px]] 6 Minerals
|-
| [[File:Arch Doorway 1x1.png|45px]] '''Arch Doorway (1x1)'''
| Allows all units to pass
| 2
| [[File:Stone.png|25px]] 6 Stone
|-
| [[File:Arch Doorway 1x2.png|45px]] '''Arch Doorway (1x2)'''
| Allows all units to pass
| 3
| [[File:Stone.png|25px]] 12 Stone
|}
==== 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.
{| class="wikitable"
! Window
! Health
! Cost
|-
| [[File:Window.png|25px]] '''Window'''
| 2
| [[File:Stone.png|25px]] 8 Stone
|-
| [[File:Wide Window.png|25px]] '''Wide Window'''
| 3
| [[File:Stone.png|25px]] 12 Stone
|-
| [[File:Corner Window.png|25px]] '''Corner Window'''
| 2
| [[File:Stone.png|25px]] 8 Stone
|}
==== Roofs ====
Roofs are unlocked starting with chapter 8 when rain becomes present and will give units shelter from the rain. All of them cost 1 Wood.
=== Tactical Pieces ===
==== General Boosts ====
General Boosts provide benefits to nearby defenses or units next to them.
{| class="wikitable"
! Tactical Piece
! Effect
! Health
! Cost
! Prosperity Level
|-
| [[File:Merlon.png|50px]] '''Merlon'''
| Boosts the range of any unit behind it<br>Upgrades the Toughness of stone pieces below it
| Scales with wall
| [[File:Stone.png|25px]] 6 Stone
| I
|-
| [[File:Merlon (interior corner).png|50px]] '''Merlon (interior corner)'''
| Boosts the range of any unit behind it<br>Upgrades the Toughness of stone pieces below it
| Scales with wall
| [[File:Stone.png|25px]] 15 Stone
| I
|-
| [[File:Merlon (exterior corner).png|50px]] '''Merlon (exterior corner)'''
| Boosts the range of any unit behind it<br>Upgrades the Toughness of stone pieces below it
| Scales with wall
| [[File:Stone.png|25px]] 6 Stone
| I
|-
| [[File:Banner.png|50px]] '''Banner'''
| Increases attack damage of adjacent units by 25%.
| 1
| [[File:Stone.png|25px]] 12 Stone<br>[[File:Minerals.png|25px]] 10 Minerals
| I
|-
| [[File:Tactician's Nook.png|50px]] '''Tactician's Nook'''
| Reduces the cooldown of special skills<br>Must be placed on a wall
| Scales with wall
| [[File:Stone.png|25px]] 25 Stone<br>[[File:Minerals.png|25px]] 25 Minerals<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| IV
|-
| [[File:Grand Banner.png|50px]] '''Grand Banner'''
| Increases attack damage of adjacent units by 50%.
| 1
| [[File:Stone.png|25px]] 12 Stone<br>[[File:Minerals.png|25px]] 10 Minerals
| IV
|}
==== 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.
{| class="wikitable"
! Trap
! Effect
! Health
! Cost
! width=1% | Prosperity Level
|-
| [[File:Spikes.png|50px]] '''Spikes'''
| Deals damage to any horror walking through it
| 30
| [[File:Wood.png|25px]] 15 Wood
| I
|-
| [[File:Reinforced Spikes.png|50px]] '''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
| III
|-
| [[File:Decoy.png|50px]] '''Decoy'''
| Attracts nearby horrors and explodes when destroyed, inflicting Burning on all attacking horrors
| 75
| [[File:Wood.png|25px]] 120 Wood<br>[[File:Minerals.png|25px]] 12 Minerals<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| IV
|}
==== Specialist Boosts ====
Specialist Boosts give adjacent units attack bonuses.
{| class="wikitable"
! Specialist Boost
! Effect
! Cost
! Prosperity Level
|-
| [[File:Fire Arrows.png|50px]] '''Fire Arrows'''
| Bowman, Hunter and Partisan attacks cause damage over time<br>Can be upgraded into Hell Arrows for the cost difference
| [[File:Stone.png|25px]] 15 Stone<br>[[File:Minerals.png|25px]] 25 Minerals
| II
|-
| [[File:Throwing Poison.png|50px]] '''Throwing Poison'''
| 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
| [[File:Stone.png|25px]] 15 Stone<br>[[File:Minerals.png|25px]] 25 Minerals
| II
|-
| [[File:Bomber's Spark.png|50px]] '''Bomber's Spark'''
| Cannoneer and Ballista attacks cause horrors to damage nearby horrors when killed<br>Can be upgraded into Hell Spark for the cost difference
| [[File:Stone.png|25px]] 18 Stone<br>[[File:Minerals.png|25px]] 30 Minerals<br>[[File:Mistfuel.png|25px]] 2 Mistfuel
| III
|-
| [[File:Hell Arrows.png|50px]] '''Hell Arrows'''
| 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'''
| 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
|}
|}

Latest revision as of 13:15, 11 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 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 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.png Sawmill Wood.png 15 Wood/min Oxygen.png 75 Oxygen 35 Seconds I
Quarry.png Quarry Stone.png 15 Stone/min
Minerals.png 15 Minerals/min
Oxygen.png 90 Oxygen
Wood.png 75 Wood
Citizens.png 3 Citizens
35 Seconds I
Warehouse.png Warehouse 600 Wood and Stone Storage
300 Minerals Storage
Drop-off point for resources
Researches improvements for resource gathering
Oxygen.png 405 Oxygen
Wood.png 120 Wood
Minerals.png 20 Minerals
Citizens.png 14 Citizens
63 Seconds I
Master Sawmill.png Master Sawmill Wood.png 15 Wood/min Oxygen.png 310 Oxygen
Minerals.png 30 Minerals
35 Seconds III
Master Quarry.png Master Quarry Stone.png 15 Stone/min
Minerals.png 15 Minerals/min
Oxygen.png 395 Oxygen
Wood.png 140 Wood
Minerals.png 18 Minerals
Citizens.png 3 Citizens
35 Seconds III
Master Warehouse.png Master Warehouse 800 Wood and Stone Storage
450 Minerals Storage
Drop-off point for resources
Researches improvements for resource gathering
Oxygen.png 540 Oxygen
Wood.png 225 Wood
Minerals.png 25 Minerals
Citizens.png 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.png Air Filter Oxygen.png 180 Oxygen/min Wood.png 48 Wood
Citizens.png 2 Citizens
35 Seconds I
Bulk Air Filter.png Bulk Air Filter Oxygen.png 270 Oxygen/min Wood.png 100 Wood
Minerals.png 10 Minerals
Citizens.png 2 Citizens
35 Seconds III
Air Silo.png Air Silo 900 Oxygen storage
Researches improvements for unit maintenance
Wood.png 105 Wood
Minerals.png 25 Minerals
Oxygen.png 270 Oxygen
Citizens.png 10 Citizens
Mistfuel.png 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.png Beacon Expands the settlement's territory in a large radius
Favored target of horrors
Wood.png 24 Wood
Oxygen.png 100 Oxygen
28 Seconds I
Shack.png 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
Wood.png 30 Wood 35 Seconds I
Air Trader.png Air Trader Enables buying Wood and Stone with Oxygen Wood.png 100 Wood
Oxygen.png 340 Oxygen
Minerals.png 15 Minerals
Citizens.png 7 Citizens
56 Seconds II
Masonry Guild.png Masonry Guild Researches improvements for pieces and buildings Wood.png 195 Wood
Oxygen.png 500 Oxygen
Minerals.png 25 Minerals
Citizens.png 18 Citizens
49 Seconds II
Homestead.png 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
Wood.png 110 Wood
Oxygen.png 90 Oxygen
Minerals.png 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.png Barracks ArcherPortrait.png Bowman
BowlerPortrait.png Lobber
RetiariusPortrait.png Captor
Oxygen.png 225 Oxygen
Wood.png 120 Wood
Citizens.png 10 Citizens
42 Seconds I
Bomber's Workshop.png Bomber's Workshop CannoneerPortrait.png Cannoneer
BallistaPortrait.png Ballista
Oxygen.png 680 Oxygen
Wood.png 240 Wood
Minerals.png 40 Minerals
Citizens.png 18 Citizens
Mistfuel.png 2 Mistfuel
56 Seconds III
Elite's Quarters.png Elite's Quarters ScoutPortrait.png Hunter
CrusaderPortrait.png Partisan (Skirmish, Endless and Sandbox only)
Oxygen.png 920 Oxygen
Wood.png 300 Wood
Minerals.png 60 Minerals
Citizens.png 22 Citizens
Mistfuel.png 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.png Home Extension Adjacent Shacks and Homesteads gain +1 Citizen
Has a 2x2 construction area on top.
Wood.png 10 Wood
Minerals.png 5 Minerals
II
Airtight Insulation.png Airtight Insulation Adjacent Shacks and Homesteads gain -20% Oxygen maintenance Wood.png 30 Wood
Minerals.png 8 Minerals
III
Autonomous Pump.png Autonomous Pump Adjacent Air Filters and Bulk Air Filters gain -1 Citizen cost Wood.png 15 Wood
Minerals.png 8 Minerals
III
Intake Duct.png Intake Duct Adjacent Air Filters produce +54 more Oxygen
Adjacent Bulk Air Filters produce +81 more Oxygen
Wood.png 30 Wood
Minerals.png 14 Minerals
IV