Buildings

From Cataclismo Official Wiki
Revision as of 13:23, 2 August 2024 by Aether (talk | contribs)

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.

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: Workers carry materials from the resource gathering building to the nearest Warehouse or Citadel. The shorter the distance the faster resources will be gathered.

Building Effect Max. Production Cost Maintenance Build Time
Sawmill.png Sawmill Gathers Wood Wood.png 15 Wood/min Oxygen.png 75 Oxygen Oxygen.png 30 Oxygen/min 35 Seconds
Quarry.png Quarry Gathers Stone and Minerals Stone.png 15 Stone/min
Minerals.png 15 Minerals/min
Oxygen.png 90 Oxygen
Wood.png 75 Wood
3 Citizens
Oxygen.png 45 Oxygen/min 35 Seconds
Warehouse.png Warehouse Increases the storage limit of Wood, Stone and Minerals
Drop-off point for resources
Allows research of resource gathering improvements
Oxygen.png 405 Oxygen
Wood.png 120 Wood
Minerals.png 20 Minerals
14 Citizens
Oxygen.png 200 Oxygen/min 63 Seconds

Air Filtering

  • Air Filter: must be placed high. Max. Production: 180 Oxygen/min. Cost: 48 Wood. Build Time: 35 seconds. Citizens Needed: 2.

City Buildings

City Growth offer various basic functionalities.

Building Effect Cost Maintenance Build Time Prosperity Level
Beacon.png Beacon Expands the settlement's territory in a large radius Wood.png 24 Wood
Oxygen.png 100 Oxygen
Oxygen.png 5 Oxygen/min 28 Seconds 1
Shack.png Shack Gives 4 Citizens Wood.png 30 Wood Oxygen.png 15 Oxygen/min 35 Seconds 1
Air Trader.png Air Trader Enables buying Wood and Stone with Oxygen Wood.png 100 Wood
Oxygen.png 340 Oxygen
Minerals.png 15 Minerals
7 Citizens
Oxygen.png 90 Oxygen/min 56 Seconds 2
Masonry Guild.png Masonry Guild Allows researching construction improvements Wood.png 195 Wood
Oxygen.png 500 Oxygen
Minerals.png 25 Minerals
18 Citizens
Oxygen.png 90 Oxygen/min 49 Seconds 2

Military Growth

  • Barracks: trains and upgrades Bowmen, Lobbers and Captors. Cost: 225 Oxygen and 120 Wood. Maintenance: 90 Oxygen/min. Build Time: 42 seconds. Citizens Needed: 10. Has a 3x3 construction area on top.

Building Supplements: unlocked at Prosperity level 2

  • Home Extension: gives each Shacks adjacent or underneath 1 Citizen. Cost: 10 Wood and 5 Minerals. Build Time: 18 seconds. Has a 2x2 construction area on top.

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.

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
    • Wood Strut
  • Secondary
    • Wood Half Arch
  • Stairs
    • Wood Steps
Stone Bricks changing appearance as stacked

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.

Door Effect Toughness Cost
Door.png Door Allows only human units to pass 6 Stone.png 15 Stone
Wood.png 24 Wood
Minerals.png 4 Minerals
Double Door.png Double Door Allows only human units to pass 8 Stone.png 25 Stone
Wood.png 36 Wood
Minerals.png 6 Minerals
Arch Doorway 1x1.png Arch Doorway (1x1) Allows all units to pass 2 Stone.png 6 Stone
Arch Doorway 1x2.png Arch Doorway (1x2) Allows all units to pass 3 Stone.png 12 Stone

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.png Window 2 Stone.png 8 Stone
Wide Window.png Wide Window 3 Stone.png 12 Stone
Corner Window.png Corner Window 2 Stone.png 8 Stone

Tactical Pieces

General Boosts provide benefits to nearby defenses or units next to them.

Tactical Piece Effect Toughness Cost Prosperity Level
Merlon.png Merlon Boosts the range of any unit behind it
Upgrades the Toughness of stone pieces below it
2 Stone.png 6 Stone 1
Merlon (interior corner).png Merlon (interior corner) Boosts the range of any unit behind it
Upgrades the Toughness of stone pieces below it
2 Stone.png 15 Stone 1
Merlon (exterior corner).png Merlon (exterior corner) Boosts the range of any unit behind it
Upgrades the Toughness of stone pieces below it
2 Stone.png 6 Stone 1
Banner.png Banner Increases attack damage of adjacent units. 1 Stone.png 12 Stone
Minerals.png 10 Minerals
1

Traps can be set up to damage approaching horrors but are destroyed after some use. Unlike other buildings recycling them does not refund resources.

  • Spikes: deals damage to any horror walking through it.

Specialist Boosts are unlocked at Prosperity level 2 and give adjacent units attack bonuses.

  • Fire Arrows: equips Bowmen, Hunters and Partisans with flaming arrows that cause damage over time. Cost: 15 Stone and 25 Minerals.
  • Throwing Poison: equips Lobbers and Captors with poison, which cause horrors to inflict Slowed and Corroding on nearby horrors when killed. Cost: 15 Stone and 25 Minerals.