Buildings
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.
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.
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.
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 |
Tactical Pieces
General Boosts provide benefits to nearby defenses or units next to them.
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.