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.
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. They 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
|