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1xScrap Metal=10 EXP for physical users
1xScavenged Tech=10 EXP for magic users

1xGoods=Needed for prosperity. Food, medicine, etc. Can also be converted from Scrap/Scavenge at 1/2 rate, better use in building. Equals 10 XP in loot.

Prosperity

1 population=1 Prosperity needed a round. Population grows over time (10 rounds prosperity needs net, and all people housed, One power and water each=equals double population). 10 rounds less, population halves. One undoes other.

Tier 1 Buildings/Units (all buildings done in one round)
+1 all resource costs every level up or down from your own.

Expand Walls
0xScrap
0xTech
0xGoods
1xPopulation (working that round, not expended)
[Seizes a square for Creche 12. Must be cleared of threats, first. Missions be launched to adjacent squares.]

City Center
1xScrap
1xTech
5xGoods
1xPopulation (working that round, not expended)
[Makes room for at least one population in that square.]

Command Post
5xScrap
1xTech
1xGoods
1xPopulation (working that round, not expended)
[Allows missions to be launched within 2 squares in all directions. +1 AC/To-hit bonus for Hardsuits and units in that range. Hostile military events in area have a 50% less likely chance of succeeding.]

Power Generator/Habfarm/Industrial Park
1xScrap
5xTech
1xGoods
1xPopulation (working that round, not expended)
[Produces a steady stream of +1 prosperity a round. Can only be done on certain tiles.]

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