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Technology
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 |
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Type
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Unlockables
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Prerequisites
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Description
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 |
Guardians
|
10h |
100 |
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Guard Post
|
N/A
|
Guards are the backbone of defending the colony against hostile animals or humans. Assign people to guard posts so they'll gear up and focus on protecting their fellow colonists and reveal surrounding areas for expansion.
|
 |
Guard Patrols
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10h |
75 |
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+1 Work slots to:
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Guardians
Safety
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Adds an extra guard slot to every guard post to make them more effective in reacting to enemy groups at any time.
|
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Nurses
|
10h |
75 |
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+1 Work slots to:
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Guardians
|
Shared duties and clear communication in life-threatening situations are paramount, so the patients in medical tents are treated quickly and correctly.
|
 |
Medical Training
|
10h |
75 |
|
+20% Healing speed to:
- Field Hospital
- Medical Tent
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Nurses
|
Without a steady supply of medicine and medical equipment, using even simple and straightforward methods to improve treatment is highly beneficial for healing your population.
|
 |
Frontier Outpost
|
12h |
125 |
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Outpost Depot
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Guardians
|
Unlocks outpost depots used for establishing and maintaining an outpost on the world map. Expanding your colony's influence past its borders is essential for the colony's survival. Outposts allow specialists to drop off resources without travelling back to the colony.
|
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Flushing
|
14h |
150 |
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Toilet
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Frontier Outpost
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Using water to sweep away excrement benefits nature and leaves colonists feeling more refreshed after relieving themselves. Unlike outhouses, toilets do not create excess waste.
|
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Leadership
|
16h |
250 |
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Colony Center
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Flushing
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A symbol of order and stability, the colony center scouts the surrounding areas faster and has more storage for resources than a campsite.
|
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Secure Storing
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14h |
150 |
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General Storage
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Frontier Outpost
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Valuable goods deserve a proper place to be stored. A general storage is a converted and reinforced shipping container able to withstand the elements and thieves alike. Stores items, food and resources.
|
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Shelving
|
12h |
125 |
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+500 Capacity to:
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Secure Storing
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Making use of the limited floor space by building shelves and organizing the contents maximizes how much valuable resources can be crammed into a general storage. And people say that those who have the most stuff in the end will be kings.
|
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Reinforced Gate
|
16h |
250 |
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Reinforced Gate
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Secure Storing
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Approaching a reinforced gate makes anyone respect a society living behind it a bit more. Survivor groups are questioned in more detail before being allowed to join the colony and, sometimes, reveal important information about the group's condition. Protects against most regular bandit attacks when fully repaired and manned.
|
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Hazmat Engineering
|
18h |
350 |
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Environmental Station
Waste Dump
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Either:
Leadership
Reinforced Gate
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Clearing heavily polluted soil without proper equipment is a death sentence. An environmental station provides the means to clear pollution deposits and store the waste in a waste dump.
|
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Pollution Disposal
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14h |
250 |
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+40% Production speed to:
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Hazmat Engineering
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Pollution disposal is dirty and dangerous business. Proper scrubbers handle the removal of hazardous material faster, so colonists need to spend less time in the glowing soil.
|
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Weapon Crafting
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1d |
400 |
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Gunsmith
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Hazmat Engineering
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Fighting post-apocalyptic wildlife and crazed bandits at melee range isn't the smartest thing one could do. A gunsmith supplies guards with proper weapons to defend the colony. Gunsmiths use metal and parts to produce weapons.
|
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Arsenal
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1d 4h |
500 |
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Grand Gunsmith
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Weapon Crafting
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Protecting the colony with sticks and stones will only get you so far, whereas improved weapons help immensely against all sorts of attacks against the colony.
|
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Calibrated Lathes
|
18h |
275 |
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+40% Production speed to:
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Extra Workbench
Safety
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More precision and accuracy for machinery and production methods allow workers to produce more functional weapons with fewer going to the scrap heap.
|
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Medical Center
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1d 4h |
500 |
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Field Hospital
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Weapon Crafting
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There is no way to keep a large colony healthy with a simple medical tent. A properly managed field hospital is both more spacious and effective in healing your sick and ailing colonists.
|
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Prescriptions
|
1d |
350 |
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+33% Healing speed to:
- Field Hospital
- Medical Tent
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Medical Center
Safety
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It's rather likely medics will be treating the same people over and over in the Aftermath. Knowing and keeping track of patients ensures faster healing.
|
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Cleansing
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1d 12h |
600 |
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Sauna
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Medical Center
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Hygiene in the post-apocalypse seems like a minor thing to worry about. Yet ignoring cleanliness will lead to diseases that would have been easily prevented with a nice shower and a bit of socializing in a hot sauna. Saunas require firewood to function.
|
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Steam Rooms
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1d 12h |
600 |
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Steam Sauna
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Cleansing
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Warming up in steam saunas washes away all the nasty particles clinging to colonists. Advances in technology also allow this to be an environmentally-friendly option, as it does not create any excess pollution. Steam saunas require energy and water to function.
|
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Surge Protectors
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1d 12h |
600 |
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Lightning Rod
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Medical Center
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Directing massive amounts of energy harmlessly to the ground requires ample protection. But once that's sorted, lightning rods will help the colony to protect itself from destructive lightning strikes.
|
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Supreme Shielding
|
1d 12h |
600 |
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Lightning Tower
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Surge Protectors
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Lightning rod's protective radius can be expanded with some witty engineering, but the modification is more susceptible to damage.
|
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Disaster Forecast
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2d |
700 |
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Radar
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Either:
Cleansing
Surge Protectors
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A radar tuned to monitor the weather, airwaves and distant broadcasts can save numerous lives with early warnings about upcoming catastrophes. It will not prevent the calamity, but it gives you more time to prepare for the worst.
|
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Fortress
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2d 6h |
800 |
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Fortress Gate
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Disaster Forecast
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A prosperous colony attracts all sorts of attention. Keep unwanted visitors and bandits away by building your gate strong and tall like a fortress. Protects against most tough bandit attacks when fully repaired and manned.
|
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Governance
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2d 6h |
800 |
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Headquarters
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Disaster Forecast
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Upgraded form of the colony center. A more permanent building used to watch over the entire colony, the headquarters will scout huge tracts of nearby areas swiftly. A necessity in larger colonies with spacious emergency storage for water, food and resources.
|
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Medicine Production
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2d 18h |
1000 |
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Medical Lab
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Either:
Fortress
Governance
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Finding usable medicine in the wastelands is almost pure luck. With a medical lab, the colony can produce the required pills and antibiotics itself.
|
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Disinfectants
|
2d 6h |
700 |
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+40% Production speed to:
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Medicine Production
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More precisely disinfected tools and containers allow workers to produce meds faster due to less wasted batches.
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