Technologies/Development: Difference between revisions
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{{Alphabet TOC | {{Alphabet TOC | ||
|a=Alarm Instrument | |a=Alarm Instrument | ||
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}} | }} | ||
= [[File:TechGroup Development.svg| | = [[File:TechGroup Development.svg|32px|middle|link=]] Development = | ||
'''Development''' [[Technologies]] are ones that can help your village as a whole, either by providing a support bonus or providing other functionality that doesn't fit into other categories. Diplomatic Technologies are also in this section. | '''Development''' [[Technologies]] are ones that can help your village as a whole, either by providing a support bonus or providing other functionality that doesn't fit into other categories. Diplomatic Technologies are also in this section. | ||
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| desc=The Alarm Instrument is the only technology that changes the user interface of the game: adding a button to select all of your units at once. | | desc=The Alarm Instrument is the only technology that changes the user interface of the game: adding a button to select all of your units at once. | ||
| mats={{Material|Logs}} | | mats={{Material|Logs}} | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Alarm.png|32px]] {{!}}{{!}} '''Alarm:''' Adds a button to select all your units. | {{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Alarm.png|32px]] {{!}}{{!}} '''Alarm:''' Adds a button to select all your units. | ||
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| desc=Beast Lures can attract smaller Beasts (such as [[Beasts#Snail|Snails]]), but do not tame them or make them friendly. | | desc=Beast Lures can attract smaller Beasts (such as [[Beasts#Snail|Snails]]), but do not tame them or make them friendly. | ||
| mats={{Material|Clay}} {{Material|Clay}} | | mats={{Material|Clay}} {{Material|Clay}} | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Affects Beasts.png|32px]] {{!}}{{!}} '''Affects Beasts:''' Affects smaller Beasts in the area but not people. | {{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Affects Beasts.png|32px]] {{!}}{{!}} '''Affects Beasts:''' Affects smaller Beasts in the area but not people. | ||
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| desc=Burial Mounds allow you to carry one (or more) of your killed units into the next Challenge. These new units spawn as ghosts, which have only 1 hit point but can be useful to get an early start. | | desc=Burial Mounds allow you to carry one (or more) of your killed units into the next Challenge. These new units spawn as ghosts, which have only 1 hit point but can be useful to get an early start. | ||
| mats={{Material|Bricks}} {{Material|Bricks}} {{Material|Clay}} {{Material|Clay}} | | mats={{Material|Bricks}} {{Material|Bricks}} {{Material|Clay}} {{Material|Clay}} | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Requires Death.png|32px]] {{!}}{{!}} '''Requires Death:''' One of your villagers has to have died for this to be built. | {{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Requires Death.png|32px]] {{!}}{{!}} '''Requires Death:''' One of your villagers has to have died for this to be built. | ||
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{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Next Generation.png|32px]] {{!}}{{!}} '''Next Generation:''' Honor your dead and see them return in the next Challenge. | {{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Next Generation.png|32px]] {{!}}{{!}} '''Next Generation:''' Honor your dead and see them return in the next Challenge. | ||
{{!}}} | {{!}}} | ||
| combos={{{!}} style="margin-left:20px" | |||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} {{Unique|Development|Burial Mound|Resources|Adobe Oven|Combat Memorial}} | {{!}} {{Unique|Development|Burial Mound|Resources|Adobe Oven|Combat Memorial}} | ||
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| encyclopedia=Dig a canal in the earth to fertilize nearby soil at sea level. | | encyclopedia=Dig a canal in the earth to fertilize nearby soil at sea level. | ||
| desc=Digging a Canal provides fertile soil to an area that otherwise has another soil type. However, one end of a canal must be placed next to a water source. | | desc=Digging a Canal provides fertile soil to an area that otherwise has another soil type. However, one end of a canal must be placed next to a water source. | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus FertilizingEdges.png|32px]] {{!}}{{!}} '''Fertilizing Edges:''' Nearby soil becomes fertile. | {{!}} style="min-width:32px" {{!}} [[File:Icon Bonus FertilizingEdges.png|32px]] {{!}}{{!}} '''Fertilizing Edges:''' Nearby soil becomes fertile. | ||
{{!}}} | {{!}}} | ||
| combos={{{!}} style="margin-left:20px" | |||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} {{Unique|Development|Canal|Resources|Clay Pit|Muddy Canal}} | {{!}} {{Unique|Development|Canal|Resources|Clay Pit|Muddy Canal}} | ||
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| mats={{Material|Ceramics}} {{Material|Ceramics}} {{Material|Logs}} {{Material|Bamboo}} | | mats={{Material|Ceramics}} {{Material|Ceramics}} {{Material|Logs}} {{Material|Bamboo}} | ||
| props=[[File:Symbol None.svg|32px|middle|link=]] | | props=[[File:Symbol None.svg|32px|middle|link=]] | ||
| combos={{{!}} style="margin-left:20px" | |||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} {{Unique|Combat|Rifle Casern|Development|Cloudcatcher|Whitebarrel Casern}} | {{!}} {{Unique|Combat|Rifle Casern|Development|Cloudcatcher|Whitebarrel Casern}} | ||
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| footp=1x1 | | footp=1x1 | ||
| place=Resource Totem | | place=Resource Totem | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Resource Totem.svg|32px]] {{!}}{{!}} '''Placed on Resource Totem:''' This structure attaches to a Resource Totem and affects the area within its radius. | {{!}} style="min-width:32px" {{!}} [[File:Icon Placement Resource Totem.svg|32px]] {{!}}{{!}} '''Placed on Resource Totem:''' This structure attaches to a Resource Totem and affects the area within its radius. | ||
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{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus FertilizingEdges.png|32px]] {{!}}{{!}} '''Fertilizing Edges:''' Nearby soil becomes fertile. | {{!}} style="min-width:32px" {{!}} [[File:Icon Bonus FertilizingEdges.png|32px]] {{!}}{{!}} '''Fertilizing Edges:''' Nearby soil becomes fertile. | ||
{{!}}} | {{!}}} | ||
| combos={{{!}} style="margin-left:20px" | |||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} {{Unique|Development|Canal|Development|Fertilizing Termites|Muddy Canal}} | {{!}} {{Unique|Development|Canal|Development|Fertilizing Termites|Muddy Canal}} | ||
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| rarity=Rare | | rarity=Rare | ||
| chance=4.9 | | chance=4.9 | ||
| group=Blueprint | |||
| single=Yes | | single=Yes | ||
| encyclopedia=A towering Hearth immune to flooding which grants extra range. Replaces the Campfire. | | encyclopedia=A towering Hearth immune to flooding which grants extra range. Replaces the Campfire. | ||
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| mats={{Material|Logs}} {{Material|Logs}} | | mats={{Material|Logs}} {{Material|Logs}} | ||
| place=Hearth | | place=Hearth | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Hearth.svg|32px]] {{!}}{{!}} '''Hearth Attachment:''' Placed over your [[#Campfire Hearth|Hearth]] and blocks further Hearth attachments. | {{!}} style="min-width:32px" {{!}} [[File:Icon Placement Hearth.svg|32px]] {{!}}{{!}} '''Hearth Attachment:''' Placed over your [[#Campfire Hearth|Hearth]] and blocks further Hearth attachments. | ||
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{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Multi-Storey.png|32px]] {{!}}{{!}} '''Immune to Flooding:''' Unaffected by rising tides. | {{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Multi-Storey.png|32px]] {{!}}{{!}} '''Immune to Flooding:''' Unaffected by rising tides. | ||
{{!}}} | {{!}}} | ||
| combos={{{!}} style="margin-left:20px" | |||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} {{Unique|Combat|Rifle Casern|Development|Firetower Hearth|Firelance Casern}} | {{!}} {{Unique|Combat|Rifle Casern|Development|Firetower Hearth|Firelance Casern}} | ||
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| karma=2 | | karma=2 | ||
| chance=4.9 | | chance=4.9 | ||
| group=Blueprint | |||
| encyclopedia=Attaches to a house and increases the max capacity by +2. | | encyclopedia=Attaches to a house and increases the max capacity by +2. | ||
| desc=When a House Extension is built, the population cap added increases by 2. This can be helpful if a Shelter technology is selected with a useful bonus ability but a low capacity. The House Extension is one of only two technologies that still allow Braves to spawn from the attached house, instead of overriding their production. | | desc=When a House Extension is built, the population cap added increases by 2. This can be helpful if a Shelter technology is selected with a useful bonus ability but a low capacity. The House Extension is one of only two technologies that still allow Braves to spawn from the attached house, instead of overriding their production. | ||
| prereq={{TechGroup|Shelter}} | | prereq={{TechGroup|Shelter}} | ||
| mats= | | mats={{Material|Chosen Walls}} | ||
| place=Attachment | | place=Attachment | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Attachment.svg|32px]] {{!}}{{!}} '''Attachment:''' This structure attaches to a house and overrides its production. | {{!}} style="min-width:32px" {{!}} [[File:Icon Placement Attachment.svg|32px]] {{!}}{{!}} '''Attachment:''' This structure attaches to a house and overrides its production. | ||
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| footp=1x1 | | footp=1x1 | ||
| place=Resource Totem | | place=Resource Totem | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Resource Totem.svg|32px]] {{!}}{{!}} '''Placed on Resource Totem:''' This structure attaches to a Resource Totem and affects the area within its radius. | {{!}} style="min-width:32px" {{!}} [[File:Icon Placement Resource Totem.svg|32px]] {{!}}{{!}} '''Placed on Resource Totem:''' This structure attaches to a Resource Totem and affects the area within its radius. | ||
{{!}}} | {{!}}} | ||
| combos={{{!}} style="margin-left:20px" | |||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} {{Unique|Beast|Beast Incense Emitter|Development|Incense Diffuser|Speedy Beast Incense Emitter}} | {{!}} {{Unique|Beast|Beast Incense Emitter|Development|Incense Diffuser|Speedy Beast Incense Emitter}} | ||
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| encyclopedia=Add storage to all the edges of nearby houses to keep resources from degrading. | | encyclopedia=Add storage to all the edges of nearby houses to keep resources from degrading. | ||
| desc=A Market Tower present in a village will add a small overhang to each Shelter structure, allowing Materials to be stored beneath without fear of degrading. | | desc=A Market Tower present in a village will add a small overhang to each Shelter structure, allowing Materials to be stored beneath without fear of degrading. | ||
| mats={{Material|Chosen Roof}} {{Material|Logs}} {{Material|Logs | | mats={{Material|Chosen Roof}} {{Material|Logs}} {{Material|Logs}} {{Material|Chosen Walls}} | ||
}} | }} | ||
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| prod={{Unit|Gift}} | | prod={{Unit|Gift}} | ||
| props=[[File:Symbol None.svg|32px|middle|link=]] | | props=[[File:Symbol None.svg|32px|middle|link=]] | ||
| combos={{{!}} style="margin-left:20px" | |||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} {{Unique|Development|Royal Gift|Resources|Blastpowder Distillery|Disguised Gift}} | {{!}} {{Unique|Development|Royal Gift|Resources|Blastpowder Distillery|Disguised Gift}} | ||
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| mats={{Material|Logs}} {{Material|Clay}} | | mats={{Material|Logs}} {{Material|Clay}} | ||
| place=Attachment | | place=Attachment | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Attachment.svg|32px]] {{!}}{{!}} '''Attachment:''' This structure attaches to a house and overrides its production. | {{!}} style="min-width:32px" {{!}} [[File:Icon Placement Attachment.svg|32px]] {{!}}{{!}} '''Attachment:''' This structure attaches to a house and overrides its production. | ||
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{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus HardenedSkin.png|32px]] {{!}}{{!}} '''Hardened Skin:''' Braves start with 50 percent more health. | {{!}} style="min-width:32px" {{!}} [[File:Icon Bonus HardenedSkin.png|32px]] {{!}}{{!}} '''Hardened Skin:''' Braves start with 50 percent more health. | ||
{{!}}} | {{!}}} | ||
| combos={{{!}} style="margin-left:20px" | |||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} {{Unique|Combat|Barracks|Development|Sauna|Axe Barracks}} | {{!}} {{Unique|Combat|Barracks|Development|Sauna|Axe Barracks}} | ||
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| karma=2 | | karma=2 | ||
| chance=5.7 | | chance=5.7 | ||
| group=Blueprint | |||
| rarity=Rare | | rarity=Rare | ||
| encyclopedia=Grab a cloud above and keep it from leaving. | | encyclopedia=Grab a cloud above and keep it from leaving. | ||
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| encyclopedia=Protect resources from degrading in the elements. | | encyclopedia=Protect resources from degrading in the elements. | ||
| desc=Storage structures prevent Materials from degrading when stored inside. This is very useful in conjunction with a workshop production building that slowly produces a degradable Material, such as the [[#Paper Workshop|Paper Workshop]]. | | desc=Storage structures prevent Materials from degrading when stored inside. This is very useful in conjunction with a workshop production building that slowly produces a degradable Material, such as the [[#Paper Workshop|Paper Workshop]]. | ||
| mats= | | mats={{Material|Chosen Walls}} {{Material|Chosen Roof}} | ||
}} | }} | ||
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| mats={{Material|Logs}} {{Material|Logs}} {{Material|Bamboo}} {{Material|Bamboo}} | | mats={{Material|Logs}} {{Material|Logs}} {{Material|Bamboo}} {{Material|Bamboo}} | ||
| prod={{Unit|Tallback}} | | prod={{Unit|Tallback}} | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Inspiration.png|32px]] {{!}}{{!}} '''Discover New Inspiration:''' Careful thinking can lead to a new source of Inspiration. | {{!}} style="min-width:32px" {{!}} [[File:Icon Inspiration.png|32px]] {{!}}{{!}} '''Discover New Inspiration:''' Careful thinking can lead to a new source of Inspiration. | ||
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| desc=Warding Apiaries ward off smaller Beasts (such as [[Beasts#Snail|Snails]]), which can be very useful if your village is located near a cluster of Beasts. | | desc=Warding Apiaries ward off smaller Beasts (such as [[Beasts#Snail|Snails]]), which can be very useful if your village is located near a cluster of Beasts. | ||
| mats={{Material|Clay}} | | mats={{Material|Clay}} | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Affects Beasts.png|32px]] {{!}}{{!}} '''Affects Beasts:''' Affects smaller Beasts in the area but not people. | {{!}} style="min-width:32px" {{!}} [[File:Icon Bonus Affects Beasts.png|32px]] {{!}}{{!}} '''Affects Beasts:''' Affects smaller Beasts in the area but not people. | ||
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{{!}} style="min-width:32px" {{!}} [[File:Icon Placement Tree.svg|32px]] {{!}}{{!}} '''Tree Placement:''' Must be placed in a tree. | {{!}} style="min-width:32px" {{!}} [[File:Icon Placement Tree.svg|32px]] {{!}}{{!}} '''Tree Placement:''' Must be placed in a tree. | ||
{{!}}} | {{!}}} | ||
| combos={{{!}} style="margin-left:20px" | |||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} {{Unique|Development|Warding Apiary|Resources|Adobe Oven|Towering Bee-boxes}} | {{!}} {{Unique|Development|Warding Apiary|Resources|Adobe Oven|Towering Bee-boxes}} | ||
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| desc=Watchtowers provide both a notification and sound prompt when an enemy is preparing for a raid. This can be useful for less combat-oriented villages since it gives them time to prepare. | | desc=Watchtowers provide both a notification and sound prompt when an enemy is preparing for a raid. This can be useful for less combat-oriented villages since it gives them time to prepare. | ||
| mats={{Material|Bamboo}} {{Material|Bamboo}} | | mats={{Material|Bamboo}} {{Material|Bamboo}} | ||
| props= | | props={{{!}} style="margin-left:20px" | ||
{{{!}} style="margin-left:20px" | |||
{{!}}- | {{!}}- | ||
{{!}} style="min-width:32px" {{!}} [[File:Icon Inspiration.png|32px]] {{!}}{{!}} '''Detect Raids:''' Get notified when other camps are mustering a raid. | {{!}} style="min-width:32px" {{!}} [[File:Icon Inspiration.png|32px]] {{!}}{{!}} '''Detect Raids:''' Get notified when other camps are mustering a raid. | ||
{{!}}} | {{!}}} | ||
}} | }} |
Latest revision as of 20:31, 28 July 2024
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Development
Development Technologies are ones that can help your village as a whole, either by providing a support bonus or providing other functionality that doesn't fit into other categories. Diplomatic Technologies are also in this section.
Alarm Instrument
Alarm Instrument | |
Health: | 200 |
Builders: | 2 |
Tech Group: | Starting |
Rarity: | Common |
Chance to Appear: | 8.1% |
Single Use: | Yes |
Adds a button to manually ring the alarm to alert your entire town and allows you to "select all" for more efficient raids and defense.
— Kainga Encyclopedia
The Alarm Instrument is the only technology that changes the user interface of the game: adding a button to select all of your units at once.
Alarm: Adds a button to select all your units. |
Beast Lure
Beast Lure | |
Health: | 100 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 1 |
Rarity: | Common |
Chance to Appear: | 8.1% |
Single Use: | Yes |
A mighty scented candle that attracts Beasts as it burns.
— Kainga Encyclopedia
Beast Lures can attract smaller Beasts (such as Snails), but do not tame them or make them friendly.
Affects Beasts: Affects smaller Beasts in the area but not people. |
Burial Mound
Burial Mound | |
Health: | 1000 |
Builders: | 3 |
Karma Cost: | 6 |
Tech Group: | Group 1 |
Rarity: | Rare |
Chance to Appear: | 4.9% |
Single Use: | No |
Honor the fallen with a stone burial mound that passes units on to the next Challenge.
— Kainga Encyclopedia
Burial Mounds allow you to carry one (or more) of your killed units into the next Challenge. These new units spawn as ghosts, which have only 1 hit point but can be useful to get an early start.
Requires Death: One of your villagers has to have died for this to be built. | |
Next Generation: Honor your dead and see them return in the next Challenge. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Canal
Canal | |
Health: | ∞ |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 5.7% |
Single Use: | No |
Dig a canal in the earth to fertilize nearby soil at sea level.
— Kainga Encyclopedia
Digging a Canal provides fertile soil to an area that otherwise has another soil type. However, one end of a canal must be placed next to a water source.
Fertilizing Edges: Nearby soil becomes fertile. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
Cloudcatcher
Cloudcatcher | |
Health: | 200 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 3 |
Rarity: | Rare |
Chance to Appear: | 5.7% |
Single Use: | No |
Grabs a cloud above and pulls it down into a ceramic jar which can be released at a later time.
— Kainga Encyclopedia
Cloudcatchers capture clouds (hence the name), storing them until they're broken. Once released, the cloud will rain and drift like any other cloud. This can be particularly helpful to control fires.
- Prerequisites:
- Build Materials:
- Consumes:
- Produces:
- Special Placement:
- Footprint:
- Properties:
- Unique Combinations:
+ | = | |||
+ | = |
Demand Table
Demand Table | |
Health: | 250 |
Builders: | 1 |
Karma Cost: | 2 |
Tech Group: | Starting |
Rarity: | Rare |
Chance to Appear: | 4.9% |
Single Use: | Yes |
A table to make demands of your enemies.
— Kainga Encyclopedia
Demand Tables allow you to "request" resources from other villages, for nothing in return. If a demand is satisfied, the standing between your village and the opposing village can increase. Once a demand is satisfied or refused, another demand may be made.
Other villages can also demand resources from you, and you can choose to accept or decline the demand. Declining the demand (or accepting it and then failing to satisfy the demand within a certain period of time) reduces your standing with that village.
Fertilizing Termites
Fertilizing Termites | |
Health: | Unknown |
Builders: | 3 |
Karma Cost: | Unknown |
Tech Group: | Unknown |
Rarity: | Epic |
Chance to Appear: | 3.2% |
Single Use: | No |
A banner attachment that grows green fertile grass around it.
— Kainga Encyclopedia
When placed on top of a Resource Totem, all of the nearby ground tiles will become green grass tiles.
Placed on Resource Totem: This structure attaches to a Resource Totem and affects the area within its radius. | |
Fertilizing Edges: Nearby soil becomes fertile. |
- Unique Combinations:
+ | = |
Firetower Hearth
Firetower Hearth | |
Health: | 400 |
Builders: | 1 |
Tech Group: | Blueprint |
Rarity: | Rare |
Chance to Appear: | 4.9% |
Single Use: | Yes |
A towering Hearth immune to flooding which grants extra range. Replaces the Campfire.
— Kainga Encyclopedia
Placed over (and replacing) the Hearth, the Firetower Hearth extends the range of the claimed territory by 1.5×, as well as becoming immune to flooding.
Hearth Attachment: Placed over your Hearth and blocks further Hearth attachments. | |
Immune to Flooding: Unaffected by rising tides. |
- Unique Combinations:
+ | = | |||
+ | = | |||
+ | = | |||
+ | = |
House Extension
House Extension | |
Health: | 2500 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Blueprint |
Rarity: | Common |
Chance to Appear: | 4.9% |
Single Use: | No |
Attaches to a house and increases the max capacity by +2.
— Kainga Encyclopedia
When a House Extension is built, the population cap added increases by 2. This can be helpful if a Shelter technology is selected with a useful bonus ability but a low capacity. The House Extension is one of only two technologies that still allow Braves to spawn from the attached house, instead of overriding their production.
Attachment: This structure attaches to a house and overrides its production. | |
Add-On: Adds 2 to the population cap. |
Incense Diffuser
Incense Diffuser | |
Health: | 500 |
Builders: | 3 |
Karma Cost: | 4 |
Tech Group: | Group 3 |
Rarity: | Epic |
Chance to Appear: | 4.9% |
Single Use: | No |
Incense in the air makes units move faster nearby.
— Kainga Encyclopedia
When placed on top of a Resource Totem, all friendly units move 1.5× faster within the Totem's area of effect.
Placed on Resource Totem: This structure attaches to a Resource Totem and affects the area within its radius. |
- Unique Combinations:
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Market Tower
Market Tower | |
Health: | 600 |
Builders: | 6 |
Karma Cost: | 4 |
Tech Group: | Group 3 |
Rarity: | Epic |
Chance to Appear: | 3.2% |
Single Use: | No |
Add storage to all the edges of nearby houses to keep resources from degrading.
— Kainga Encyclopedia
A Market Tower present in a village will add a small overhang to each Shelter structure, allowing Materials to be stored beneath without fear of degrading.
Royal Gift
Royal Gift | |
Health: | 200 |
Builders: | 4 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 4.9% |
Single Use: | Yes |
Gift resources to your neighbors to improve relations.
— Kainga Encyclopedia
Royal Gifts allow you to gift four of any resource type to an opposing village. If the gift is accepted, it significantly improves your standing with that village. A completed Royal Gift must be carried inside the territory of the opposing village, so care must be taken not to accidentally start a fight.
- Prerequisites:
- Build Materials: (chosen)
- Consumes:
- Produces:
- Special Placement:
- Footprint:
- Properties:
- Unique Combinations:
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Sauna
Sauna | |
Health: | 300 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 2 |
Rarity: | Rare |
Chance to Appear: | 4.9% |
Single Use: | No |
Attached to a house and increases the max health of anyone spawned from that house.
— Kainga Encyclopedia
Saunas multiply the health of any new Brave spawned from the attached house by 1.5×, making them more effective in combat. The Sauna is one of only two technologies that still allow Braves to spawn from the attached house, instead of overriding their production.
Attachment: This structure attaches to a house and overrides its production. | |
Hardened Skin: Braves start with 50 percent more health. |
- Unique Combinations:
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Skyhook
Skyhook | |
Health: | 400 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Blueprint |
Rarity: | Rare |
Chance to Appear: | 5.7% |
Single Use: | No |
Grab a cloud above and keep it from leaving.
— Kainga Encyclopedia
Skyhooks allow you to capture clouds during rainfall and keep them hovering above a given point. This can be useful to fill water collectors (such as Rotunda roofs) or fertilize crops.
Storage
Protect resources from degrading in the elements.
— Kainga Encyclopedia
Storage structures prevent Materials from degrading when stored inside. This is very useful in conjunction with a workshop production building that slowly produces a degradable Material, such as the Paper Workshop.
Tallback
Tallback | |
Health: | 400 |
Builders: | 4 |
Karma Cost: | 3 |
Tech Group: | Group 4 |
Rarity: | Epic |
Chance to Appear: | 4% |
Single Use: | No |
A slow vehicle that doesn't hold people but has space for a Beast attachment.
— Kainga Encyclopedia
Tallbacks are vehicles capable of handling small Beast attachments, such as Beast Farmstalks. Tallbacks cannot, however, take the place of a required Beast in a production structure. In addition, the first Tallback built will spontaneously generate a Beast inspiration upon completion.
Discover New Inspiration: Careful thinking can lead to a new source of Inspiration. |
Trade Table
Trade Table | |
Health: | 250 |
Builders: | 1 |
Karma Cost: | 2 |
Tech Group: | Starting |
Rarity: | Rare |
Chance to Appear: | 5.7% |
Single Use: | Yes |
A table to make trade route requests in neutral territory.
— Kainga Encyclopedia
Trade Tables allow you to set up trade routes by specifying what resources you will give in exchange for a specific resource. Trade routes are an ongoing, 1:1 trade, and your standing with a village that you have established a trade route with improves with each trade.
Other villages can also start trade routes with you, and you can choose to accept or decline the trade route. Note, however, that if a long enough period of time goes between trades that are started by other villages, the route will be stopped and your standing with that village will decrease.
Warding Apiary
Warding Apiary | |
Health: | 100 |
Builders: | 2 |
Karma Cost: | 2 |
Tech Group: | Group 1 |
Rarity: | Rare |
Chance to Appear: | 4.9% |
Single Use: | No |
A defensive ward that scares and distracts smaller Beasts and fertilizes nearby crops.
— Kainga Encyclopedia
Warding Apiaries ward off smaller Beasts (such as Snails), which can be very useful if your village is located near a cluster of Beasts.
Affects Beasts: Affects smaller Beasts in the area but not people. | |
Tree Placement: Must be placed in a tree. |
- Unique Combinations:
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Watchtower
Watchtower | |
Health: | 200 |
Builders: | 4 |
Tech Group: | Starting |
Rarity: | Common |
Chance to Appear: | 6.5% |
Single Use: | No |
A tower that allows your town to detect enemies when they get close or prepare for raids.
— Kainga Encyclopedia
Watchtowers provide both a notification and sound prompt when an enemy is preparing for a raid. This can be useful for less combat-oriented villages since it gives them time to prepare.
Detect Raids: Get notified when other camps are mustering a raid. |