Guide Menu
Read back Quick Guide
1. Gameplay
1.1 Missions
1.2 Public order
1.3 Technology Tree
1.4 Wildcards
1.5 Research
1.6 Outbreak credits
1.7 Regional events
1.8 Heroes
2. Resources
3. Construction
4. Fairground
4.1 Government
4.2 Casino
4.3 Auctions
5. Relations
5.1 Clan
6. Special Operations
6.1 Town operations
6.2 Agressive operations
7. Units
7.1 Special Units
8. Attack
8.1 Town
8.2 Government location
8.3 Acre location
8.4 Combat Score
9. Map
9.1 Convoys
9.2 Government
9.3 Acre locations
9.4 Raiders camps
9.5 Raider gangs
10. Town Rankings
11. User rankings
12. Areas
12.1 Round_prizes
12.2 Kansas Wars (PvP)
12.3 Invasion (PvE)
12. FAQ
3. Construction
Depending on your town level you have a selection of buildings you can build. Each building has its own unique addition to the game. We have arranged the building into four different categories:
Raw goods
Hunting Cabin, available from level 1. Provides 35 food each tick, also during the Winter season. Count as 0.5 number of buildings for your building modifier. | |
Farm, available from level 1. Provides 70 food each tick. During the winter the harvest of most crops will fail. The farm will have an income penalty during winter depending on which level area you play in. During summer farms provide an additional 33% of its normal amount of food. | |
Woodcutter, available from level 1. 40 wood each tick. During the Winter the wood collection dwindles to 66%. Beware that some wood is also needed as firewood to warm your people. | |
Stone quarry, available from level 1. Provides 40 stone each tick. During the Winter all stone quarries are closed and produce no output. | |
Goldmine, available from level 1 but only at gold acre locations. Provides 250 cash each tick. | |
Storage area, available from level 1. Basic protection for up to 10k of any resources against enemy operations. | |
Vault, available from level 15. Good protection for up to 50k cash only against enemy operations. |
Production
Warehouse, available from level 7. With this building you can send aid to your partners. A warehouse can maintain a trade convoy of max 10 vehicles. You can only send aid to towns you have concluded an Alliance or NAP with. | |
Garage, available from level 7. A garage allows you to buy and maintain 50 vehicles. Also protects your vehicles from getting stolen by the "Hijack vehicles" special operation. | |
Windmill, available from level 7. A windmill provides 40 power each tick. Some buildings require power to operate, without power they will fail to work or function at half strength. Count as 0.5 number of buildings for your building modifier. | |
Biomass powerplant, available from level 25. A Biomass powerplant provides 400 power each tick, but cost 200 wood each tick. Some buildings require power to operate, without power they will fail to work or function at half strength. | |
Refinery, available from level 34. Provides 100 fuel each tick and needs 100 power to operate. Fuel to let you start your cars is rather scarce and very costly at the market. So you can set up refineries to create your own fuel. |
Community
House, available from level 3. Gives warmth and puts a roof above the heads of 10 people. When a house is hit by incoming mortars and is destroyed, a random number of the people who lived inside of it die. Some players in search of more build space later in game replace houses with apartments. Count as 0.5 number of buildings for your building modifier. | |
Police Station, available from level 5. Houses 100 agents. | |
Tavern, available from level 12. The tavern allows you to attract bikers to your town. For each tavern you build you can hold up to 50 bikers. | |
Apartment, Available from level 11. Gives warmth and puts a roof above the heads of 50 people. When a apartment building is hit by incoming mortars and is destroyed a random number of the people who lived inside of it die. | |
Flat, Available from level 27. Gives warmth and puts a roof above the heads of 250 people. When an apartment building is hit by incoming mortars or missiles and is destroyed a random number of the people who lived inside of it die. Because the Flat is such a large structure, it takes 2 hits from mortars or missiles to take it down. | |
Casino, available from level 21. Generates 0.7 cash per civillian a week and needs power to operate. Each casino can maximum serve 500 people. Empty casinos still need power to operate but don't generate cash. |
Military
Sentry, available from level 8. They act as lookouts, they will alarm the army of a town when enemy armies are spotted. This way they give you a 1% chance to prevent a surprise attack (with a max of 50%). Also they give you an extra defence score of 50 points during the battle. When your town is without power they will not prevent surprise attacks and their defensive scores are halved. | |
Trench, available from level 15. Trenches can now protect up to 4 troops against incoming mortars and missiles. When it hits a unit has a 60% chance to take succesfully cover when a trench is available. The unit will then be saved and the trench it hit instead. Each trench can take 2 hits before its destroyed. Be sure to have enough trenches else your troops will not be able to take cover. Count as 0.5 number of buildings for your building modifier. | |
Checkpost, available from level 16. Act as checkpoints for your town, checking people who enter and leave preventing special operations performed against your town. They give you a chance to prevent operations (See special operations section). Also they give you an extra defence score of 75 points during battle. When your town is without power their protection against special operations is reduced with 50% and their defensive scores are halved. | |
Barracks, available from level 23. Houses up to 100 soldiers. Mortar team count as 2 Soldiers. | |
Roadblock, available from level 18. Gives your checkposts extra defense against the "Carbomb checkpost" operation (See the special operations section). Count as 0.5 number of buildings for your building modifier. | |
Bunker, available from level 36. Are highly strengthened defensive strongpoints. They mow down any enemy that tries to invade your town. Incoming mortars don’t hurt these buildings and they give you an extra 150 points on the defensive score . They have a dependency on power, if you run out of power the defensive scores are halved. |
Overbuild modifier
In each town there is a certain space where buildings can be built with ease. The more your town grows, the more difficult constructing new buildings will get. Using more difficult spots will cost you more effort and resources. This is presented by the Overbuild modifier, starting with a base value and 8 extra buildings for each town level.Base values:
- Beginner area = 150
- Normail area = 125
- Experienced area = 125
- Expert area = 100
You can also make space and destroy not needed buildings via Inventory->Buildings->Destroy. All building destroyed that way give back some of resources.