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Children of Earth
Children of Earth Logo 2
The Game's Logo
Developer(s) Dark Flame Studios 5
Publisher(s) Logo
Platform(s) PC, NX, Visus Sphere
Genre(s) Action-Adventure, Strategy, RPG, RTS, Exploration, City Building, Open-World
Mode(s)
Single-Player, Multi-Player
Age Rating(s)
OFLC M rating
Children of Earth is an announced game coming for PC and future Nintendo, Sony & Microsoft Consoles. The release date has not been announced although the developers are saying the game is estimated to be in development for at least 10–20 years for PC and even longer for Consoles. The reason behind this is due to the sheer amount of coding, programming, art and features in the game. It is said to be comparable to games such as Minecraft, Skyrim, Civilization and other Open World/Randomly Generated World games.

The game focuses on the Earth after a cataclysmic event occured causing the crust of the Earth along with some of the mantle to seperate from the rest of Earth and have it float further out of orbit causing it to crack into millions of small islands. The rest of the Mantle and Outer Core is said to have drifted off into space leaving the Inner Core holding the Islands in place. The moon is said to be a major factor in the game due to it being closer to these Islands. The game contains elements from the genres of Action-Adventure, Strategy, RPG, RTS, Exploration & City Building. It is also laying claim to the largest playable map being approximately 3 million times the size of Minecraft worlds. The game uses 3D graphics however the game is played on a 2D plane as depth is merely aesthetic.

In the game the player is the leader of a group of survivors who rebuild and re-create life on Earth, ecountering other survivors, wild animals, other developed civilizations as well as using classic resources such as Food, Lumber & Ore.

Backstory

In the year XXXX Scientists had been attempting to increase the movement of the Mantle in the Earth to allow to greater Geothermal Energy, however there was a miscalculation in the rate of chnage in the Mantle, due to the changing thickness of the Mantle it caused the Mantle to accelerate its rotation faster and faster, the planet began to heat up and the Scientists realising their error shut down the machine, however in doing so they completely stopped the Mantle's movement, all the Kinetic & Thermal Energy built up within the Mantle caused a Global Explosion hurtling the Crust into Space, the Mantle drifted out through the gaps in the Crust which had cracked into millions of tiny pieces (later called Islands). Oddly while the Mantle escaped Earth's Gravity and into Deep Space the Crust stayed in place due to the increased rotation of the the core which had accelerated from all the energy pushed on it.

The survivors of this cataclysm few in numbers began to rebuild, you are the leader of a small group of survivors that had been scavenging off of the island you were on to the best of your ability, however with no other option you are now forced to develop your group into a settlement and expand to sustain and survive.

Major Resources

In the game there are four major resources the player collects. Initially three are the only ones necessary for increasing their civilization however the fourth one as well as other minor resources become important over time. These four are Food, Lumber, Ore & Oil. Each governs different aspects of the player's civilization and has different roles in their development.

Food

Food is the fundamental backbone of the player's civilization, without food the civilization will starve and die. To sustain life the player must build farms in their cities, farms help by increasing the production of food and technically only one farm is necessary in a city however makes the game very long. Farmers are the main class for food production and each farmer will produce food based on how many farms there are, for example if there is one farm, one farmer will produce 3 tons of food food per minute, two farms = 7 food, three farms = 11 food and so on. There are several specialists that can increase the production of food as well as some that when certain animals are on the same farm as the specialist, greatly increase the production, for example a Butcher will have a 35% increase in Food Production if a Cow or Pig is on the same farm as the Butcher (does not stack). Food in general is represented by a blade of Wheat.

Food is needed to supply the civilization, a citizen consumes 0.2 tons of food per minute. Tamed Animals consume 0.1 tons of food per minute, Wild Animals and Bandits may attack a settlement and if they are successful they may take up to 25 tons of food.

Lumber

Lumber is one of the most significant materials during the early stages of the game, prior to building Sky Bridges. Lumber is used mainly for building mainly in construction of resource buildings and basic level buildings such as schools. It is also used when building defensive buildings such as bunkers, towers & outposts. Lumber Mills help increase the production of a settlements lumber. There can be at most 5 lumber mills to a settlement and a Lumber Mill's effectiveness is dependent on the size of the forest it is connected to. As such a Lumber Mill at 100% effectiveness can make a Logger produce 10 tons of Wood per minute while at the lowest possible (10%) a Logger produces 1 ton of Wood per minute.

Specialists for Wood Production can increase a Lumber Mill's evectiveness or apply a multiplier to it, such as the Botanist, a level 1 Botanist can make the production caused by a Lumber Mill increase x1.15. Some Animals can increase the production of the Loggers such as Horses, Black Bears, some animals can even cause there to be a small production of Food from Loggers such as Boars, Grizzly Bears & Squirrels.

Ore

Ore is the most complex of the main resources. Ore is not specifically one product like Food or Lumber but is split up into many minerals such as; Iron, Gold, Silver, Tin, Copper, Uranium, Precious Stones, Zinc, Coal & Carbon. When the player constructs a Mine the mine will state what minerals are beneath it, a mineral will form a 5x5 tile circle and generally minerals overlap, it is very rare for a tile to only have no minerals in it. Minerals are infinite in this game due to the fragments of mantle caught underneath each Island (smaller Islands have this mantle visible from certain angles). Minerals are mined by Miners and can be affected by specialists, an Iron Excavator will be able to increase the production of Iron in a Mine by x1.2 for example. Some animals can also assist in the production of certain minerals, for example a Canary will increase the production of Sulfur from a Mine by x1.05 while a Vampire Bat will increase the production of Iron from a Mine by x1.05 (it should be noted that many animals do not have these abilities in real life).

Oil

Oil is the last main resource in the game and is the last one of the four major resources that can be obtained. Oil is needed for some Machines, Sky Bridges & Very Advanced Buildings. Oil has two buildings that can be built to help increase the production of its respective worker class; the first is an Oil Well which can be built on Oil Fields, the second is an Oil Platform which is built on Water. The Oil Driller is the basic Worker and is also the only one of the main workers in the game that requires education, however it is the quickest job to educate.

Like the other resources, Oil has specialists such as the Oil Purity Checker, Oil Diver & Oil Miner who each enhance particular components of Oil Production (Oil Divers can only work on Oil Platforms while Oil Miners can only work on Oil Wells). There are no animals that can help with Oil Production and is one of the few resources in the game both major and minor that cannot use Animals to help.

Minor Resources

In the game there are many Minor Resources, some produced by one step methods like in similar methods to Food, Wood, Ore & Oil. Others are the result of inputting one step method resources to create more advanced resources. The lists below display One-Step (One-Step Resources display the buildings capable of supplying said resource) and Multi-Step Resources (In the case of the Multi-Step resource the materials needed to create it are also displayed). Note: Both Lists are incomplete

One-Step Resources

Wind Heat Electricity Knowledge Sand
Wind Mill Geothermal Station Hydro-Electric Dam School Sand Extractor
Wind Turbine Coal Power Plant Coal Power Plant High School Silicon Converter
Verticla Wind Turbine Oil Power Plant Oil Power Plant Sports School
Furnace Nuclear Power Plant College
Hydrogen Power Plant University

Multi-Step Resources

  • Energy - Wind, Heat, Electricity
  • Plastic - Oil
  • Elastic - Oil, Carbon
  • Steel - Iron, Carbon
  • Cut Jewels - Precious Stones
  • Silver Jewellery - Silver, Cut Jewels
  • Gold Jewellery - Gold, Cut Jewels
  • Platinum Jewellery - Platinum, Cut Jewels
  • Copper Jewellery - Copper, Cut Jewels
  • Education Materials - Knowledge, Wood, Graphite, Elastic, Steel
  • Glass - Sand, Heat
  • Electronics - Glass, Copper, Steel, Electricity

Workers

Workers are the main way the player is able to advance in the game, they are needed for everything from discovering new technologies, gathering resources, construction and everything else. Workers are naturally capable of becoming three types of Level 1 Workers; Farmers, Loggers & Miners. They are also able to be Educated or Taught to become Specialists. Specialists are necessary as they allow the player to build new buildings capable of harnessing various resources. The are are 5 levels of workers depending on how educated they are, the highest forms of workers (Level 4, Level 5 & 6) require the Sports School, College & University respectively as well as the previous education buildings. The Higher a level the more important that worker will be in the late game and vice versa for low levels. The Lists below detail the different Level workers (Note: Incomplete)

Level 1 Workers

  • Farmer
  • Logger
  • Miner
  • Cashier
  • Cleaner

Level 2 Workers

  • Teacher
  • Mathematician
  • Hunter
  • Explorer
  • Tree Scouter
  • Soldier
  • Assistant Teacher
  • Chainsaw Logger
  • Gardener
  • Crop Gatherer
  • Mill Grinder
  • Shearer
  • Farm Hand
  • Artist
  • Wood Chipper
  • Photographer
  • Fisher

Level 3 Workers

  • Principal
  • Merchant
  • Commander
  • Scent Tracker
  • Iron Excavator
  • Copper Excavator
  • Gold Excavator
  • Silver Excavator
  • Tin Excavator
  • Zinc Excavator
  • Jeweller
  • Carpenter
  • Welder
  • Compact Animal Feeder
  • Free Range Animal Feeder
  • Plasma Logger
  • Plumber
  • Oil Driller
  • Astronomer
  • Electrician
  • Metal Worker
  • Manure Conditioner
  • Security
  • Club Owner
  • Bird Caller
  • Beast Tamer
  • Priest
  • Bishop
  • Butcher
  • Silo Capacity Observer
  • Food Quality Regulator
  • Log Counter
  • Construction Worker
  • Announcer
  • Mechanic
  • Waiter
  • Barista
  • Off-Stage Maintenance

Level 4 Workers

  • Coach
  • Football (Soccer in NA Versions) Player
  • Rugby (Football in NA Versions) Player
  • Basketball Player
  • Wrestler
  • Fencer
  • Cricket Player
  • Baseball Player
  • Chess Player
  • Tennis Player
  • Sprinter
  • Long Distance Runner
  • Swimmer
  • Distance Swimmer
  • Hurdle Sprinter
  • Gymnast
  • Volleyball Player
  • Netball Player
  • Checkers Player
  • Blackjack Dealer
  • Poker Dealer
  • Roulette Dealer

Level 5 Workers

  • Bussinessman/Bussinesswoman
  • Architect
  • Scientist
  • Chemist
  • Biologist
  • Archaeologist
  • Major
  • Liuetenant
  • Splinter Analysist
  • Coal Converter
  • Tensile Tester
  • Geologist
  • Uranium Excavator
  • Neptunium Excavator
  • Plutonium Excavator
  • Botanist
  • Mammal Biological Expert
  • Aviary Biological Expert
  • Reptile Biological Expert
  • Amphibian Biological Expert
  • Broadcaster
  • Reporter
  • Journalist
  • Assistant Manager
  • Taste Scientist
  • Professional Chef
  • Oil Diver
  • Oil Miner
  • General Doctor
  • Computer Coder
  • Advertiser
  • Sculptor
  • Musician
  • Actor/Actress
  • Animator

Level 6 Workers

  • Manager
  • Economic Manager
  • General
  • Judge
  • Station Manager
  • Admiral
  • Pilot
  • Civil Engineer
  • Mechanical Engineer
  • Mechatronics Engineer
  • Forestation Engineer
  • Physicist
  • Philospher
  • Master Artist
  • City Planner
  • Politician
  • Oil Purity Checker
  • Construction Manager
  • Surgeon
  • Radiologist
  • Midwife
  • Optometrist
  • Game Designer
  • TV Show Developer
  • Movie Developer
  • Conductor
  • Screen Writer
  • Storyboard Writer
  • Director

All jobs have different sub-levels, these levels affect how useful that person is in their job, some jobs offer at certain levels that ability to change to a higher level worker, for example an Artist who reaches Level 41 has the option to become a Master Artist.

Workers have a lifespan although there is a natural population growth, the game will automatically calculate the lifespan of that worker at the time based on issues like disease and living conditions and automatically input a replacement worker when the time is needed hence the player does not need to constantly keep checking for workers who have died.

Animals

In the game many Mammals, Reptiles, Birds & Amphibians are encountered which serve as wild and dangerous enemies for early on. Fish only appear as aesthetics and what is apparently caught at Fishing Docks. Insects are based around disease and are also aesthetically only. The lists below include all animals in the game (incomplete).

Mammals

Mammals Mammals Mammals Mammals Mammals Mammals Mammals
Echidna Wombat Kangaroo Koala Bat Possum Fox
Wolf Dog Domestic Cat Rhinoceros Rabbit Hare Camel
Sloth Elephant Panda Tapir Pig Boar Cow
Sheep Goat Rat Mouse Seal Hippopotamus Buffalo
Bison Ox Indri Numbat Lemur Chimpanzee Orangutan
Gorilla Antelope Gazelle Shrew Chinchilla Donkey Horse
Mule Guinea Pig Mole Armadillo Pangolin Ferret Zebra
Lion Tiger Panther Leopard Jaguar Lynx Anteater
Grizzly Bear Black Bear Polar Bear Giraffe Koala Meerkat Flying Fox

Reptiles

Reptiles Reptiles Reptiles Reptiles Reptiles Reptiles Reptiles
Crocodile Alligator Gharial Komodo Dragon Skink Chameleon Collared Lizard
Iguana Horned Lizard Gecko Plated Lizard Snapping Turtle Pond Turtle River Turtle
Sea Turtle Mud Turtle Tortoise False Coral Snake Burrowing Snake Boa Constrictor Splitjaw Snake
Python Shield-Tail Snake Viper

Birds

Birds Birds Birds Birds Birds Birds Birds
Eagle Falcon Condor Vulture Hawk Crane Toucan
Pigeon Parrot Cockatoo Lorikeet Emu Ostrich Cassowary
Kiwi Fowl Pheasant Emperor Penguin King Penguin Rockhopper Penguin Owl
Tawny Frogmouth Swallow Robin Woodpecker Roadrunner Canary Duck
Swan Goose Nene Smew Ibis Albatross Pelican
Seagull Petrel Flamingo Stork Heron Chicken Turkey

Amphibians

Amphibians Amphibians Amphibians Amphibians Amphibians Amphibians Amphibians
Green Tree Frog Poison Dart Frog Bull Frog Cane Toad Burrowing Toad Axolotl Giant Salamander
Salamander Newt Caecilian

Architecture

The player's decisions in the game can affect the appearance of their buildings over time, there are several factors that can affect such apperances.

Rustic vs. Technological

Amount of Wood produced vs. Number of Specialists.

Glowing vs. Run-Down

Disease Rate

Stone vs. Metallic

Amount of Silicon based Resources Produced vs. Amount of Metal based resources Produced

European vs. Asian vs. Hispanic vs. African-American vs. South American vs. Islander

Highest Ethnicity Percentage

Survivor Groups

Sometimes the player will encounter other survivors when exploring uncharted territory, these groups generally are about 20 to 50 people and will either act kindly towards the player or hostile. Hostile groups will attack the people that found them and create a Barbarian Encampment which the player must clear out to secure the area.

Kind Groups will offer to join the player's civilization and often contain one or two specialists the player doesn't have, they will also bring some basic resources with them and rarely some more advanced ones such as Plastic, Steel & Educational Tools. They will join the closest settlement the player has, there is also one group the player will always encounter, unlike other groups this group will find the player's main settlement, this group includes the Teacher & Hunter Specialists and is always the first group the player encounters and opens up the ability to create other specialists.

Like all people the groups have their people named, there is a particular group encountered somewhere in near Uluru that includes the Developer Team Members, this is one of the many Easter Eggs in the game.

Minerals

The list below contains every mineral that appears in the game, most are obtained through mines being built on their pockets as well as the mythical Basilisium mineral. Currently there are 30 Minerals confirmed for the game with a promised 5 more on the way, most of these are Metals in while others like Uranium are radioactive elements.

Minerals Minerals Minerals Minerals Minerals Minerals Minerals
Iron Copper Nickel Tin Zinc Silver Gold
Platinum Titanium Solid Carbon Calcium Sulfur Phosphorous Cromium
Magnesium Salt Precious Stones Cobalt Mercury Lead Aluminium
Uranium Neptunium Plutonium Manganese Vanadium Scandium Stone
Clay Boron Basilisium

Buildings

In the game there are many buildings that can be built such as farms, woodcutter's camps and mines. Buildings come under categories depending on their function and how they affect the civilization, the only building not under a group is a new settlement as it is the creation of a new village for the player's nation.

Gathering Buildings

Gathering Buildings are buildings based around the Food resource, these buildings include the sub-categories; Farming Buildings, Enhanced Farming Buildings, Food Storage Buildings & Animal Housing.

Farming Buildings

Farming Buildings are the primary method of obtaining food for the player's settlements, there are four buildings that allow the player to gather food each varying in size. They all gather food although of them only farms are able to gather food without its workers having education, like other buildings the later three can be built once they have been researched.


  • Farms - The basic building for gathering the food resource, this building can be built anywhere and takes up 25% of a tile, therefore allowing the player to build 4 farms on a single tile. A Settlement's influence area can include up to 500 farms. Farms produce food which is necessary for the population to survive and grow. Farmers are the main workers on farms and are used to harvest the food. A Farm can have 10 Workers in it.
  • Crop Fields - Crop Fields are special food gathering farms that are able to harvest food faster than farms can, though unlike farms their workers require some level of education. A Crop Field takes up 50% of a tile allowing for 2 Crop Field per tile. A Settlement's influence area can include up to 100 Crop Fields. Crop Fields, like farms produce food although they have a faster production time. Crop Gatherers are the main workers on Crop Fields and are used to harvest the food. Side Resources produced by Crop Fields are Mulch. A Crop Field can have 25 Workers in it.
  • Compact Animal Farms - Compact animal farms are special food gathering farms able to gather more food than a regular farm and like Crop Fields, their workers require some level of education. A Compact Animal Farm takes up only 15% of a tile allowing for 6 Compact Animal Farms to be built on a tile with 10% left over. Settlement's can hold up to 75 Compact Animal Farms. Compact Animal Farms produce food at the same rate as farms however produce more food per harvest than farms. Compact Animal Feeders are the main workers on Compact Animal Farms and are used to harvest the food. Side resources produced by Compact Animal Farms are Feathers, Wool & Leather. A Compact Animal Farm can have 7 Workers in it.
  • Free Range Animal Farms - Free Rangeanimal farms are special food gathering farms able to gather more food than a regular farm and like Crop Fields, their workers require some level of education. A Free Range Animal Farm takes up 45% of a tile allowing for 2 Compact Animal Farms to be built on a tile with 10% left over. Settlement's can hold up to 40 Compact Animal Farms. Free Range Animal Farms produce food at the same rate as farms however produce more food per harvest than farms. Free Range Animal Feeders are the main workers on Free Range Animal Farms and are used to harvest the food. Side resources produced by Free Range Animal Farms Feathers, Wool, Leather & Manure. A Free Range Animal Farm can have 15 Workers in it.

Enhanced Farming Buildings

Enhanced Farming Buildings allow the player to enhance the productivity or output of the regular Farming Buildings. Most Buildings only affect 1 or 2 regular Farming Buildings.


  • Mills - Mills allow the player's Farms & Crop Fields to produce more food than usual, Mills take up 50% of a tile and to affect a Farm or Crop Field must be no more than 2 tiles away from the Farm or Crop Field. Mills use Mill Grinders as their main workers. Settlements can hold 10 Mills in their area of influence. A Mill can have 12 Workers in it.
  • Manure Farms - Manure Farms help Crop Fields to increase their production rate. Manure Farms have an interesting method of working, a side Resource produced by Free Range Animal Farms is Manure which is the fuel needed for Manure Farms to work, a Manure Farm only works at 100% if there are 3 Free Range Animal Farms no more than 1 tile away from it. Manure Farms take up 30% of a tile and a Settlement can have 20 Manure Farms. Manure Farms can only affect Crop Fields that are no more than 2 Tiles away from the Manure Farm. A Manure Farm's main workers are Manure Conditioners. A Manure Farm can have 8 Workers in it.
  • Wool Yards - Wool Yards help enhance the production of the Side Resource Wool from the Animal Farm Buildings. The output of Wool from these buildings is only increased by a Wool Yard that is no more than 1 Tile away from the Animal Farm Buildings. Wool Yards take up 55% of a Tile and there can be no more than 15 Wool Yards in a Settlement's area of Influence. Wool Yards main form of workers are Shearers. A Wool Yard can have 16 Workers in it.
  • Farm Hand Facility - The Farm Hand Facility is a building that can increase the production of any Farm Building as it increases the maximum number of workers for that building. The Farm Hand Facility takes up 25% of a Tile and a Settlement can support up to 30 Farm Hand Facilities. The Farm Hand is the main worker of a Farm Hand Facility. A Farm Hand Facility must be built no more than 3 tiles away from a Farm Building for it to affect said building. A Farm Hand Facility can have 30 Workers in it.
  • Food Enhancer Factory - A Food Enhancer Factory is a building that decreases its respective settlement's population's Food Expense. A Food Enhancer factory does not need to be within a particular radius of any Farming Buildings however cannot be anymore than one tile away from the Settlement itself. Only one Food Enhancer Factory can be built in a Settlement's area of influence and the building takes up 75% of a tile. Taste Scientists are the main workers of a Food Enhancer Factory and one factory can support 35 Workers.

Food Storage Buildings

Food Storage buildings are used to increase the maximum amount of Food a City can gather before its Food Gathering Buildings are put on hold. All Food Storage Buildings are interlinked in the maximum capacity of a Settlement. Settlements start out with a 500 Food Resource Limit, enough to feed 2,500 people as long as it is stable. The maximum for Food to be stored is the highest of all resources at 200 Billion as the maximum possible, enough to feed 1 Trillion People in a single Settlement which is also the maximum population for a settlement.

  • Small Food Silo - The smallest Food Storage Building, a Small Food Silo increase the maximum Food Limit by 10 allowing for 50 more people to live in a settlement. Small Food Silos take up 5% of a Tile. Like all Food Silo Buildings, the main worker for a Small Food Silo Building is the Silo Capacity Observer. A Small Food Silo can have 15 Workers in it.
  • Small Cold Storage - The smallest of the Cold Storage Buildings, a Small Cold Storage increases the maximum food Limit by 25 allowing for 125 more people to live in a settlement. Small Cold Storages take up 10% of a Tile. Like all Cold Storages, the main worker for a Small Cold storage Building is the Food Quality Regulator. A Small Cold Storage can have 20 Workers in it.
  • Medium Food Silo - One of the Medium sized Food Storage Buildings, a Medium Food Silo increase the maximum Food Limit by 100 allowing for 500 more people to live in a settlement. Medium Food Silos take up 15% of a Tile. Like all Food Silo Buildings, the main worker for a Medium Food Silo Building is the Silo Capacity Observer. A Medium Food Silo can have 45 Workers in it.
  • Medium Cold Storage - One of the Medium sized Food Storage Buildings, a Medium Cold Storage increases the maximum food Limit by 400 allowing for 2000 more people to live in a settlement. Medium Cold Storages take up 30% of a Tile. Like all Cold Storages, the main worker for a Medium Cold storage Building is the Food Quality Regulator. A Small Cold Storage can have 60 Workers in it.</span>
  • Large Food Silo - The largest of the Food Silo Buildings, a Large Food Silo increase the maximum Food Limit by 1000 allowing for 5000 more people to live in a settlement. Large Food Silos take up 25% of a Tile. Like all Food Silo Buildings, the main worker for a Large Food Silo Building is the Silo Capacity Observer. A Large Food Silo can have 75 Workers in it.</span>
  • Large Food Storage - The largest of all Food Storage Buildings, a Large Cold Storage increases the maximum food Limit by 200000 allowing for 1 million more people to live in a settlement. Large Cold Storages take up 60% of a Tile. Like all Cold Storages, the main worker for a Large Cold storage Building is the Food Quality Regulator. A Small Cold Storage can have 120 Workers in it.

Animal Housing

Animal Housing Buildings are the main buildings the player needs to house animals, these act similar to regular Housing Buildings except they hold the Animal Population of a City. Animal Buildings are built for each of the four types of Animals (Mammals, Birds, Reptiles & Amphibians) however their capacities vary due to the different number of species for each type.

  • Mammalian Jungle House - This Building allows Mammals who normally live in Jungles, Swamps or other Humid locations with large amounts of plant life to call home. These Mammals have Green Backgrounds to their icons and mainly originate from Asian & South American Sky Islands. A Mammalian Jungle House can hold 150 Mammals with Green Backgrounds and takes up 20% of a Tile, a Settlement can have 50 Mammalian Jungle Houses in its area of influence. The Main Worker for Mammalian Buildings is the Mammal Biological Expert. A Mammalian Jungle House can have 15 Workers.</span>
  • Mammalian Mountain House - This Building allows Mammals who normally live in Mountainous regions where it is mostly rocky and has sharp inclines to call home. These Mammals have Grey Backgrounds to their icons and mainly originate from North American & Asian Sky Islands. A Mammalian Mountain House can hold 150 Mammals with Grey Backgrounds and takes up 20% of a Tile, a Settlement can have 50 Mammalian Mountain Houses in its area of influence. The Main Worker for Mammalian Buildings is the Mammal Biological Expert. A Mammalian Mountain House can have 15 Workers.
  • Mammalian Urban House - This Building allows Mammals who normally live in contact with humans, like pets or rodents to call home. These Mammals have Brown Backgrounds to their icons and mainly originate from European & North American Sky Islands. A Mammalian Urban House can hold 150 Mammals with Brown Backgrounds and takes up 20% of a Tile, a Settlement can have 50 Mammalian Urban Houses in its area of influence. The Main Worker for Mammalian Buildings is the Mammal Biological Expert. A Mammalian Urban House can have 15 Workers.
  • Mammalian Temperate House - This Building allows Mammals who normally live in cold locations such as the Arctic & Antarctic to call home. These Mammals have Blue Backgrounds to their icons and mainly originate from Polar Sky Islands. A Mammalian Temperate House can hold 150 Mammals with Blue Backgrounds and takes up 20% of a Tile, a Settlement can have 50 Mammalian Temperate Houses in its area of influence. The Main Worker for Mammalian Buildings is the Mammal Biological Expert. A Mammalian Temperate House can have 15 Workers.
  • Mammalian Desert House - This Building allows Mammals who normally live in Deserts, Wastelands and other hot environments to call home. These Mammals have Red Backgrounds to their icons and mainly originate from African & Oceanic Sky Islands. A Mammalian Desert House can hold 150 Mammals with Red Backgrounds and takes up 20% of a Tile, a Settlement can have 50 Mammalian Desert Houses in its area of influence. The Main Worker for Mammalian Buildings is the Mammal Biological Expert. A Mammalian Desert House can have 15 Workers.
  • Mammalian Plains House - This Building allows Mammals who normally live in hilly, grassy fields, farms or plains to call home. These Mammals have White Backgrounds to their icons and mainly originate from European & Oceanic Sky Islands. A Mammalian Plains House can hold 150 Mammals with White Backgrounds and takes up 20% of a Tile, a Settlement can have 50 Mammalian Plains Houses in its area of influence. The Main Worker for Mammalian Buildings is the Mammal Biological Expert. A Mammalian Plains House can have 15 Workers.
  • Aviary Jungle House - This Building allows Birds who normally live in Jungles, Swamps or other Humid locations with large amounts of plant life to call home. These Birds have Green Backgrounds to their icons and mainly originate from Asian & South American Sky Islands. An Aviary Jungle House can hold 120 Birds with Green Backgrounds and takes up 15% of a Tile, a Settlement can have 40 Aviary Jungle Houses in its area of influence. The Main Worker for Aviary Buildings is the Aviary Biological Expert. An Aviary Jungle House can have 12 Workers.
  • Aviary Mountain House - This Building allows Birds. These Birds have Grey Backgrounds to their icons and mainly originate from North American & Asian Sky Islands. An Aviary Mountain House can hold 120 Birds with Grey Backgrounds and takes up 15% of a Tile, a Settlement can have 40 Aviary Mountain Houses in its area of influence. The Main Worker for Aviary Buildings is the Aviary Biological Expert. An Aviary Mountain House can have 12 Workers.</span>
  • Aviary Urban House - This Building allows Birds who normally live in contact with humans, like pets or rodents to call home. These Birds have Brown Backgrounds to their icons and mainly originate from European & North American Sky Islands. An Aviary Urban House can hold 120 Birds with Brown Backgrounds and takes up 15% of a Tile, a Settlement can have 40 Aviary Urban Houses in its area of influence. The Main Worker for Aviary Buildings is the Aviary Biological Expert. An Aviary Urban House can have 12 Workers.
  • Aviary Temperate House - This Building allows Birds who normally live in cold locations such as the Arctic & Antarctic to call home. These Birds have Blue Backgrounds to their icons and mainly originate from Polar Sky Islands. An Aviary Temperate House can hold 120 Birds with Blue Backgrounds and takes up 15% of a Tile, a Settlement can have 40 Aviary Temperate Houses in its area of influence. The Main Worker for Aviary Buildings is the Aviary Biological Expert. An Aviary Temperate House can have 12 Workers.</span>
  • Aviary Desert House - This Building allows Birds who normally live in Deserts, Wastelands and other hot environments to call home. These Birds have Red Backgrounds to their icons and mainly originate from African & Oceanic Sky Islands. An Aviary Desert House can hold 120 Birds with Red Backgrounds and takes up 15% of a Tile, a Settlement can have 40 Aviary Desert Houses in its area of influence. The Main Worker for Aviary Buildings is the Aviary Biological Expert. An Aviary Desert House can have 12 Workers.
  • Aviary Plains House - This Building allows Birds who normally live in hilly, grassy fields, farms or plains to call home. These Birds have White Backgrounds to their icons and mainly originate from European & Oceanic Sky Islands. An Aviary Plains House can hold 120 Birds with White Backgrounds and takes up 15% of a Tile, a Settlement can have 40 Aviary Plains Houses in its area of influence. The Main Worker for Aviary Buildings is the Aviary Biological Expert. An Aviary Plains House can have 12 Workers.
  • Reptilian Jungle House - This Building allows Reptiles who normally live in Jungles, Swamps or other Humid locations with large amounts of plant life to call home. These Reptiles have Green Backgrounds to their icons and mainly originate from Asian & South American Sky Islands. A Reptilian Jungle House can hold 50 Reptiles with Green Backgrounds and takes up 15% of a Tile, a Settlement can have 30 Reptilian Jungle Houses in its area of influence. The Main Worker for Reptilian Buildings is the Reptile Biological Expert. A Reptilian Jungle House can have 10 Workers.
  • Reptilian Mountain House - This Building allows Reptiles who normally live in Mountainous regions where it is mostly rocky and has sharp inclines to call home. These Reptiles have Grey Backgrounds to their icons and mainly originate from North American & Asian Sky Islands. A Reptilian Mountain House can hold 50 Reptiles with Grey Backgrounds and takes up 15% of a Tile, a Settlement can have 30 Reptilian Mountain Houses in its area of influence. The Main Worker for Reptilian Buildings is the Reptile Biological Expert. A Reptilian Mountain House can have 10 Workers.
  • Reptilian Desert House - This Building allows Reptiles who normally live in Deserts, Wastelands and other hot environments to call home. These Reptiles have Red Backgrounds to their icons and mainly originate from African & Oceanic Sky Islands. A Reptilian Desert House can hold 50 Reptiles with Red Backgrounds and takes up 15% of a Tile, a Settlement can have 30 Reptilian Desert Houses in its area of influence. The Main Worker for Reptilian Buildings is the Reptile Biological Expert. A Reptilian Desert House can have 10 Workers.
  • Reptilian Plains House - This Building allows Reptiles who normally live in hilly, grassy fields, farms or plains to call home. These Reptiles have White Backgrounds to their icons and mainly originate from European & Oceanic Sky Islands. A Reptilian Plains House can hold 50 Reptiles with White Backgrounds and takes up 15% of a Tile, a Settlement can have 30 Reptilian Plains Houses in its area of influence. The Main Worker for Reptilian Buildings is the Reptile Biological Expert. A Reptilian Plains House can have 10 Workers.
  • Amphibian Jungle House - This Building allows Amphibians who normally live in Jungles, Swamps or other Humid locations with large amounts of plant life to call home. These Amphibians have Green Backgrounds to their icons and mainly originate from Asian & South American Sky Islands. An Amphibian Jungle House can hold 30 Amphibians with Green Backgrounds and takes up 10% of a Tile, a Settlement can have 20 Amphibian Jungle Houses in its area of influence. The Main Worker for Amphibian Buildings is the Amphibian Biological Expert. An Amphibian Jungle House can have 6 Workers.
  • Amphibian Desert House - This Building allows Amphibians who normally live in Deserts, Wastelands and other hot environments to call home</span>. These Amphibians have Red Backgrounds to their icons and mainly originate from African & Oceanic Sky Islands. An Amphibian Desert House can hold 30 Amphibians with Red Backgrounds and takes up 10% of a Tile, a Settlement can have 20 Desert Houses in its area of influence. The Main Worker forAmphibian Buildings is the Amphibian Biological Expert. An Amphibian Desert House can have 6 Workers. </span>

Harvesting Buildings

Harvesting Buildings are buildings based around the Wood Resource, these buildings include the sub-categories; Logger Buildings, Improved Logger Buildings, Wood Storage Buildings & Wood Enhancing Buildings.

Logger Buildings

Logger Buildings are intended to be used to collect wood which is one of the main resources needed for the early game buildings including Mines and many civil buildings. Logger Buildings also have the capabilities of collecting other resources depending on the building and the workers/animals that use it.


  • Woodcutter's Camp - The most basic of the Wood collecting Buildings, a Woodcutter's camp collects Wood from any Forest, Jungle, Grove, Oasis, Rainforest or Bush Tiles within a 5 tile radius of it and must be built on one of the aforementioned tiles. Woodcutter's Camps main form of workers are Loggers. Woodcutter's camps take up 20% of a Tile and a Settlement can have 350 Woodcutter's Camps in its area of influence. A Woodcutter's camp can have up to 60 workers in it and is the immediate building that workers will automatically go to if they are not to be educated and all farms are currently occupied. Side Resources produced by a Woodcutter's Camp are Oil, Food, Sap & Poison
  • Machine Logger Camp - A Machine Logger Camp is a more advanced form of the Woodcutter's camp capable of harvesting wood faster than a Woodcutter's camp, it must also be built on one of the specific tiles although it has a 7 tile radius. A Machine Logger Camp's main form of workers are Chainsaw Loggers. Machine Logger Camps take up 35% of a Tile and a Settlement can have 100 Machine Logger Camps in its area of influence. A Machine Logger Camp can have up to 75 workers in it. Side Resources produced by a Machine Logger Camp are Oil, Food, Amber & Poison
  • Plasma Tech Logger Camp - A Plasma Tech Logger Camp is the most advanced form of the Woodcutter's camp and is also the fastest at harvesting Wood from a camp, like its fellow Logger Buildings it can only be built in specific locations and has a 10 Tile Radius. The main workers for a Plasma Tech Logger Camp are Plasma Loggers. Plasma Tech Logger Camps take up 45% of a Tile and a Settlement can support 65 Plasma Tech Logger Camps in its area of influence. A Plasma Tech Logger Camp can have up to 100 Workers in it. Side Resources produced by Plasma Tech Logger Camps are Coal, Food, Amber & Poison.

Improved Logger Buildings

Like the Enhanced Farming Buildings, Improved Logger Buildings enhance the production time, output or some other factor of the production of the Wood Resource.

  • Sawmills - Sawmills increase the production rate of any regular Logger Buildings within a 4 Tile Radius of the Sawmill. Sawmills main form of workers are Wood Chippers. Sawmills take up 30% of a tile and a Settlement can hold up to 35 Sawmills in its area of influence. Unlike most other Enhancing Buildings, Sawmills do not stack therefore placement is important. Sawmills can have up to 20 Workers in it.
  • Tree Farms - Tree Farms increase the amount of Wood harvested by Logger Buildings within a 3 Tile Radius of the Tree Farm. Tree Farms also turn the tile they are on into one of the harvestable tiles for Logger Buildings depending on their location. Tree Farms take up 60% of a tile and a Settlement can have 20 Tree Farms in its area of influence. When two Tree Farms are have one tile horizontally or vertically between them they will also convert that tile into a harvestable tile. Tree Farms can have up to 5 Workers in them.
  • Tree Scout Towers - Tree Scout Towers increase the radius of influence of nearby Logger Buildings. They must however be built within 1 tile of any Logger Building to affect it. A Woodcutter's Camp's range increases to 8, a Machine Logger Camp's range to 11 & a Plasma Tech Logger Camp's range to 15. Tree Scout Towers only take up 5% of a Tile and a Settlement can have up to 60 Tree Scout Towers in its area of influence. Tree Scout Towers can have up to 18 Workers in them.

Wood Storage Buildings

Wood Storage Buildings are used to increase the maximum amount of Wood a City's maximum capacity can hold, similar to Food Storage Buildings. Wood Storage Buildings allow the player to build some late game buildings which require over 1 Billion Wood, among other resources. A settlement starts out with a 400 Wood Limit which can be increased up to a maximum of 800 Billion.


  • Splinter Shed - The smallest of the Wood Storage Buildings, a Splinter Shed is also the first available to the player and allows them to store 200 Wood. The Shed takes up 15% of a Tile and its main form of workers are Log Counters. A Splinter Shed can have at most 8 Workers in it.
  • Branch Shed - The second Wood Storage Building, Branch Sheds are more efficient at space encapsulation than Splinter Sheds allowing them to store 1,000 Wood. The Shed takes up 30% of a Tile and like all Wood Storage Buildings, its main workers are Log Counters. A Branch Shed can have 25 Workers in it.
  • Trunk Shed - The third Wood Storage Building, Trunk Sheds may appear similar to Branch Sheds but also make use of underground space increasing their capacity allowing for a storage of 20,000 Wood. The Shed takes up 60% of a Tile and like all Wood Storage Buildings, its main workers are Log Counters. A Trunk Shed can have up to 50 Workers in it.
  • Forest Shed - The last and largest of the Wood Storage Buildings, Forest Sheds are giant sheds that dwarf the others in both capacity and size. They are able to hold 500,000 Wood and take up 1 Tile. They employ Log Counters as their main workers like all sheds. A Forest Shed can have up to 120 Workers in it.

Wood Enhancing Buildings

Wood Enhancing Buildings are buildings that use Wood as a source to create more resources. These Buildings unlike Food Enhancing Buildings do not need to be built near the Logger Buildings.


  • Smoother Factory - This Factory is necessary in creating Cut Wood, a smooth wood that is stronger than regular wood and is known for its 0% chance of splinters. Cut Wood can be used for Furniture, Structural Supports and for building Wooden Tools. Smoother Factories take up 25% of a Tile and a Settlement can have 30 Smoother Factories in its area of Influence. The Main workers for a Smoother Factory are Splinter Analysists. A Smoother Factory can have up to 22 Wroerks in it.
  • Condenser Plant - A Condenser Plant is one of the alternative methods of gathering coal an important resource during the mid and late game. Coal is produced in Condenser Plants by heating and Pressurizing Wood, in actuality the coal produced is Charcoal however it is labelled as coal due to its functions being identical in the game. Coal can be used as a more effective fuel source as its primary function. Condenser Plants take up 40% of a Tile and a Settlement can have up to 25 Condenser Plants within its area of influence. The Main workers for Condenser Plants are Coal Converters. A Condernser Plant can have, at most 16 Workers within.
  • Flexi-Build Center - A Flexi-Build Center is a building that allows the player to create Flexible Wood a material capable of bending far beyond the restraints of regular Wood or Cut Wood. It is used in micro-scale objects as well as high tech and green energy buildings. Flexi-Build Centers need Wood, Oil & Plastic to function. Flexi-Build Centers take up 45% of a Tile and a Settlement can have 4 Flexi-Build Centers in its area of influence. The main workers for a Flexi-Build Center are Tensile Testers. Flexi-Build Centers can harbor up to 25 Workers within each Center.

(More to Come)

Easter Eggs

  • The Developer Team is implemented as a group of survivors, they are encountered randomly like other groups however are always friendly and contain a Mechanic, Game Designer & Program Coder specialist
  • It has been stated by the developers that if the player tames a Gorilla two of the possible names for it (as long as it is male) are Donkey Kong & Chunky Kong, being a nod to Donkey Kong 64
    • The same applies for a male Chimpanzee being named Diddy Kong, a male Orangutan being named Lanky Kong & a female Chimpanzee being named Tiny Kong.

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