(Updated to current game build stats.) |
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=='''Tier 6 :'''== |
=='''Tier 6 :'''== |
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− | *Antivenom ( |
+ | *Antivenom (Removed early in Beta)- Provides a guaranteed cure for any survivors that get bit.<br />Prerequisite(s): Disease Vectors<br /> |
*Turret Towers- Allows a third option for upgrading buildings alongside the previous tower options, and provides the best defense, boosting defenses by 15, and surrounding held buildings by 7.5.<br />Prerequisite(s): Advanced Construction<br /> |
*Turret Towers- Allows a third option for upgrading buildings alongside the previous tower options, and provides the best defense, boosting defenses by 15, and surrounding held buildings by 7.5.<br />Prerequisite(s): Advanced Construction<br /> |
Revision as of 20:07, 20 July 2014
The technology in Rebuild: Gangs of Deadsville at the early beta stage is still a work in progress, but already much more complex than the previous games. Rather than the three-path linear research, there are branches and instances where some require multiple prerequisites and a few are repeatable, making the labs and the engineers far more useful than the previous games.
Tier 1:
- Zombie Vitals- This makes your survivors "10% more efficient in killing zombies".
Prerequisite(s): None
- Construction- Opens up the ability to build bars, schools, churches, hospitals, workshops and labs.
Prerequisite(s): None
- Fort Policies- Allows the introduction of policies, which are introduced at random throughout the game.
Prerequisite(s): None
Tier 2:
- Basic Traps- Allows the building of zombie traps at workshops, which slowly kills all the zombies in one building.
Prerequisite(s): Zombie Vitals
- Zombie Avoidance- Decreases mission distance related danger by 25%.
Prerequisite(s): Zombie Vitals
- Watch Towers- Allows the upgrading of held buildings to have Watch Towers, boosting defenses by 5, and surrounding held buildings by 2.5. NOTE: Unlike Rebuild Mobile, this does not replace the building with a tower, it is only an upgrade.
Prerequisite(s): Construction
- Generator Power- Increases workshop item crafting by 10%.
Prerequisite(s): Construction
- Signposts- Causes random events where survivors will ask to join your fort (frequency of occurrence needed).
Prerequisite(s): Fort Policies
- Improved Teaching- Increases skill gains from training at Schools by 25%.
Prerequisite(s): Fort Policies
Tier 3:
- Disease Vectors- Reduces likelihood of events resulting in survivors becoming infected (quantity/ percentage needed). Results in chance of survivors avoiding or taking precautions against activities that risk infection.
Prerequisite(s): Zombie Avoidance
- Anti-Zombie Armor- Increases defense aginst zombies by 25%.
Prerequisite(s): Zombie Avoidance
- Bunker Towers- Allows a second option for upgrading buildings alongside the original Watch Tower option, and provides even better defense, boosting defenses by 10, and surrounding held buildings by 5. NOTE: This research does not automatically upgrade the existing Watch Towers, despite what the finished research message says. There is no decrease in required resources for building a better tower over another one.
Prerequisite(s): Watch Towers
- Fertilizer- Increases all farms' food output: Farm (one space) increased from 2 to 2.5, Pig Farm and Big Farm (two spaces) increased from 3 to 3.8, Huge Farm (four spaces) increased form 6 to 7.5.
Prerequisite(s): Generator Power
- Paramedic Training- Events or actions that would have resulted in death result in injury 10% of the time.
Prerequisite(s): Improved Teaching
- Improved Scouting- Reveals further when scouting (effect appears to not yet take effect).
Prerequisite(s): Improved Teaching
Tier 4:
- Zombie Attractors- Allows the building of zombie attractors at workshops, which "lures zombies in from nearby buildings over time".
Prerequisite(s): Basic Traps
- Improved Walls- Visually changes the walls to look sturdier, adds 2 base defense to all held buildings.
Prerequisite(s): Bunker Towers
- Irrigation- 'Prevents drought"; Farm Blights events no longer occur.
Prerequisite(s): Fertilizer
- Searchlights- Increases frequency of survivors asking to join you (frequency of occurrence needed).
Prerequisite(s): Generator Power & Signposts
- Medkits- Allows crafting of Medkits at workshops.
Prerequisite(s): Paramedic Training
Tier 5:
- Advanced Traps- Improves all current and future Zombie Traps to increase efficiency bu killing zombies even faster. NOTE: The change is not apparent until it is placed in a building.
Prerequisite(s): Zombie Attractors & Disease Vectors
- Fort Silence- Decreases noise and light pollution coming out of the fort, decreasing zombies at the walls by 25%.
Prerequisite(s): Anti-Zombie Armor
- Avanced Construction- Increases speed when building and fortifying by 25%.
Prerequisite(s): Bunker Towers
- Fireworks- Allows the crafting of Fireworks at workshops, which boosts fort happiness (quantity or percentage needed) while distracting zombies (effect and area of effect unknown, needs confirmation)
Prerequisite(s): Searchlights
- Doctor Training- Adds an additional 10% saving chance to Paramedic Training.
Prerequisite(s): Paramedic Training
- Spotting Spies- Identifies spy activities from other factions that target your fort.
Prerequisite(s): Improved Scouting
Tier 6 :
- Antivenom (Removed early in Beta)- Provides a guaranteed cure for any survivors that get bit.
Prerequisite(s): Disease Vectors
- Turret Towers- Allows a third option for upgrading buildings alongside the previous tower options, and provides the best defense, boosting defenses by 15, and surrounding held buildings by 7.5.
Prerequisite(s): Advanced Construction
- Electrified Walls- Visually changes the walls to concrete barriers topped with electric lines, adds 1 base defense to all held buildings.
Prerequisite(s): Improved Walls & Generator Power
- Pesticides- Increases each active farmers output by 1 and prevents pest related farm events.
Prerequisite(s): Irrigation
- Pre-Emptive Strikes- Allows your survivors to attack mobs from enemy factions when they appear.
Prerequisite(s): Spotting Spies
Tier 7:
- Improved Defenses- Increases defense by 1% per level.
Prerequisite(s): Fort Silence & Turret Towers
- Improved Farms- Increases total food production by 1% per level.
Prerequisite(s): Electrified Walls & Pesticides
- Increased Skills- Increases gains in survivor skills by 1% per level.
Prerequisite(s): Fireworks & Doctor Training