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+ | Please note: I am currently building this page, updates will be applied periodically today while I play the new beta. Holding off editing this until this message is gone would be appreciated. Thank you. |
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− | Coming soon - tech is not yet in Rebuild alpha |
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+ | -Ski |
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+ | [[File:TechTree.png|400px]] |
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+ | 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 scientists far more useful. |
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+ | Tier 1 Techs: |
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+ | Zombie Vitals- This tech makes your survivors "10% more efficient in killing zombies". |
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+ | Construction- Opens up the ability to build bars, schools, churches, hospitals, workshops and labs. |
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+ | Fort Policies- Allows the introduction of policies, which are introduced at random throughout the game. |
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+ | Tier 2 Techs: |
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+ | Basic Traps- Allows the building of zombie traps, which slowly kills all the zombies in one building. |
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+ | Zombie Avoidance- Decreases mission distance related danger by 25%. |
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+ | Watch Towers- Allows the upgrading of held buildings to have defense boosting Watch Towers. (Note: unlike Rebuild Mobile, this does not replace the building with a tower, it is only an upgrade.) |
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[[Category:Rebuild: Gangs of Deadsville]] [[Category:Placeholder]] |
[[Category:Rebuild: Gangs of Deadsville]] [[Category:Placeholder]] |
Revision as of 17:11, 17 May 2014
Please note: I am currently building this page, updates will be applied periodically today while I play the new beta. Holding off editing this until this message is gone would be appreciated. Thank you.
-Ski
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 scientists far more useful.
Tier 1 Techs:
Zombie Vitals- This tech makes your survivors "10% more efficient in killing zombies".
Construction- Opens up the ability to build bars, schools, churches, hospitals, workshops and labs.
Fort Policies- Allows the introduction of policies, which are introduced at random throughout the game.
Tier 2 Techs:
Basic Traps- Allows the building of zombie traps, which slowly kills all the zombies in one building.
Zombie Avoidance- Decreases mission distance related danger by 25%.
Watch Towers- Allows the upgrading of held buildings to have defense boosting Watch Towers. (Note: unlike Rebuild Mobile, this does not replace the building with a tower, it is only an upgrade.)