There are many different structures found in the game, each with a unique purpose. Some structures can only be unlocked through remodeling. Structures come in different types:
Most tiles provide bonuses to nearby tiles in one or more of the following types:
Civ
Nature
Energy
Recovery
Bonus values given below are for a tile that is directly adjacent (not diagonal).
The bonus value drops by half (rounded down) for each step away from the source, with a maximum bonus distance of 3 tiles. That means diagonally adjacent tiles only provide 50% of the listed value, though they can still be harvested normally.
Here is a simple table showing the bonus percentage from a tile in the XX square:
XX
100
50
25
100
50
25
0
50
25
0
0
25
0
0
0
This means that if you put a thermal power tile in the XX square, the tile that is diagonally away receives 50% power, and the tile that is two diagonal away will receive NO power at all.
Human & Ally Residences[]
In addition to the base work, human residents also gain 1 work for each 5 civ.
Image
Name
Remodel Requirements
Effect
Base Recovery
Base Civ
Base Nat
Base Work
Person's Home
Initially Available
a resident lives here.
15
5
0
5
Wooden House
Person's Home, 17 Civ
Boosts harvests.
40
15
0
15
House
Wooden House, 1 Energy
75
20
0
35
Mansion
House, 45 Energy
110
35
0
50
Ally's Home
Initially Available
an ally lives here.
15
1
1
?
Ally's Hut
Ally's Home, 45 Nature
Boosts recovery.
80
2
10
~25
Ally's Palace
Ally's Hut, 45 Nature, 3 Energy or Pasture, 55 Nature. 3 Energy
190
5
20
~15
Pasture
Ally's Home, 30 Nature
80
2
10
~15
Zoo
Pasture, 10 Civ, 2 Energy
90
4
15
~5
Circus Tent
Zoo, 70 Nature, 55 Energy
300
15
35
~35
Pumpkin Products
Person's Home, P. Pumpkin
where you buy items
20
95
19
10
Research Lab
Person's Home, Researcher
20
40
0
5
Ally Agency
Person's Home, Bear
10
50
0
8
Wood Shop
Person's Home, Steve Jibs
Earns gold from tourists.
28
35
3
50
Wairo Inc.
10
40
0
10
Grocery Stand
Person's Home, Jacques Bleu
20
15
3
3
Clinic
Person's Home, Dr. Takashi
110
35
0
50
Tourism Structures[]
Tourists will visit tourist spots and spend an amount of gold equal to the chip's "Price." At the end of every month, an amount of gold will be deducted from your coffers equal to the sum of each chip's "Upkeep" cost. All tourist spots can hold up to five "Specialties," (harvested items offered for sale rather than added to your stores.) For the few chips which can be harvested, specialties can still be offered, but cannot be viewed as the harvest information is shown instead.
Income[]
All tourism buildings have an built in base income of 2G. Additionally, each group of 20 of Civ+Nature gives a bonus 1G income.
Income Chart
Civ + Nat
Price
Civ + Nat
Price
Civ + Nat
Price
0 to 19
2
140 to 159
9
280 to 299
16
20 to 39
3
160 to 179
10
300 to 319
17
40 to 59
4
180 to 199
11
320 to 339
18
60 to 79
5
200 to 219
12
340 to 359
19
80 to 99
6
220 to 239
13
360 to 379
20
100 to 119
7
240 to 259
14
380 to 399
21
120 to 139
8
260 to 279
15
List[]
The base price column below shows the building price with 0 additional Civ+Nat from surrounding tiles, using only the starting Civ and Nature values.
UO = Upgrade Only. This means they can not be purchased, but must meet specific remodeling conditions.
Tourism
Name
Class
Cost ()
Effects
G r a d e
Costs
Description
Civ
Nat
Eng
Rec
Base Price
Upkeep
Tourist Spot
Building
3
3
3
0
105
1
2G
1G
Earns gold from tourists.
Grocery Stand
Building
15
15
3
0
20
1
2G
1G
Earns gold from tourists.
Gift Shop
Building
25
17
0
93
3
5
Shop
Building
24
+++ (30)
+ (4)
0
+++ (50)
4
5G
4G
Earns gold from tourists.
Hot Spring
Building
36
+++ (30)
+ (4)
0
++ (35)
5
Earns gold from tourists. Harvestable. Produces food.