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Revision as of 13:49, 3 June 2016

Buildings

Buildings are built inside your camp where your survivors live. They can send you into missions, unlock new buildings, produce resources required to upgrade your buildings and survivors, upgrade your equipments, heal injured survivors, help you find more survivors, and stock resources.

To be able to advance in the game the camp needs to develop with new and upgraded buildings. Each upgrade will spend some real time and supplies (all costs on this page are "canned goods" instead of XP. XP is used for Survivor and Weapon upgrades). Upgrades may also be done instantly with Gold; either immediately without spending any supplies, or later with a reduced payment of gold.

During upgrade there will be a timer showing the remaining delay. It's only possible to upgrade one building at a time. Normally you can't use a facility if it's upgrading nor upgrade while it's in use (e.g. training in camp or healing in hospital). The Mission Car is an exception, you will be able to go on missions also during car upgrade.

There is a certain amount of strategy in the choice of how to spend resources and what to upgrade first, but the game advancement in itself hints what you need by blocking and unlocking upgrades. The core building is your Council trailer, the level of which determines the maximum level the other buildings may be upgraded to.

When selecting a building you can see info, upgrade or interact (e.g. harvest supplies or visit hospital). It's also possible to drag the building freely on the map. There is no charge for such movement but you can cancel it by pressing the cross.

There is currently no way of scrapping unwanted buildings (and their would not be any advantage to do so), but you can clear out junk.

Player Level

You will automatically advance to the next Player Level when you have reached enough Building Points (BP) on the current level. Player level is visible in a circle on the top left corner icon in Camp, tapping it will also show the details on current and needed BP.

Upgrade buildings in the Camp to increase BP at amounts specified in Building tables on this page (not listed in the game but you can calculate it by subtracting "BP before upgrade" from "BP when completed"). Certain player level is required for upgrading your Council (see Council table), in turn unlocking other building upgrades.

Player
Level
Building
Points

(to advance)

1 10
2 11
3 18
4 20
5 21
6 47
7 52
8 56
9 65
10 71
11 77
12 123
13 135
14 147
15 117
16 128
17 140
18 197
19 217
20 237
21

230

(confirmed lower)

22 253
23 275
24 391
25 429
26 400
27 413
28 378
29 431
30 456
31 456
32 521
33 526
34 578
35 630
36 748?
37 822?
38 770
39

790?

40

733

41 799
42 947
43 1000
44 1000
45 1000
46 1000
47 1000
48 1000
49 1000
50 1000


Council-on-map-300x258

Council

The council can hold 1500 supplies of food, Xp and unlock new buildings and levels. Current maximum as update 1.7 is lv 16

The cost listed below is for upgrading to that level.

Level Player

Level

Time Cost Gold Cost BP XP Storage Buildings unlocked
1 - - - - - - -
2 1 15s 110 2 6 3K Training grounds lvl 2
3 3 30m 500 18 14 9K Training grounds 3
New Workshop 1
New Farm plot 1
New Radio 1
New Tent 1
4 6 1h 30m 4K 49 24 20K Memorial
New Supply Storage 1
Training grounds 4
Workshop 2
5 8 3h 8.6k 76 38 30K Training grounds 5
Workshop 3
New Farm 1
Mission Car 3
6 11 7h 30m 20k 116 54 40k Training grounds 6
Workshop 4
New Tent 1
Supply Storage 4
7 14 9h 33k 153 74 60K Training grounds 7
Workshop 5
8 17 10h 30m 62K 219 94 75K Supply Storage 5
Radio tent 4
New Farm plot 1
Training grounds 8
Workshop 6
9 20 12h 94K 291 122 100K Farm Plot 7
Training grounds 9
Workshop 7
10 22 15h 160K 353 150 150K Tents 5
Training grounds 10
Workshop 8
Radio tent 5
New Supply storage 1
11 24 18h 300K 440 182 200K Farm plot 8
Mission car 6
Training groungs 11
Workshop 9
12 29 21h 570K 584 216 300K New Farm plot lvl 1
Tents 6
Radio tent 6
Training Grounds 12
Workshop 10
13 32 1d 750K 689 254 400k Training Grounds 13
Workshop 11
Mission Car 7
Hospital 7
Farm Plot 9
Tent 7
Supplies Storage 7
14 34 1d 2h 970K 791 294 600k Training Grounds 14
Workshop 12
Radio Tent lvl 7'
Mission Car 7
Hospital 7
Farm Plot 9
Tent 8

Supplies Storage 8
15 36 1d 4h 1.36M 983 338 800K Training Grounds 15
Workshop 13
Radio Tent lvl 7
Mission Car 8
Hospital 8
Farm Plot 10
Tent 8
Supplies Storage 8
16 1d 6h 1.86M 1196 384 1M Training Grounds 16
Workshop 14
Radio Tent 8
Mission Car 8
Hospital 8
Farm Plot lvl 10
Tent 9
Supplies Storage 9
17 1500 2M
Training-Grounds-on-map-300x300

Training Grounds

Train your survivors here, and you can also see what traits your survivor will unlock with an increase in level.

Level Time Cost Gold Cost Council level required BP Max level survivors
1 3s 250 1 9 2
2 5m 300 6 2 11 3
3 1h 3.2K 33 3 19 4
4 2h 15m 7.6k 51 4 30 5
5 5h 19k 94 5 43 6
6 6h 45m 33k 135 6 59 7
7 9h 59K 201 7 77 8
8 10h 30m 81K 255 8 97 9
9 12h 150K 325 9 120 10
10 15h 270k 402 10 145 11
11 18h 520k 538 11 173 12
12 21h 710K 647 12 203 13
13 23h 920K 756 13 235 14
14 1d 2h 1.26M 921 14 270 15
15 1d 4h 1.79M 1161 15 307 16
16 1d 6h 2.35M 1415 16 347 17
17 1d 8h 3.5M 17 18

Workshop

Upgrade weapons and armor here, and see what traits will be unlocked by increasing levels of both armor and weapons. This is also where you can scrap Equipment that you don't want and get XP in return.

Level Time Cost Gold Cost Council level required BP Max level equipment
1 1h 400 25 3 19 4
2 2h 15m 7.6k 51 4 30 5
3 5h 19k 94 5 43 6
4 6h 45m 33K 135 6 59 7
5 9h 59K 201 7 77 8
6 10h 30m 81K 255 8

97

9
7 12h 150K 325 9 120 10
8 15h 270k 402 10 145 11
9 18h 520k 538 11 173 12
10 21h 710K 647 12 203 13
11 23h 920k 756 13 235 14
12 1d 2h 1.26M 921 14 270 15
13 1d 4h 1.79M 1161 15 307 16
14 1d 6h 2.35M 1415 16 347 17
15 1d 10h 3.5M 1936 17 18
1452189992

Farm plot

Farm plot produces supplies for upgrading buildings. They are unlocked at council's level X, 3, 5, 8, 12, 17.

Note: Level 1 farm plots cost 80 supplies after the first one

Level Time Cost Gold Cost Council level BP Supplies/hour Storage
1 3s 50 (or 80) 1 1 3 60 240
2 3m 100 3 2 4 110 440
3 10m 400 9 2 9 200 1200
4 45m 2.8K 28 2 16 340 2040
5 4h 17K 83 5 36 540 4320
6 6h 56K 172 7 64 800 6400
7 11h 140K 312 9 100 1100 11K
8 15h 430K 474 11 144 1500 14K
9 21h 860K 713 13 196 2200 26.4K
10 1d2h 1.52M 1037 15 256 3000 36k
11 17
Tents

Tents

Tents produce XP useful for upgrading your equipments and train your survivors. They are unlocked at level X and X.

Level Time Cost Gold Cost Council level BP XP/Hour Storage
1 15m 400 4 2 0 30 240
2 45m 2.8K 28 2 16 55 440
3 1h 30m 6.5K 43 3 25 100 800
4 5h 32K 119 49 170 1360
5 7h 30m 79K 227 81 270 2160
6 13h 240K 373 10 121 400 3200
7 18h 610K 578 12 550 5500
8 1d 1.13M 859 14 225 690 6900
9 1d4h 2.12M 1308 16 800 9600
10 18
Supplies Storage

Supplies storage

Store all your food. You need to transfer your food from farm plot to supply storage or else farm stop producing. They are unlock at council level X, 4, 10 and 16.

Level Time Cost Gold Cost Council level required BP Storage
1 1m 30s 400 2 2 7 2500
2 22m 30s 2.4K 22 3 13 10K
3 1h 4.9k 36 4 20 30K
4 4h 30K 107 6 39 70K
5 6h 75K 208 8 65 140K
6 9h 210K 328 10 97 280K
7 15h 490K 500 12 135 560K
8 21h 1.07M* 807 14 180 1.12 M
9 1d2h 2.04M* 1269 16 2.24M
10 18 4.48M

*Lvl8 Supplies Storage real cost is 1.07M but it shows 1.7M

*Lvl9 Supplies Storage real cost is 2.04M but it shows 2.4M

Radio

Radio Tent

Send a call out for more survivors here. Calls can be made with 1, 5, or 15 radios, with an increase in star value to the summoned survivor.The level of the radio tent determines the summoned survivor's starting level and their maximum level. When you summon survivors, the number of stars determine the number of levels you can upgrade your survivor, 2 levels for each star. The Radio Tent level is the only thing that effects survivor call min/max level.
In the latest update 1.5 The maximum (Cap) lvl for a survivor (from a radio call) is 20, but the highest you can train one is 15. You can get survivor with a current (starting) lv higher than 15 in rescue missions.

Notes

A new version of the radio calls is being worked on. I think you'll like it. Details to follow.
Not yet in 1.6. Just wanted to let you know that we know you guys feel like the radio calls could be improved, and we're now working on it. OldGoth Moderator, Staff February 9
From http://forums.nextgames.com/walkingdead/discussion/3183/radio-tent-seriously/p1

Is there a maximum number of radio you can have? There is a hard limit, but it's very high indeed; 999 999. So unfortunately you won't be able to get to a million phones. from http://forums.nextgames.com/walkingdead/discussion/4135/is-there-a-limit-on-the-of-radios-i-can-haz#latest

Level Time Cost Gold Cost Council level required BP Initial level survivors
1 15s 300 1 3 19 1-3
2 2h 15m 7.6k 51 4 30 1-5
3 6h30m 33K 135 6 59 2-6
4 10h 30m 81K 255 8 97 3-8
5 15h 270K 402 10 145 4-10
6 21h 710K 647 12 203 5-12
7 1d 2h 1.26 M 921 14 270 6-14
8 1d 6h 2.35M 1415 16 7-16
9 18 1-18

High level players agree that you should only use 15 calls, and to wait has long as you can before doing them, ideally when your tent is at the maximum level, or at least level 5.

Hospital

Hospital

Survivors hurt during missions come here to heal. Time is reduced by increasing hospital level and extra slots for survivors are added at certain level upgrades.

Level Time Cost Gold Cost Council level BP Time reduction Healing Slots
1 3s - - - 4 - 1
2 45m 2.8K 28 3 16 2 min 1
3 4h 17k 83 5 36 5 min 2
4 6h 56K 172 7 64 10 min 2
5 11h 140K 312 9 100 15 min 2
6 15h 430K 474 12 144 20 min 3
7 21h 860K 713 13 196 30 min 3
8 1d2h 1.52M 1037 15 40 min 3
9 17


Car

Mission car

The level of your mission car determines how much Gas you can spend in missions and how much Gas you can store.

Note: Normally you can't use a facility if it's upgrading nor upgrade while it's in use (e.g. training in camp or healing in hospital). The car is an exception, you will be able to go on missions also during car upgrade.

Level Time Cost Gold Cost Council level BP Gas storage
1 3s - - - 4 6
2 10m 500 10 3 16 9
3 4h 17K 83 5 36 11
4 6h 56K 172 7 64 13
5 11h 140K 312 9 100 15
6 15h 430K 474 11 144 17
7 21h 860K 713 13 196 19
8 1d2h 1.52M 1037 15 21
9 1d6h 2.75M 1593 17 23
Campfire

Campfire

The campfire can't be upgraded and it serves only to tell information about the current story mission.

Memorial

Memorial

The memorial is unlocked at council level 4 and shows information about survivor(s) you lost in deadly missions. There seems to be no game-advancing benefit of this building, apart from a possible amount of BP when building it.

Trash

Junk

This is not actual buildings, but bushes or wrecks found in your camp initially. You may clear it to make room for your buildings or for aesthetic reasons.

Clearing the area will cost you Supplies (such as 100 or 6500, up to 15k) and some time (e.g. 10s). There seems to be no BP advantage (at least not for small cost clearing).

Outpost

Outpost

Allows you to do an Outpost Raid and also to be raided by other players. You can gain or lose influence in raid, at some point you can also gain or lose Trade Goods. The Outpost building is where you can set your defenders and change your Outpost Configurations for defense. Being raided and losing results in loss of 10% of your current Trade Goods and possibly some influence points.

Outpost Upgrades
Level Time Cost Gold Cost Council level required BP Trade goods/hour Holds trade goods Trade goods storage capacity (removed in 1.8) Unlocks
1 5s 1k 4 50 400 6000 Lake map
2 10m 24k 6 55 440 6500 Warehouse map

*

3 5h 81k 8 60 480 7000 Town map

**

4 15h 270K 402 10 65 520 7500 Quarrytop map
5 21h 710k 647 12 70 560 8000 RuralField map

* Lv2 allows you to work with the map editor and change your map tiles.
** LV3 outpost allows you to individually place your survivors and set them on offense, defense, or stationary modes. It also give the option to change defenders

Higher level map allow to place more walkers on the map, the walkers have to be captured & upgraded in the walker Pit.

Walker Pit

Walker Pit

The walker pit is located just outside the camp walls and is used to capture walkers that will defend your outpost. Technically the walker pit does not come from the same source as the camp walkers. The initial amount available is 4 normal walkers of level 1 and you can use Trade Goods or Gold to increase both amount and level of them.

The level of the Walker Pit itself does not directly affect the walkers, but instead how many and the level it can hold. Note that the value in the table below are the maximum walkers, you need to upgrade or capture separately to reach that max.

The Outpost building level decides which maps are available, the map selected defines how many walkers you can have in the outpost defense. To make use of the higher amount of walkers a suitable map needs to be chosen too.

Walker Pit Upgrades
Level Time Cost Gold Cost Council level required BP Max walkers
1 5s 1k 3 5 Normal LV4

1 Armored LV4

1 Tank LV4

2 5m 17k 5 Х Normal LV XX

Х Armored LV XX

1 Tank LV XX

3 45m 56k 7 77 7 Normal LV7

2 Armored LV7

1 Tank LV7

4 5h 150K 9 8 Normal LV9

2 Armored Lv9

1 Tank LV9

5 11h 140k 312 11 XX Normal LV 11

2 Armored LV 11

2 Tank LV 11

6 15h 430k 474 13 10 Normal LV 13

2 Armored LV XX

2 Tank LV XX

7 23h 1.790M 1,144 13 11 Normal LV15

3 Armored Lv15

2 Tank LV15

8 15
Walker Upgrade Price
Normal Armored Tank
Walker Level Upgrade (Goods+time) Upgrade (Goods+time) Upgrade (Goods+time)
1
2 250 + 5m 250 + 2m30s
3 250 + 7m30s 500 + 7m30 500 + 7m30s
4 500 + 11m15s 750 + 22m30s 750 + 11m15s
5 750 + 18m45s 1000 + 37m30s 1000 + 22m30s
6 1000 + 22m30s 1500 + 45m 1500 + 22m30s
7 1250 + 30m 2000 + 1h 2000 + 30m
8 1500 + 37m30s 3000 + 1h15m 3000 + 37m30s
9 2000 + 48m45s 4000 + 1h37m 4000 + 48m45s
10 2500 + 56m15s 5,000 + 1h52m 5000 + 56m15s
11 3000 + 1h7m 6000 6000
12 3500 + 1h18m 7000 + 2h37m 7000
13 4000 + 1h33m 7,500 + 3h07m 7,500 + 1h33m
14 4500 7500 7500
15 5000 7500 7500
16 5500 7500 7500
17 6000 7500 7500
18 6500 7500 + 5h37m 7500 + 2h48m
19 7000 7500 7500 + 3h7m
Walker Catch Price
Normal Armored Tank
Walker Catch (Goods) Catch (Goods) Catch (Goods)
1 - 1000 5000
2 - 2500 7500
3 -
4 -
5 1500
6 2000
7 3000
8 4000
9 5000
10
11
*Most images from: http://www.dojagaming.de/spiele-apps/the-walking-dead-no-man-s-land/