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 | |
26 | |
27 | 413 |
28 | 378 |
29 | 431 |
30 | |
31 | 456 |
32 | 521 |
33 | 568 |
34 | 578 |
35 | 630 |
36 | 748? |
37 | 822? |
38 | 770? |
39 |
790? |
40 |
733 |
41 | 799 |
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 req. | Time | Cost | Gold Cost | BP | XP storage | Buildings unlocked |
---|---|---|---|---|---|---|---|
1 | - | - | - | - | - | - | - |
2 | 1 | 15s | 110 | 2 | 6 | 3000 | Training grounds lvl 2 |
3 | 3 | 30m | 500 | 18 | 14 | 9000 | Training grounds lvl 3 New Workshop lvl 1 New Farm plot lvl 1 New Radio lvl 1 New Tent lvl 1 |
4 | 6 | 1h 30m | 4K | 49 | 24 | 20K | Memorial New Supply Storage lvl 1 Training grounds lvl 4 Workshop lvl 2 |
5 | 8 | 3h | 8.6k | 76 | 38 | 30K | Training grounds lvl 5 Workshop lvl 3 New Farm Lvl 1 Mission Car lvl 3 |
6 | 11 | 7h 30m | 20k | 116 | 54 | 40k | Training grounds lvl 6 Workshop lvl 4 New Tent Lvl 1 Supply Storage lvl 4 |
7 | 14 | 9h | 33k | 153 | 74 | 60K | Training grounds lvl 7 Workshop lvl 5 |
8 | 17 | 10h 30m | 62K | 219 | 94 | 75K | Supply Storage lv 5 Radio tent lvl 4 New Farm plot lvl 1 Training grounds lvl 8 Workshop lvl 6 |
9 | 20 | 12h | 94K | 291 | 122 | 100K | Farm Plot lvl 7 Training grounds lvl 9 Workshop lvl 7 |
10 | 22 | 15h | 160K | 353 | 150 | 150K | Tents lvl 5 Training grounds lvl 10 Workshop lvl 8 Radio tent lvl 5 New Supply storage lvl 1 |
11 | 24 | 18h | 300K | 200K | Farm plot lvl 8 Mission car lvl 6 Training groungs lvl 11 Workshop lvl 9 | ||
12 | 29 | 21h | 570K | 584 | 216 | 300K | New Farm plot lvl 1 Tents lvl 6 Radio tent lvl 6 Training grounds lvl 12 Workshop lvl 10 |
13 | 32 | 1d | 750K | 689 | 254 | 400k | Radio tent lvl 6 Training grounds lvl 13 Workshop lvl 11 Mission car lvl 7 Hospital lvl 7 Farm plot lvl 9 Tent lvl 7 Supplies storage lvl 7 |
14 | 34 | 1d 2h | 970K | 791 | 294 | 600k | Radio tent lvl 7 Training grounds lvl 14 Workshop lvl 12 Mission car lvl 7 Hospital lvl 7 Farm plot lvl 9 Tent lvl 8 Supplies storage lvl 8 |
15 | 36 | 1d 4h | 1.36M | 983 | 338 | 800K | Update 1.6 Radio tent lvl 7 Training grounds lvl 15 Workshop lvl 13 Mission car lvl 8 Hospital lvl 8 Farm plot lvl 10 Tent lvl 8 Supplies storage lvl 8 |
16 | 1d 6h | 1.86M | 384 | 1M | Update 1.7 Radio Tent lvl 8 Training Grounds lvl 16 Workshop lvl 14 Mission Car lvl 8 Hospital lvl 8 Farm Plot lvl 10 Tent lvl 9 Supplies Storage lvl 9 |
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 | 1400 | 14K |
9 | 21h | 860K | 713 | 13 | 196 | 1600 | 19.2K |
10 | 1d2h | 1.52M | 1037 | 15 | 1750 | 21k | |
11 | 17 |
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 | 400 | 3200 | |
7 | 18h | 610K | 578 | 12 | 550 | 5500 | |
8 | 1d | 1.1M | 859 | 14 | 225 | 690 | 6900 |
9 | 1d4h | 2.12M | 1308 | 16 | 800 | 9600 | |
10 | 18 |
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 |
*Lvl9 Supplies Storage real cost is 2.04M but it shows 2.4M
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 | 17 | |
17 | 1d 8h | 3.1M | 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 | 3 |
2 | 2h 15m | 7.6k | 51 | 4 | 30 | 4 |
3 | 5h | 19k | 94 | 5 | 43 | 5 |
4 | 6h 45m | 33K | 135 | 6 | 59 | 6 |
5 | 9h | 59K | 201 | 7 | 77 | 7 |
6 | 10h 30m | 81K | 255 | 8 |
97 |
8 |
7 | 12h | 150K | 325 | 9 | 120 | 9 |
8 | 15h | 270k | 402 | 10 | 145 | 10 |
9 | 18h | 520k | 538 | 11 | 173 | 11 |
10 | 21h | 710K | 647 | 12 | 203 | 12 |
11 | 23h | 920k | 756 | 13 | 235 | 13 |
12 | 1d 2h | 1.26M | 921 | 14 | 270 | 14 |
13 | 1d 4h | 1.79M | 1161 | 15 | 307 | 15 |
14 | 1d 6h | 2.35M | 1415 | 16 | 16 | |
15 | 1d 8h | 3.1M | 17 | 17 |
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 | 1-6 |
4 | 10h 30m | 81K | 255 | 8 | 97 | 1-8 |
5 | 15h | 270K | 402 | 10 | 89 | 1-10 |
6 | 21h | 710K | 647 | 12 | 203 | 1-12 |
7 | 1d 2h | 1.26 M | 921 | 14 | 270 | 1-14 |
8 | 1d 6h | 2.35M | 1415 | 16 | 1-16 | |
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
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 |
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 | 17 | 23 |
Campfire
The campfire can't be upgraded and it serves only to tell information about the current story mission.
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.
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
It allow you to do 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 trade goods part is currently bugged and not working.
Level 1 - Need Council 4, 1.000 supplies - 5 seconds
Lv1 Generate 50 trade goods per hours, storage capacity 6000, hold 400 (similar to an xp tent) Unlock Lake MAP
Level 2 - Need Council 6, 24.000 supplies - 10 minutes
Lv2 Generate 55 trade goods per hour, storage capacity 6500, hold 440 Unlock Warehouse MAP
Lv2 allows you to work with the map editor and change your map tiles.
Level 3 - Need Council 8, 81.000 supplies - 5 hours
LV3 Generate 60 trade goods per hour, storage capacity 7000, hold 480 Unlock Town MAP
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
Level 4 - Need Council 10, 520.000 supplies - 15 hours
Lv4 Generate 65 trade goods per hour, storage capacity 7500, hold 520 Unlock QuarryTop MAP
Level 5 - Need Council 12, 710.000 supplies - 21 hours
LV5 Generate 70 trade goods per hour, storage capacity 8000, hold 560 Unlock RuralField MAP
Higher level map allow to place more walkers on the map, the walkers have to be captured & upgraded in the 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 defence. To make use of the higher amount of walkers a suitable map needs to be chosen too.
Level | Time | Cost | Gold Cost | Council level required | BP | Max walkers |
---|---|---|---|---|---|---|
1 | 5s | 1k | 3 | 6 Normal LV6, 1 Tank LV6, 1 Armored Lv6 | ||
2 | 5m | 17k | 5 | 7 Normal LV7, 1 Tank LV7, 1 Armored Lv7 | ||
3 | 45m | 56k | 7 | 8 Normal LV8, 1 Tank LV8, 1 Armored Lv8 | ||
4 | 5h | 150K | 9 | 9 Normal LV9, 1 Tank LV9, 2 Armored Lv9 | ||
5 | 12h | 520k | 11 | 10 Normal LV10, 2 Tank LV10, 2 Armored Lv10 | ||
6 | 18h | 920k | 13 | 11 Normal LV11, 2 Tank LV11, 2 Armored Lv11 | ||
7 | 23h | 1790k | 13 | 12 Normal LV12, 2 Tank LV11, 3 Armored Lv11 | ||
8 | 15 |
Normal | Armored | Tank | ||||
---|---|---|---|---|---|---|
Walker Level | Upgrade (Goods+time) | Catch (Goods) | Upgrade (Goods+time) | Catch (Goods) | Upgrade (Goods+time) | Catch (Goods) |
- | - | 250 + 5m | 1000 | 250 + 2m30s | 5000 | |
1 | ||||||
2 | 250 + 7m30s | 2000 |