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Rebuild: Gangs of Deadsville Wiki
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== Buildable Building Types == These buildings can be both reclaimed or built. ===[[Apartment]]=== ''"Home sweet home for 2 survivors, if they don't mind the 70's decor and olive-green appliances."'' [[File:Apartments1.png|frameless]][[File:Apartments2.png|frameless]] ===[[Bar]]=== ''"Sometimes you want to go where everybody knows your name. Or settle for any place with alcohol left. Increases happiness when a leader bar tends here."'' [[File:Bar_Icon.png|frameless]] The Bar is used in some events. ===[[Big Farm]]=== ''"Big farms produce'' [between 4.5 and 1.5 based on difficulty, and further modified by technology] ''rations every day of healthy crops like chard and turnip.'' ''Posting full-time farmers here increases the yield."'' [[File:BigFarm.png|frameless]] ''Note: Big Farms can be built only on pre-existent 2x1 buildings like the Mall and the Pharmacy.'' ===[[Church]]=== ''"Our churches are multi-faith spiritual centers. Now offering over two dozen afterlives to go to when you die."'' [[File:Church .png|frameless]] Increases happiness when a leader preaches, which has increased effect on survivors with the devout perk. ''Note: zed normally avoid churches. Unless unit movement (and zed bait?) causes them to enter it, thus church will always be zed-free and usually shelter for survivors.'' ''Note: Also having churches can affect Last Judgement events.'' ===[[City Hall]]=== The glorious center of our new government. Civic pride. Having City hall enables meaningful meetings with other factions and trading without caravan units. The city hall takes significantly more time and manpower to build. This is also the place your character and up to 3 (4 with the politician perk) other survivors can embark to rebuild a new city from once all victory conditions are met. ===[[Farm]]=== ''"Farms produce'' [between 3 and 1 based on difficulty, and further modified by technology] ''rations a day and provide valuable vitamins you can't get from canned SPAM.'' ''Farming here increases the yield."'' [[File:Farm1.png|frameless]][[File:Farm2 .png|frameless]] ===[[Hospital]]=== ''"Survivors heal faster in hospitals, either due to the placebo effect or because once in one you'll do anything to get out."'' Reduces recovering time from 5 days to 3 days. [[File:Hospital .png|frameless]] Having a hospital reduces negative random events and brings them to neutral outcomes. ===[[Huge Farm]]=== ''"Huge farms produce'' [between 6 and 2 based on difficulty, and further modified by technology] ''food rations every day, and make quite an impressive corn maze in the autumn."'' [[File:HugeFarm.png|frameless]] ''Note: the Huge Farm can only be built over pre-existent 2x2 buildings like the Mega Mall and the Huge Park.'' ===[[Laboratory]]=== ''"Here our engineers can research everything from zombie behavior to how they used to get the caramel into all those Caramilk bars."'' [[File:Laboratory .png|frameless]] While in the first cities having more than one is useless, later in game Laboratories will never cease to be useful, as the top-tier research is repeatable. ===[[School]]=== ''"Survivors can train here to increase their skills. It's faster and much safer than the usual way."'' Schools can train skills and change a survivors' active skill. Training mission will continue until all survivors on the same mission reaches the maximum skill level. [[File:School .png|frameless]] ===[[Workshop]]=== ''"A place to make things, fix things, and take things apart."'' [[File:Workshop .png|frameless]] ''Note: a workshop is necessary in certain missions, one is to activate the Power Plant.''
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