Modifiers

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Modifiers, exclusive to Beyond the Bunkers expeditions, are modifications to a map that can provide bonuses or disadvantages. Like population traits, modifiers are map-specific. They also give bonuses similar to rewards.

List of Modifiers[edit | edit source]

Icon Name Description Explaination
Icon winter disabled.png
Saharan Wind There is no Winter in this region Winter seasons is disabled in this level
Modifiers soldier combat boost forest.png
Forest Stalkers Fighters are stronger in Forest areas +50% combat strength of fighters when they are in exactly the indicated area.
Modifiers soldier combat boost moutain.png
Mountain Guards Fighters are stronger in Mountain areas
Modifiers soldier combat boost grassland.png
Grassland Rangers Fighters are stronger in Grassland areas
Modifiers soldier combat boost swamp.png
Swamp Stalkers Fighters are stronger in Swamp areas
Modifiers soldier combat boost urban.png
Urban Wardens Fighters are stronger in Urban areas
Modifiers soldier heal settlement only.png
Infected Wounds Fighters can only heal in the Settlement, but they heal faster Increase healing speed by doubled (x2), but fighters can only heal in settlement area (not apply when fighter has Field Medic upgrade, which allow to healing anywhere)
Modifiers zombie reanimation.png
Reanimation Zombies occasionally come back to life Increase zombie reanimation chance by +2%.
Icon soldier combat boost low health.png
Berserkers Fighters become stronger as their health gets lower Fighter will slowly increase combat strength when their health is lower (Can up to +48.5% at 1% health)
Modifiers zone production boost grain.png
Heirloom Grains Grain areas produce twice as much Food +100% resources production.
Modifiers zone production boost fruit.png
Deep Roots Fruit areas produce twice as much Food
Modifiers zone production boost veg.png
Compost Rich Vegetable areas produce twice as much Food
Modifiers zone production boost deer.png
Limited Predators Deer areas produce twice as much Food
Modifiers zone production boost cow.png
Lush Pastures Cow areas produce twice as much Food
Modifiers zone production boost sheep.png
Sheltered Meadows Sheep areas produce twice as much Food
Modifiers zone production boost wood.png
Old Growth Wood areas produce twice as much Wood
Modifiers zone production boost fuel.png
Desiccated Wood Wood areas produce twice as much Fuel
Modifiers zone production boost herb.png
Symbiotic Growth Herb areas produce twice as much Medicine
Modifiers zone production boost stone.png
Abandoned Quarries Stone areas produce twice as much Stone
Modifiers zone production boost deer.png
Healthy Coats Deer areas produce twice as much Material
Modifiers zone production boost cow.png
Robust Hides Cow areas produce twice as much Material
Modifiers zone production boost sheep.png
Dense Fleeces Sheep areas produce twice as much Material
Modifiers zone production drop grain.png
Field Blight Grain areas produce half as much Food -50% resources production.
Modifiers zone production drop fruit.png
Bee Decline Fruit areas produce half as much Food
Modifiers zone production drop veg.png
Alkaline Soil Vegetable areas produce half as much Food
Modifiers zone production drop deer.png
Tick Infestation Deer areas produce half as much Food
Modifiers zone production drop cow.png
Barren Grazing Cow areas produce half as much Food
Modifiers zone production drop sheep.png
Footrot Plague Sheep areas produce half as much Food
Modifiers zone production drop wood.png
Young Saplings Wood areas produce half as much Wood
Modifiers zone production drop fuel.png
Rotten Timber Wood areas produce half as much Fuel
Modifiers zone production drop herb.png
Weed Choked Herb areas produce half as much Medicine
Modifiers zone production drop stone.png
Weathered Stone Stone areas produce half as much Stone
Modifiers zone production drop deer.png
Mangy Hides Deer areas produce half as much Material
Modifiers zone production drop cow.png
Warble Infestation Cow areas produce half as much Material
Modifiers zone production drop sheep.png
Fleece Rot Sheep areas produce half as much Material
Modifiers zone type boost grain.png
Golden Plains This region has significantly more Grain areas Increase number areas of this type appear in map
Modifiers zone type boost fruit.png
Orchard Country This region has significantly more Fruit areas
Modifiers zone type boost veg.png
Tuber Time This region has significantly more Vegetable areas
Modifiers zone type boost deer.png
Hunter's Bounty This region has significantly more Deer areas
Modifiers zone type boost cow.png
Cattle Plains This region has significantly more Cow areas
Modifiers zone type boost sheep.png
Shepherd's Dream This region has significantly more Sheep areas
Modifiers zone type boost wood.png
Ancient Woodland This region has significantly more Forest areas
Modifiers zone type boost herb.png
Fenlands This region has significantly more Swamp areas
Modifiers zone type boost stone.png
Highlands This region has significantly more Mountain areas
Modifiers zone type boost urban.png
Urban Sprawl This region has significantly more Urban areas
Icon starting build scout teams.png
Collaborative Start with an extra Build Team and Explore Team Gain +1 Building team and +1 Scout team
Modifiers cleanse soldier level up.png
Righteous Fury Cleansing an Infestation gives a Fighters upgrade Cleansing success the infestation area will show a fighters upgrade.
Modifiers scavenge auto urban.png
Warehouse District Gain Scavenge bubbles from Claimed Urban areas over time Auto scavenging in urban/city area every 45-55 turns, will gain a bubble contains a random types of basic resources.
Modifiers building level tech motorway.png
Concrete Scars Areas with Motorways require 2 Technology per building level When area has production is in highways, building production will required T + (N*2-1) Technology level to build or upgrade (N is building production level player want to upgrade, T is building production technology level required to build, Ex: Herb garden is required technology level 4)
Modifiers taunt free.png
Bold Taunt actions are now free Cost for Taunting zombie action is reduced to 0.
Modifiers claim urban housing.png
Urban Recycling Gain a House for each Claimed Urban area When player claim or reclaim urban/city area, and has number of housing is below 11, the settlement will gain a one housing type Houses.

Otherwise, settlement will upgrade one of the poor quality house to quality house. (Upgrade to type Houses, priority type of house to upgrade is decrease from Huts/Shacks/Tents)

Modifiers claim any drop authority.png
Isolated Claiming an area reduces authority Each times player claim or reclaim the area, reduced authority by -10% of current authority.

Trivia[edit | edit source]