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 |
---|---|---|---|
Saharan Wind | There is no Winter in this region | Winter seasons is disabled in this level | |
Forest Stalkers | Fighters are stronger in Forest areas | +50% combat strength of fighters when they are in exactly the indicated area. | |
Mountain Guards | Fighters are stronger in Mountain areas | ||
Grassland Rangers | Fighters are stronger in Grassland areas | ||
Swamp Stalkers | Fighters are stronger in Swamp areas | ||
Urban Wardens | Fighters are stronger in Urban areas | ||
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) | |
Reanimation | Zombies occasionally come back to life | Increase zombie reanimation chance by +2%. | |
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) | |
Heirloom Grains | Grain areas produce twice as much Food | +100% resources production. | |
Deep Roots | Fruit areas produce twice as much Food | ||
Compost Rich | Vegetable areas produce twice as much Food | ||
Limited Predators | Deer areas produce twice as much Food | ||
Lush Pastures | Cow areas produce twice as much Food | ||
Sheltered Meadows | Sheep areas produce twice as much Food | ||
Old Growth | Wood areas produce twice as much Wood | ||
Desiccated Wood | Wood areas produce twice as much Fuel | ||
Symbiotic Growth | Herb areas produce twice as much Medicine | ||
Abandoned Quarries | Stone areas produce twice as much Stone | ||
Healthy Coats | Deer areas produce twice as much Material | ||
Robust Hides | Cow areas produce twice as much Material | ||
Dense Fleeces | Sheep areas produce twice as much Material | ||
Field Blight | Grain areas produce half as much Food | -50% resources production. | |
Bee Decline | Fruit areas produce half as much Food | ||
Alkaline Soil | Vegetable areas produce half as much Food | ||
Tick Infestation | Deer areas produce half as much Food | ||
Barren Grazing | Cow areas produce half as much Food | ||
Footrot Plague | Sheep areas produce half as much Food | ||
Young Saplings | Wood areas produce half as much Wood | ||
Rotten Timber | Wood areas produce half as much Fuel | ||
Weed Choked | Herb areas produce half as much Medicine | ||
Weathered Stone | Stone areas produce half as much Stone | ||
Mangy Hides | Deer areas produce half as much Material | ||
Warble Infestation | Cow areas produce half as much Material | ||
Fleece Rot | Sheep areas produce half as much Material | ||
Golden Plains | This region has significantly more Grain areas | Increase number areas of this type appear in map | |
Orchard Country | This region has significantly more Fruit areas | ||
Tuber Time | This region has significantly more Vegetable areas | ||
Hunter's Bounty | This region has significantly more Deer areas | ||
Cattle Plains | This region has significantly more Cow areas | ||
Shepherd's Dream | This region has significantly more Sheep areas | ||
Ancient Woodland | This region has significantly more Forest areas | ||
Fenlands | This region has significantly more Swamp areas | ||
Highlands | This region has significantly more Mountain areas | ||
Urban Sprawl | This region has significantly more Urban areas | ||
Collaborative | Start with an extra Build Team and Explore Team | Gain +1 Building team and +1 Scout team | |
Righteous Fury | Cleansing an Infestation gives a Fighters upgrade | Cleansing success the infestation area will show a fighters upgrade. | |
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. | |
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) | |
Bold | Taunt actions are now free | Cost for Taunting zombie action is reduced to 0. | |
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) | |
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]
- Modifiers are equivalent to Map Features and Player Tactics in Rebel Inc.