Rewards

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Rewards are a way to upgrade your civilisation - shaping your society forever. Rewards affect all settlements in the campaign of After Inc.

These include upgraded population traits, survival techniques and inventions that can help you in different ways.

Unlocking new rewards[edit | edit source]

Once you successfully complete a level for the first time in a campaign, you can choose one reward out of the three randomly available ones.

Player can reselect rewards by clicking on the progress bar near the top of each campaign, and selecting "Reselect Rewards". This will remove all current rewards that the player has for that specific campaign.

Leader rewards[edit | edit source]

A Leader reward can appear instead of a related campaign's reward. Choosing a leader will allow you to select said leader on all levels, and result in a permanent boost to the Well Rested: bonus.

When player has the New Leaders expansion pack, all leader rewards the player has are removed, allowing the player to choose other rewards.

Currently, there are four leader rewards:

Survival Campaign rewards[edit | edit source]

Image Name and Description Effects
Event difficulty easy.png Pigeon Coops

People farm pigeons for Food in the Settlement.

Grants 0.0945 Food monthly (1/10th of what a single Settler consumes), per each Settler.
Event rain.png Rain Catcher

Collects Water from rain and condensation.

Grants 0.216 Water monthly (1/10th of what a single Settler consumes), per each Settler.
Event forest wide.png Forestry Huts

Improves the efficiency of Lumberyards. Requires Technology 2.

Each Lumberyard has its' efficiency increased by 30% (0.36 extra monthly units of Wood).
Event forest wide.png Medium Well

A larger Water production building. More efficient. Requires Technology 2.

Small Wells are replaced with Wells, when upgrade technology to level 2. Wells take twice as much resources to build as Small Wells, but also produce twice as much, plus an additional 30% extra Water monthly (6.24 total instead of 4.8)
Event ice storm.png Charcoal Pits

Upgrades Firewood Splitters into more efficient Charcoal Pits. Requires Technology 3.

All Fuel production from current and future Firewood Splitters (Charcoal Pits) is increase by 30% (0.36 extra monthly units of Fuel)
Event building construction.png Confidence

Gain Stamina when completing Goals

Can gain 0.7 - 1.5 Stamina depend of Goals and current Population.
Event settlement medium.png Leadership

Gain Authority when completing Goals

Gain 2 Authority when completing Goals.
Event storage.png Housing Storage

Increase storage of basic goods when building housing

When building housing, increase the Storage Size of basic goods (which include Water, Food and Fuel) by +5% for each housing built.

Critical Mass Campaign rewards[edit | edit source]

Image Name and Description Effects
Event scouting.png Pathfinders

Fighters are now able to assist in claiming / exploring areas if they are idle.

Whenever Fighters are next to an unexplored area, at a random time, a 1 Stamina discount may apply to the Explore action.

Whenever Fighters are in an unclaimed area (if nearby areas has one of them is a claimed area), at a random time, a 1 Stamina discount may apply to the Claim action.

Event storage.png Basic Resource Storage

Larger storage buildings for all basic resources. Requires Technology 3.

Storage are replaced with Medium Storage, when upgrade technology to level 3. Medium Storage take twice as much resources to build as Storage, but also store resources (apply for Water, Food, Wood, Fuel) twice as much, plus an additional 10% extra. (+132% total instead of +120%)
Event people happy.png Diversity

Starting traits change each game. Extra chance of extra traits

Whenever you complete a level, the traits on all levels are slightly modified (either lose the previous bonus from this, or gain a new/different one).
Event ice storm.png Fire Pit

A larger Firepit building. More efficient.

Fire Pits are now built instead of Makeshift Fire Pits. Fire Pits take twice as much resources to build as Makeshift Fire Pits, but also produce twice as much, plus an additional 10% extra Warmth monthly (1.98 total instead of 1.8)
Event settlement medium.png Toilet

A larger Toilet building. More efficient.

Toilets are now built instead of Makeshift Toilets. Toilets take twice as much resources to build as Makeshift Toilets, but also produce twice as much, plus an additional 10% extra Toilets monthly (1.44 total instead of 1.2)
Event difficulty easy.png Mill

Improves the efficiency of Grain Fields.

Increases the Food production of Grain fields by 30% (0.675 extra units of Food monthly)
Event building construction.png Hardworking

Starting Population Traits can give more Stamina

N/A
Event storage.png Well Supplied

Starting Population Traits can give more Basic Resources

N/A
Event scouting.png Adventurous

Starting Population Traits can give more Explore Discount

N/A
Event difficulty easy.png Well Rested

Starting Population Traits can give more Starting Production

N/A

Beyond the Bunkers Campaign rewards[edit | edit source]

These rewards can be selected once the player finishes an expedition in Beyond the Bunkers.

Production Rewards[edit | edit source]

Production rewards permanently increase the productivity of resource harvesting buildings. All basic resources production reward only unlock at Technology 2

Image Name and Description Effects
Event difficulty medium.png Grain

Slightly increase production of this building facility

+2% Monthly Output
Event rain.png Fruit

Slightly increase production of this building facility

+2% Monthly Output
Event grassland.png Vegetables

Slightly increase production of this building facility

+2% Monthly Output
Event forest wide.png Deer

Slightly increase production of this building facility

+2% Monthly Output
Event animals sheep.png Sheep

Slightly increase production of this building facility

+2% Monthly Output
Event animals cows.png Cow

Slightly increase production of this building facility

+2% Monthly Output
Event ice storm.png Firewood

Slightly increase production of this building facility

+2% Monthly Output
Event settlement medium.png Wood

Slightly increase production of this building facility

+2% Monthly Output
Event mountains.png Stone

Slightly increase production of this building facility

+2% Monthly Output
Event swamp.png Herbs

Slightly increase production of this building facility

+2% Monthly Output
Event forest wide.png Pelts

Slightly increase production of this building facility

+2% Monthly Output
Event animals sheep.png Wool

Slightly increase production of this building facility

+2% Monthly Output
Event animals cows.png Leather

Slightly increase production of this building facility

+2% Monthly Output
Event population tank.png Supply Convoy

Nearby settlements send a convoy with Food to help player settlement

After 11 months, there has a 5% chance in settlement area to gain a bubble resource contains +5 food. (Appear only once time in Expedition level)

This reward can choose in second time, which gain additional bubble resource contains +3 fuel.

Society Rewards[edit | edit source]

Society rewards will increase the boosts of population traits when starting a new settlement.

Image Name and Description
Event population ferris wheel.png Hardworking

Starting Population Traits can give more Stamina

Event people discussion.png Respectful

Starting Population Traits can give more Authority

Event people happy.png Positive Outlook

Starting Population Traits can give more Morale

Event storage.png Well Supplied

Starting Population Traits can give more Starting Resources

Event population rusty car.png Loving

Starting Population Traits can give more Population

Event storage.png Prepared

Starting Population Traits can give more Storage Size

Event scouting.png Adventurous

Starting Population Traits can give more Explore Discount

Event rain.png Resourceful

Starting Population Traits can give more Scavenge Discount

Event building construction.png Handy

Starting Population Traits can give more Building Discount

Event grassland zombies.png Brawlers

Starting Population Traits can give more Zombie Defence

Event soldiers at rest.png Brave

Starting Population Traits can give more Fighters

Event difficulty easy.png Well Rested

Starting Population Traits can give more Starting Production

Event settlement large.png Wise

Starting Population Traits can give more Technology

Knowledge Rewards[edit | edit source]

Knowledge rewards give the settlement a variety of different advantages.

Note that the Map Reading reward only applies to Beyond the Bunkers expeditions and not in other campaigns.

Image Name and Description Effects
Event scouting.png Map Reading

Adds a chance of starting with additional explored areas.

There is a chance that an area is scouted for free at the start of the game.

Can gain this rewards 5 times. (Which increase chance and number possible area is explored)

Event people happy.png Tracking

Skip the first Wild Dog situation

The first Wild Dog situation is automatically resolved with no bad outcome
Event people happy.png Cooking

Skip the first Food Poisoning situation

The first Food Poisoning situation is automatically resolved with no bad outcome
Event forest wide.png Woodland skills

Increase trees chopped down with a Forest Settlement

Decrease max delays for automatically scavenge by -20 days in the Forest Settlement.
Event settlement small.png River skills

Increase water production with a River Settlement

Increase water production by +0.5 and number water resource gain through scavenging by +50% in the River Settlement (Up to 2.0 and +100% total).
Event grassland.png Grassland skills

Gain more Stamina with a Grassland Settlement

Gain an additional +1 Stamina at the start of the game in the Grassland Settlement. (Up to +3 total).
Event mountains.png Mountain skills

Explore all surrounding areas with a Mountain Settlement

Up to 12 areas nearby Mountain Settlement is explored for free. (Only explore areas nearby settlement from one step)
Event urban town.png Urban skills

Gain Huts with an Urban Settlement

Gain +1 Huts instead of Shacks and replace initial Tents to Huts in Urban Settlement.
Event building construction.png Mentoring

Gain more Stamina when Population increases

When increase population up to 4 or more, gain an additional +1 Stamina (Up to +2 stamina total)

This reward can choose in second time, which gain an additional +1 Stamina more (Up to +3 stamina total) when increase population up to 8 or more.

Event soldiers fight zombies.png Runners

Reduces the cost of Reinforce actions.

Reduce stamina cost for Reinforce action by -1 stamina
Event soldiers fight zombies.png Runners I

Reduces the cost of Reinforce actions in claim areas.

Reduce stamina cost for Reinforce action by -1 if fighter fighting in claimed area.
Event soldiers fight zombies.png Runners II

Reduces the cost of Reinforce actions in the settlement area.

Reduce stamina cost for Reinforce action by -1 if fighter fighting in settlement area.
Event soldiers at rest.png Field Hospitals

Increases fighter healing speed by up to 25% when all adjacent areas are claimed.

Increase fighters healing speed in area has nearby areas are claimed, up to +25% when all nearby areas is claimed.
Event soldiers at rest.png Priority Treatment

Increases fighter healing speed in the settlement area.

Multiply fighter healing speed by 1.5 times when fighter is in settlement area.
Event soldiers fight zombies.png Defense Plan

Increases the fighter strength boost from the settlement area.

Increase fighter strength from settlement when fighter fighting in settlement area by +50%. (Up to 2.25 times instead of 1.5 times)