Rewards
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 |
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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. |
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Rain Catcher
Collects Water from rain and condensation. |
Grants 0.216 Water monthly (1/10th of what a single Settler consumes), per each Settler. |
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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). |
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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) |
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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) |
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Confidence
Gain Stamina when completing Goals |
Can gain 0.7 - 1.5 Stamina depend of Goals and current Population. |
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Leadership
Gain Authority when completing Goals |
Gain 2 Authority when completing Goals. |
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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 |
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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. |
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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%) |
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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). |
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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) |
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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) |
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Mill
Improves the efficiency of Grain Fields. |
Increases the Food production of Grain fields by 30% (0.675 extra units of Food monthly) |
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Hardworking
Starting Population Traits can give more Stamina |
N/A |
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Well Supplied
Starting Population Traits can give more Basic Resources |
N/A |
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Adventurous
Starting Population Traits can give more Explore Discount |
N/A |
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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
Society Rewards[edit | edit source]
Society rewards will increase the boosts of population traits when starting a new settlement.
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 |
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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) |
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Tracking
Skip the first Wild Dog situation |
The first Wild Dog situation is automatically resolved with no bad outcome |
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Cooking
Skip the first Food Poisoning situation |
The first Food Poisoning situation is automatically resolved with no bad outcome |
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Woodland skills
Increase trees chopped down with a Forest Settlement |
Decrease max delays for automatically scavenge by -20 days in the Forest Settlement. |
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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). |
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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). |
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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) |
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Urban skills
Gain Huts with an Urban Settlement |
Gain +1 Huts instead of Shacks and replace initial Tents to Huts in Urban Settlement. |
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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. |
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Runners
Reduces the cost of Reinforce actions. |
Reduce stamina cost for Reinforce action by -1 stamina |
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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. |
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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. |
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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. |
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Priority Treatment
Increases fighter healing speed in the settlement area. |
Multiply fighter healing speed by 1.5 times when fighter is in settlement area. |
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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) |