Building

**Buildings** are structures that can be built on tiles, within the islands of the game. They serve some sort of function to the Peeps which places them into the categories of the game's menu. This can vary from accommodation to logistics, or simply producing resources. Buildings, vehicles, and Logistics are three of the main ways that the player interacts with the game world in *Before We Leave*.

## Attributes

All buildings have a construction cost in resources. The first resource in the game is wood, which is used to build a Hut. All buildings must be connected to a road, which enables Peeps to move quickly to the building site when construction is initiated. However, a single tile of road will do, as the roads do not necessarily need to be connected to each other.

Other construction considerations include placement. Buildings have a footprint (see below)and may be restricted to certain tiletypes. For example, Deserts will not sustain Fields, and the soft Swamp tile will not support "large building foundations". As can be expected, water-based buildings must be placed next to the Ocean. Also, some buildings have adjacency bonuses. This can improve their performance, such as providing more capacity to the building, or enhancing production speed. They may also exert effects on their local area like adjusting happiness or producing pollution.

### Repair

Buildings occasionally become damaged by non-player forces. But they will leave behind a ruined version of themselves that can be repaired with the appropriate technology. This changes the building's "Action" to "Repair," which costs the full amount of resources as the original construction and has 1 Worker slot. It is possible to destroy the ruined building if it is no longer required. Unfortunately, most buildings will lose all of the resources contained inside themselves, except for the Library which will drop its Research resources outside. However, warehouses will retain their storage configuration once restored.

Repairing is also a mechanic on the starter island for gaining access to the Power and Generator type of buildings, as well as Ships for the first time. Since the Wasteland update, repairing a ruined building will grant that player the appropriate technology for themselves.

### Production

Many buildings produce resources. In order to do so, they need Peeps to work there and available storage for those resources. The UI panel will show the amount of resources produced per minute and the storage capacity.

Other buildings produce resources by processing them. In addition to the above conditions, they will also require their input resources to be fetched by a peep. The tooltips will also show the ratio of resources consumed to resources produced.

#### Storage

*Main article:* Storage
Storage enables buildings to interact with resources they've produced, or inputs they need. Buildings will no longer produce resources if their storage is full, until those resources are delivered somewhere else to free up space. Resources in use can either be taken directly from the production building or from a Warehouse.

### Bonuses and Traits

Many buildings have some sort of effect on the area around them, whether that's adjacent tiles or a small nearby area. These are encompassed in the building's traits. Some buildings of the same type tend to get an adjacency bonus, while others might have pollution or gloom that reduces nearby happiness. Usually the border of this area is highlighted in a bright colour, such as purple for pollution, or yellow for spotlights.

### Upgrade

*Main article:* Upgrade
Buildings can be upgraded with to enhance their capabilities. This usually requires a small amount of more advanced resources than the original construction, and maybe additional technology. A variety of possibilities can result depending on the category of building, from increased capacity, removing downsides, or producing improved versions of a resource.

### Footprints

* One tile
* One tile (all neighbouring titles can become an entryway)
* Two tiles (standard)
* Two tiles (double entryway)
* Two tiles (side entry)
* Three tiles (standard)
* (entry can be at either marked location)
* Six tiles
* Elevator at border of two tiles
* Bridge connects between two edges of the tile only
* Does not require a road connection

## Building types

The Buildings are categorized in-game within the building menu as follows. For a full list, see list of buildings.

* Category: House and Entertain Peeps
* Category: Fields and Wells
* Category: Harvest Natural Resources
* Category: Technology and Cleaning
* Category: Transport and Storage
* Category: Industry
* Category: Quality of Life
* Category: Power (Generators)
* Category: Buildings to Help you with Ancient Guardians

### Hubs

In the wasteland update there were three new buildings that were introduced that connect to adjacent buildings, called Hubs. They are the Relaxation Hub, Storage Hub, and Workshop Hub.

* The Relaxation Hub makes Peeps immune to one source of happiness loss.
* Storage Hub transfers resources between adjacent buildings and itself automatically, and also provides more storage space and transport workers.
* Workshop Hub improves production speed of certain buildings, especially natural resource and industrial buildings.