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Talk:Building Guide
From Die2Nite Wiki
Placing table here for now. Mazt 11:36, 21 October 2011 (PDT)
| Building | Effect | Value | Use |
|---|---|---|---|
| Likely the most crucial building for long term survival, this allows you to convert basic resources into usable materials. This becomes necessary when all of the nearby zones are depleted and even basic resources are tough to come by. | Extremely Useful | Resources | |
| Instead of just blueprints and completed buildings, this keeps a record of which projects everyone spends their |
Sufficient | Planning | |
| This building provides the town with a different Common Blueprint every day, which makes it extremely useful as the town progresses. The blueprint is dropped in the bank immediately after the attack each day. | Extremely Useful | Long-Term | |
| The Foundations are worthless in and of themselves, but later on in the game they become crucial for longer survival. The Foundations are required for all of the heavy-duty buildings, but are usually a waste of resources early on, when they don't offer any useful builds. | Sufficient | Long-Term | |
| The Watchtower allows you to predict the number of zombies that will attack each night. This is important to build on day one, because its upgrades are more useful than most early buildings provide (such as the Workshop upgrades). | Extremely Useful | Planning | |
| Water is a crucial part of the game, and that's exactly what the Pump is for. Although it doesn't provide much on completion, its upgrades can hold the town over for several days. | Extremely Useful | Water | |
| The runt of the litter, the Portal Lock is generally cast down upon by experienced players. By locking the gates, it prevents any undesirables from opening the gates at the last minute, but it can also lock players out of town if closed too early. Whether or not this building is needed depends on the town. Note that Hero rescue and return can bypass the lock, but the later Watchtower upgrades can not. | Varies | Greifers |