BASICS
Buildings
Buildings sit in fixed slots on the Crawler and cap at level five. The Barracks gates the rest, so it is nearly always the right thing to raise first.
| Building | Max | What it does |
|---|---|---|
| Barracks | Lv 5 | Crawler operations and troop command hub. Gates every other facility and expands training capacity. |
| Armory | Lv 5 | Outfits commanders with equipment, skill cards, and combat loadouts. Lv5 unlocks a second Citadel squad march. |
| Workshop | Lv 5 | Craft skill cards and materials. Lv2 unlocks Signal Conduits. Lv4 unlocks Tech Core fabrication. Lv5 unlocks Catalyst Synthesis. |
| Hospital | Lv 5 | Heals wounded troops. Higher levels increase fast-triage capacity; overflow enters cryostasis. |
| Generator | Lv 5 | Produces Fuel. Powers shields and crawler systems. |
| Scrap Yard | Lv 5 | Produces Scrap from the wasteland. |
| Grow Plot | Lv 5 | Produces Rations. Feeds your army. |
| Datacenter | Lv 5 | Produces $ato from scavenged tech. |
| Marketplace | Lv 5 | Signal Exchange access. Levels reduce AMM fees, unlock advanced pools, and raise daily volume. |
| Garage | Lv 5 | Select Crawler frames and advance technology. Garage level gates maximum research level. |
Upgrade timers
Every upgrade is a timer, and every timer in this game can be shortened with Temporal Catalysts. A wait you cannot boost is a bug, not a design choice.