Greetings!
Revival: Recolonization is finally available in Early Access to all players around the world. Thank you, everyone, for your support! We will continue to update the game, improve the mechanics, and listen to player feedback until the final release. To start this process, we have prepared a short guide created from our players' most frequently asked questions.
[h3][b]How do I establish a town?[/b][/h3]
At the beginning of the game, you will have to choose between one of the clans to lead. Each clan belongs to one of the five peoples in Revival: Recolonization, which are predisposed to live in one of the five climates. You can only establish the first town on a hex that is a part of your clan's home climate.
[img]{STEAM_CLAN_IMAGE}/39245204/e65af5f9c385d80147f0e5a9492957164c8b4a89.png[/img]
To establish a town, you must select an Emissary and click on the "Build a town" button. The map will display tooltips showing possible locations for the town.
[h3][b]How do I build and improve districts?[/b][/h3]
After you have established a town, the town hall and the surrounding walls will appear on the map. Within this area, you can place different districts, which will bring in resources and housing.
At the beginning of the game, you will have one or two districts available to build, depending on your chosen Emissary and clan. To unlock other districts, you will need to research the appropriate sciences on the Science Screen.
[img]{STEAM_CLAN_IMAGE}/39245204/183bebb17317d8e04b5fcd6b15a2148e27c9f2aa.png[/img]
As you finish researching the sciences, you will gain the ability to upgrade districts which become available after you improve the Town Hall. That is, if the Town Hall is of the second era, you can't upgrade, for example, the Agricultural District to the third level.
[h3][b]How do I expand my town's borders?[/b][/h3]
You must build up two adjacent hexes within the town to gain extra space.This way, you can influence which way the town will expand.
[img]{STEAM_CLAN_IMAGE}/39245204/52142dfb8019dd1488252ac445ce76ca175e7654.png[/img]
[img]{STEAM_CLAN_IMAGE}/39245204/101a3ca1222f73b79cf92feb6ad3dc0805bf0cb7.png[/img]
However, you will not be able to go beyond your region. If a town is built on one of your borders, it can only grow into your territory.
The expansion of a town is limited by its population number. No additional districts can be built if there are not enough inhabitants in the town. The growth of the population gradually slows down. Adding each subsequent town resident requires more and more food accumulation.
[h3][b]How to increase the population and solve the problem of homeless people?[/b][/h3]
The town's population grows because of the surplus of food that the town produces. Each unit of population gives the town one person. However, an increase in population requires an increase in housing. If there isn't enough housing, the town residents become incapacitated.
[img]{STEAM_CLAN_IMAGE}/39245204/3d7dcc558a654bc09827e3555868db8059c8b21f.png[/img]
Almost every district built increases the amount of housing. Once a district is upgraded to a new epoch, it usually starts bringing in less housing or ceases to provide housing altogether.. Only the Administrative district brings in more housing and, when upgraded, increases the number of houses for the population.
[img]https://static.wixstatic.com/media/977dbe_2e8a56feedc44b4da47de1be46582e6c~mv2.gif[/img]
The town's population can be placed in resource cells in the town panel. Each worker brings 10 resources. You can drag workers from one cell to another to increase or decrease the amount of a particular resource generated.
[h3][b]How do I establish a second town?[/b][/h3]
You can only build one town in a region. To establish a second town, you will need to extend your influence into another region. To do this, destroy or assimilate the clan living in that region. Keep in mind that Emissaries from other factions are likely to do the same. You cannot build a town in a region that already has a town or an outpost (belonging to another faction).
[h3][b]How do I see which resources are available in a region and what resources my town receives?[/b][/h3]
Your town will receive basic resources from the region that it is located in. Resources are only available if the hexes have the faction's home climate. If a hex has a different climate, its resource icons will be red – these resources are unavailable for you.
[img]{STEAM_CLAN_IMAGE}/39245204/18c9a081d691b2bfbcb006059aa47f2745002eaa.png[/img]
To see what resources are available on a hex, you can toggle the relevant button in the bottom left-hand corner of the screen, or hover your mouse over the hex to make the associated tooltip appear.
The number of resources per hex is determined by various hex attributes. For example, trees increase Production, but decrease the amount of Food generated by a hex.
Each district built in a town brings in a corresponding resource. If a district is built on a hex that already has a corresponding resource on it, that district produces an additional amount of that resource.
If the climate on a hex beneath the town district is not the same as your faction’s home climate, the district will generate less resources.
In addition to basic resources – food, science, production, money and energy – you can find rare resources, such as oil, quartz and biofuel, on the map.
[h3][b]How do I determine the climate of a hex?[/b][/h3]
The navigational menu in the upper left corner of the game screen has a filter that can be used to show the location of hexes with a home climate and hexes with a hostile climate on the game map.
[img]{STEAM_CLAN_IMAGE}/39245204/0968aa496684255cfb7473ed97f46c4f3a50a705.png[/img]
In addition, when you hover a mouse cursor over a hex, a tooltip will appear containing information about the climate..
You can change the climate by using the “Cryogenic Burst” edicts if the hex needs to be cooled, and “Infrared Heat” if the temperature on the hex needs to be raised.
[h3][b]How does a Worker unit function?[/b][/h3]
The Worker is a unit that can cut down trees, clear ruins, and construct buildings outside of the town.
[img]{STEAM_CLAN_IMAGE}/39245204/74797b2805529d1d94793035e87e2b25beeea8f1.png[/img]
To cut down trees, you must choose to move the Worker to the appropriate hex and select the available action “Cut down trees.” To clear ruins, send a Worker to the ruins and select the “Clear the ruins” action.
[img]{STEAM_CLAN_IMAGE}/39245204/88d1fce01d1dc71334a026ab113e0a8cb9752955.png[/img]
In addition, a Worker can build a Mine, Farm, Foundry, Laboratory, Shield, and Roads outside of the town.
[list]
[*] A mine can be built on a hex with rare resources such as quartz, coal, or oil.
[*] A farm can be belt on hexes with rubber, nitre, and biofuel.
[*] A foundry can be built on hexes with copper, iron, and titanium.
[*] A laboratory can be built on hexes with lead, phosphorus, and uranium.
[/list]
[img]{STEAM_CLAN_IMAGE}/39245204/21be7c3b3b9ed832b4e815f48bfd6ba2b088b44d.png[/img]
The presence of a rare resource on a hex is indicated by the appropriate icon.
[h3][b]How do I use the Emissary in battle?[/b][/h3]
The Emissary cannot fight in battle as a normal combat unit, but it can use tactical edicts to do so.
Edicts are studied on the Edict Screen and they can be used both on the global map and in combat.
[img]{STEAM_CLAN_IMAGE}/39245204/0fa429fff192ebb14136a1cb1cb7fb39ff904b1c.png[/img]
To use an edict in combat, select the Emissary as the active unit and click on the edict icon. A menu will open with all the currently studied edicts. Select the desired one and click on the target hex.
[h2][b]How do tactical edicts work?[/b][/h2]
Applying edicts in combat differs from applying edicts on the global map in several ways.
Effects are reset at the end of combat. Any changes to terrain, such as terraforming or forest destruction, will be undone after the battle. However, the status of the affected hexes, such as whether they are burning, irradiated, or acidic, will remain.
[img]https://static.wixstatic.com/media/977dbe_adc934cf19dd4fe0a1d6c2407ef387f1~mv2.gif[/img]
A tactical edict always affects the hex in which it is applied. The six hexes surrounding it may also be affected, but the effect may be different in each hex. For example, the Artificial Thunderstorm edict strikes the central hex with lightning, flooding it and the six surrounding hexes with water.
Tactical edicts are applied immediately. You do not have to wait a turn for them to take effect. Your opponent cannot prevent a tactical edict from being applied, but they can apply a counter-edict on their turn to minimize their army losses.
[h3][b]My unit is on fire, what should I do?[/b][/h3]
During the game, units can acquire different statuses, such as burning, radiation, freezing, and others.
[img]{STEAM_CLAN_IMAGE}/39245204/f5db2eeaf87fd7032fca9a250edd7187813dac0a.png[/img]
These statuses may be acquired in combat – such as when a unit is set on fire by an edict – or by walking on an infected hex – such as a hex with radiation.
[img]https://static.wixstatic.com/media/977dbe_24ec31089aec4222bf9288e6ee88a253~mv2.gif[/img]
Adverse statuses that reduce a unit's health can be eliminated with an edict. For example, the Artificial Thunderstorm edict can extinguish a burning unit, and the Infrared Heat edict can thaw a unit stuck in ice.
[img]{STEAM_CLAN_IMAGE}/39245204/4c4a6276343fe489a5e0740acc84b485f8cfd7b8.png[/img]
Fire can also be extinguished if the burning unit moves to a hex containing a Swamp.
[h3][b]How do reinforcements work in battle?[/b][/h3]
Before a battle begins, you will be shown your army and your opponent's army in a combat preview window. Here, you can see the available reinforcements and the number of turns they need to join the battle.
[img]{STEAM_CLAN_IMAGE}/39245204/3b334ff878e17e75d75ce0548753f2a4e0e72c55.png[/img]
You can also choose what units will participate in battle by ticking the checkbox of the corresponding unit. To act as a reinforcement, a unit must be located in the same region as the unit that initiated the battle. If a unit does not appear in the combat preview window, then they have already participated in a battle this turn. Each unit can take part in one battle per turn.
[h3][b]How does the scout drone work?[/b][/h3]
At the beginning of the game, the scout drone appears alongside the Emissary. The drone can move freely through any type of hex and open new territories for the faction.
The drone loses one health point with each turn and will eventually disappear. After a certain number of game turns, the scout drone can be recreated by the Emissary (on a global map, select the Emissary and click the relevant button), which costs energy.
[h3][b]What is the Tree of Ancestors, and how do I create or destroy one?[/b][/h3]
A Totem Tree represents a symbiotic relationship between a plant and a mechanism. Its main function is to maintain a certain climate on hexes. There are 5 types of totem trees, each supporting a different type of climate.
At the start of the game, each clan is located next to a Tree of Ancestors that generates their home climate. A faction can grow totem trees thanks to the Shaman unit. Once the tree is created, the Shaman disappears.
[img]{STEAM_CLAN_IMAGE}/39245204/14eb0f4c324452b31d43119c1716167f5331495a.png[/img]
To destroy a Tree of Ancestors, you need a Worker. Place the Worker on the tree hex and select the "Cut down the totem tree" action from the menu.
We hope this quick guide will help you to better navigate the world of Revival: Recolonization. If you still have any questions about the game, please feel free to ask them in the comments. Remember that we have [url=https://discord.gg/92jBgJsvsD]Discord[/url], where you can ask any question, report bugs, or share your gaming experiences.
Regards,
Revival: Recolonization Team