Mechanism: Inferred Mechanics & Logic
These are logical deductions based on established gameplay patterns and official help text. They serve as “working theories” until confirmed by direct observation.
1. The Midnight Cycle (The “Toll”)
- Inferred Power Drain: Town Power Drain is likely deducted at Midnight.
- Inferred Scaling: It is currently unknown if the vitals drain is a fixed flat amount or if it scales based on the number of players or town level.
- Inferred Restoration Timing: It is suspected that Well/Hydroponic resources are added after the hunger/thirst check at Midnight, but this requires verification.
- Hourly Drain: It is suspected that Hunger/Thirst drains at a fixed hourly rate in addition to the 40% Midnight Toll.
2. Nightly Siege & Defense
- Breach Consequences: If a breach occurs, is it a direct drain on town power (-10% per enemy?), a destruction of infrastructure (Power Poles), or a reduction in base population?
- Inferred Power/Ammo Loop: Does the Sentry turret consume power in addition to its 10 ammo? Is the ammo automatically deducted from base resources or must it be manually loaded?
- Attack Monsters AP: It is currently unknown if the “Attack Monsters” action costs AP.
- Monster Scaling: It is inferred that horde strength or spawn rate may increase with Town Level or survival days.
3. Starvation & Dehydration Consequences
While the exact mechanics of 0% vitals are being verified, it is inferred that:
- Starvation: Reaching 0% hunger may lead to death or severe mobility penalties. Movement may cost more AP or be disabled entirely.
- Dehydration: Reaching 0% thirst may lead to death. Death likely occurs faster from thirst than from hunger.
4. Map & Exploration
- Connectivity: Do Power Poles must be connected to the base grid, or can they form isolated “mini-grids”? Current logic suggests a requirement for connection to the Town Power grid to provide light.
- Visual Range: It is inferred that players can see the biome type of adjacent tiles without moving, but cannot see specific contents or buildings until discovered. (Partially confirmed to be a Restored Binoculars effect).
- Relay Penalties: Corrupted relays impose a town-wide search penalty, but the exact percentage is currently unquantified.