Unless stated otherwise all buildings have a 2 turn building time
Name of building - cost - maintenance
Basic Settlement - 1 settler - Free
A small collection of tents and bedrolls, a small glimmer of hope, and the start for something bigger? Initial building used to claim a station. produces 1 supplies per turn, does NOT consume a building slot. Can be upgraded to a Settlement
Carries a garrison of 1 Citizenry.
Can launch an expedition into the metro, that will passively provide information about one station every second turn for the cost of 2 supplies per turn.
Settlement - 6 Supplies, 2 Food - 1 Food per turn
More tents, and maybe even a few apartments made out of sheet metal. A beating heart in the metro.
Produces 2 supples per turn, does NOT consume a building slot, replaces Basic Settlement, can be upgraded to a Metropolis
Carries a garrison of 1 Armed Citizenry.
Can launch an expedition into the metro, that will passively provide information about one station every second turn for the cost of 2 supplies per turn.
Metropolis - 10 Supplies 4 Food- 3 Food per turn
This station is filled with apartments, and stores, truly an impressive sight befit for only the most wealthy of stations
Produces 2 Supplies and 1 Food per turn, does NOT consume a building slot, Replaces Settlement
Carries a garrison of 1 Soldier.
Can launch an expedition into the metro, that will passively provide information about one station every second turn for the cost of 2 supplies per turn.
Gatehouse - 3 Supplies - Free
A small tower, a low wall, and some men to guard it, keeps the mutants and bandits out, and the dwellers inside.
Negates the special ability of Bandits, can be upgraded to checkpoint, does NOT take up a building slot
Checkpoint - 5 Supplies - Free
A checkpoint and some more towers have been added, the wall has been reinforced and built on, a formidable defence
Negates the special bility of Bandits, Any unit which fights a defensive battle in this station receives +1 HP, can be upgraded to fortification, replaces Gatehouse. Requires Workshop to be built
Fortification - 8 Supplies, 2 Munition - Free
walls of sheet metal, towers with flood lights and mounted guns, bunkers made out of sandbags. Beware attackers, for this will not fall without a fight.
Negates the special bility of Bandits, Any unit which fights a defensive battle in this station receives +2 HP and + 1 Attack. In the case of a attack the defender may choose to pay 1 munitions to bring the weapons of the Fortification to bear on the enemy(counts as a Heavy Weapons Team(Defence) and lasts until the end of the battle). Requires and replaces Checkpoint
Workshop - 3 Supplies - Free
The bases of any industry, small workshop manned by people with some skill in manufacturing
Produces 1 supply per turn, and allows more advanced buildings to be built in a station. Can be upgraded to a factory
Factory - 4 Supplies, 1 Fuel - Free
A upgraded workshop, powered by engines this place can create most things needed in metro life
Produces 2 Supplies per turn, and can be upgraded to a Arsenal, replaces workshop
Arsenal - 6 Supplies, 1 Fuel - Free
The pinnacle of machinery, this building can produce weapons and other wears in huge quantities
Produces any combination of Supplies and/or munitions equaling 4, fulfills the requirement for a Factory, requires and replaces factory.
Small plantation - 3 Supplies - Free
A small area of the station has been allocated to the growing of food, mushrooms, mosses and the occasional rat caught in the trap.
Produces 1 Food per turn, and can be upgraded to a plantation
Plantation - 6 supplies - Free
A bigger upgrade to the local agriculture, more efficient plants, and water collection systems have been introduced
Produced 2 Food per turn, require and replaces the small plantation, can be upgraded to a Farm
Farm - 8 Supplies, 2 Food - 1 Supply per turn
A big area filled with complex water irrigation systems has been built in this station, plants are grown on different levels built into the halls, and it has pig pens to supply the station with pork.
Produces 3 Food, and .5 Luxury resources per turn, require and replaces the plantation
Surface Expedition - 3 Supply, 1 food- 1 Food
This station has the facilities to launch several well equiped Stalker units to the surface
Produces either .5 Luxury recourses or .5 Fuel per turn, has a chance of starting a local event. can be upgraded into a Surface Outpost
Surface Outpost - 5 Supplies, 1 manpower - 1 Food, 1 Supply per turn
A building above ground close to the metro has been established as a semi permanent base for the station.
Produces either 1.5 Luxury recourses or 1.5 Fuel per turn, has a higher chance of starting a local event. Requires and replaces Surface Expedition
Small Command Room - 5 Supplies - Free
A small office filled with maps and typewriters, from here a station can be managed, and here the brass of the station has his workplace.
Adds one to Social Unity per turn, Produces .5 supples per turn. Can be upgraded to a Command Room
Command Room - 7 Supplies - Free
Several officeses filled with documents, maps and typewriters, A small brain of the metro
Adds 2 to Social unity per turn, produces 1 Supply per turn, Can be upgraded to a Capitol Command, requires and replaces Small Command Room
Capitol Command - 10 Supplies, 2 Luxury Supplies, 1 Manpower - Free
The central nervous system of an entire line, this building represents the highest level of centralization.
Adds 3 to social unity per turn, provides 1 supply per turn, gives +1HP to all units inside the station. requires and replaces Command Room, requires Metropolis to present inside faction.
Clinic - 4 Supplies - Free
A small basic building able to offer basic health care to the population of a station, and any units inside it.
Gives +1 manpower, Heals +1HP per turn to any units in it. Can be upgraded to a Hospital
Hospital - 6 Supplies, 1 Luxury Supplies - Free
A upgraded location that can provide the most advanced medical aid available in the metro, staffed by skilled doctors from before the war, or those trained under those that survived.
Hand cart garage - 2 Supply - 1 Supply per turn
Here the dwellers of the metro has built a functional Hand cart train, that can transport supplies or manpower quickly
Eliminates a stations "Isolated" status, if a infantry unit starts its turn in a station with this building it gains +2 movement along the metro lines
Armory - 3 Supply - Free
A guarded room filled with revolvers, bastards and AKM's, the bases of any military operation, allows the recruitment of more advanced units, has one recruitment slot
Barracks - 4 Supply, 1 Munition - Free
A place where the warriors teach the new generation how to fight, both mutant and human.
Allows for most types of units to be trained. Each barracks allows up to 2 units to be trained at a time, if a Armory is located in the same station this building removes the Armory's requritment slot, in case of a attack a unit of Soldiers will rally to defend the station, they will be active until the end of the battle.