There are many different structures found in the game, each with a unique purpose. Some structures can only be unlocked through remodeling. Structures come in different types:
- Homes - for residents and allies
- Tourist attractions
- Resource gathering
- Boosting max food / lumber
Tile Effects
Most tiles provide bonuses to nearby tiles in one or more of the following types:
- Civ
- Nature
- Energy
- Recovery
Bonus values given below are for a tile that is directly adjacent (not diagonal).
The bonus value drops by half (rounded down) for each step away from the source, with a maximum bonus distance of 3 tiles. That means diagonally adjacent tiles only provide 50% of the listed value, though they can still be harvested normally.
Here is a simple table showing the bonus percentage from a tile in the XX square:
XX
|
100
|
50
|
25
|
100
|
50
|
25
|
0
|
50
|
25
|
0
|
0
|
25
|
0
|
0
|
0
|
This means that if you put a thermal power tile in the XX square, the tile that is diagonally away receives 50% power, and the tile that is two diagonal away will receive NO power at all.
Human & Ally Residences
In addition to the base work, human residents also gain 1 work for each 5 civ.
Image
|
Name
|
Remodel Requirements
|
Effect
|
Base Recovery
|
Base Civ
|
Base Nat
|
Base Work
|
|
Person's Home
|
Initially Available
|
a resident lives here.
|
15
|
5
|
0
|
5
|
|
Wooden House
|
Person's Home, 17 Civ
|
Boosts harvests.
|
40
|
15
|
0
|
15
|
|
House
|
Wooden House, 1 Energy
|
|
75
|
20
|
0
|
35
|
|
Mansion
|
House, 45 Energy
|
|
110
|
35
|
0
|
50
|
|
Ally's Home
|
Initially Available
|
an ally lives here.
|
15
|
1
|
1
|
?
|
|
Ally's Hut
|
Ally's Home, 45 Nature
|
Boosts recovery.
|
80
|
2
|
10
|
~25
|
|
Ally's Palace
|
Ally's Hut, 45 Nature, 3 Energy or Pasture, 55 Nature. 3 Energy
|
|
190
|
5
|
20
|
~15
|
|
Pasture
|
Ally's Home, 30 Nature
|
|
80
|
2
|
10
|
~15
|
|
Zoo
|
Pasture, 10 Civ, 2 Energy
|
|
90
|
4
|
15
|
~5
|
|
Circus Tent
|
Zoo, 70 Nature, 55 Energy
|
|
300
|
15
|
35
|
~35
|
|
Pumpkin Products
|
Person's Home, P. Pumpkin
|
where you buy items
|
20
|
95
|
19
|
10
|
|
Research Lab
|
Person's Home, Researcher
|
|
20
|
40
|
0
|
5
|
|
Ally Agency
|
Person's Home, Bear
|
|
10
|
50
|
0
|
8
|
|
Wood Shop
|
Person's Home, Steve Jibs
|
Earns gold from tourists.
|
28
|
35
|
3
|
50
|
|
Wairo Inc.
|
|
|
10
|
40
|
0
|
10
|
|
Grocery Stand
|
Person's Home, Jacques Bleu
|
|
20
|
15
|
3
|
3
|
|
Clinic
|
Person's Home, Dr. Takashi
|
|
110
|
35
|
0
|
50
|
Tourism Structures
Tourists will visit tourist spots and spend an amount of gold equal to the chip's "Price." At the end of every month, an amount of gold will be deducted from your coffers equal to the sum of each chip's "Upkeep" cost. All tourist spots can hold up to five "Specialties," (harvested items offered for sale rather than added to your stores.) For the few chips which can be harvested, specialties can still be offered, but cannot be viewed as the harvest information is shown instead.
Income
All tourism buildings have an built in base income of 2G. Additionally, each group of 20 of Civ+Nature gives a bonus 1G income.
Income Chart
Civ + Nat
|
Price
|
|
Civ + Nat
|
Price
|
|
Civ + Nat
|
Price
|
0 to 19
|
2
|
140 to 159
|
9
|
280 to 299
|
16
|
20 to 39
|
3
|
160 to 179
|
10
|
300 to 319
|
17
|
40 to 59
|
4
|
180 to 199
|
11
|
320 to 339
|
18
|
60 to 79
|
5
|
200 to 219
|
12
|
340 to 359
|
19
|
80 to 99
|
6
|
220 to 239
|
13
|
360 to 379
|
20
|
100 to 119
|
7
|
240 to 259
|
14
|
380 to 399
|
21
|
120 to 139
|
8
|
260 to 279
|
15
|
|
|
List
The base price column below shows the building price with 0 additional Civ+Nat from surrounding tiles, using only the starting Civ and Nature values.
UO = Upgrade Only. This means they can not be purchased, but must meet specific remodeling conditions.
Tourism
Name
|
Class
|
Cost ()
|
Effects
|
G r a d e
|
Costs
|
Description
|
Civ
|
Nat
|
Eng
|
Rec
|
Base Price
|
Upkeep
|
Tourist Spot
|
Building
|
3
|
3
|
3
|
0
|
105
|
1
|
2G
|
1G
|
Earns gold from tourists.
|
Grocery Stand
|
Building
|
15
|
15
|
3
|
0
|
20
|
1
|
2G
|
1G
|
Earns gold from tourists.
|
Gift Shop
|
Building
|
|
25
|
17
|
0
|
93
|
3
|
5
|
|
|
Shop
|
Building
|
24
|
+++ (30)
|
+ (4)
|
0
|
+++ (50)
|
4
|
5G
|
4G
|
Earns gold from tourists.
|
Hot Spring
|
Building
|
36
|
+++ (30)
|
+ (4)
|
0
|
++ (35)
|
5
|
|
|
Earns gold from tourists. Harvestable. Produces food.
|
Lighthouse
|
Building
|
45
|
++ (20)
|
+ (5)
|
0
|
0 (5)
|
4
|
8G
|
3G
|
Earns gold from tourists.
|
Pool
|
Building
|
30
|
+ (5)
|
+ (5)
|
0
|
+ (25)
|
3
|
4G
|
2G
|
Earns gold from tourists.
|
Restaurant
|
Building
|
15
|
35
|
3
|
0
|
120
|
3
|
6G
|
3G
|
Earns gold from tourists.
|
Skyscraper
|
Building
|
30
|
++++ (150)
|
+ (3)
|
0
|
0 (5)
|
4
|
19G
|
12G
|
Earns gold from tourists.
|
Campground
|
Facility
|
3
|
15
|
4
|
0
|
20
|
1
|
1G
|
2G
|
Get gold when tourists camp.
|
Inn
|
Facility
|
21
|
20
|
0
|
0
|
110
|
3
|
6G
|
6G
|
Get gold when tourists camp.
|
Hotel
|
Facility
|
21
|
30
|
0
|
0
|
120
|
5
|
13G
|
10G
|
Get gold when tourists camp.
|
Pyramid
|
|
UO
|
++ (15)
|
+++ (25)
|
0
|
+ (15)
|
1
|
14G
|
7G
|
Boosts recovery amount. Harvestable. Produces wood.
|
Pasture
|
Residence
|
UO
|
2
|
10
|
0
|
80
|
2
|
5G
|
∅
|
Earns gold from tourists.
|
Zoo
|
Residence
|
UO
|
4
|
15
|
0
|
90
|
4
|
5G
|
3G
|
Earns gold from tourists.
|
Circus Tent
|
Residence
|
UO
|
|
|
0
|
|
5
|
22G
|
10G
|
Earns gold from tourists.
|
Clinic
|
Building
|
21
|
+++ (35)
|
+ (5)
|
0
|
+++++ (150)
|
4
|
4G
|
∅
|
Boosts recovery amount.
|
Wood Shop
|
Residence
|
UO
|
|
|
|
|
3
|
|
|
Earns gold from tourists.
|
Harvest Tiles
These chips are harvest-able for either food, wood, or specialty products.
Nature
Name
|
Cost ()
|
Effects
|
G r a d e
|
Produces
|
Civ
|
Nat
|
Eng
|
Rec
|
Food
|
Lumber
|
Specialty
|
Beach
|
∅
|
0
|
1
|
0
|
0
|
0
|
|
|
Crab (13G), Scallop (8G), Shell (8G), Coral (8G)
|
Earth
|
∅
|
0
|
1
|
0
|
1
|
1
|
|
|
Stone (4G), Stump (8G)
|
Grass
|
3
|
0
|
2
|
0
|
1
|
1
|
|
|
Turnip (4G), Carrot (8G), Stump (8G)
|
Meadow
|
3
|
0
|
3
|
0
|
2
|
1
|
|
|
Turnip (4G), Carrot (8G), Stump (8G)
|
Desert
|
12
|
0
|
3
|
0
|
2
|
1
|
|
|
Stone (4G), Bone (19G)
|
Plain
|
|
0
|
3
|
0
|
3
|
1
|
|
|
Turnip (4G), Carrot (8G), Stump (8G)
|
Grassland
|
|
0
|
4
|
0
|
3
|
1
|
|
|
Turnip (4G), Carrot (8G), Stump (8G)
|
Field
|
3
|
5
|
0
|
0
|
3
|
1
|
|
|
Corn (8G), Cabbage (6G), Rice (30G)
|
Lumber Mill
|
3
|
5
|
0
|
0
|
3
|
1
|
|
|
Grapes (25G), Gift (120G), Stump (8G), Stump (8G), Stone (4G)
|
Orchard
|
8
|
5
|
0
|
0
|
3
|
3
|
|
|
Apple (7G), Plum (19G), Orange (7G), Gift (120G), Stump (8G)
|
Deep Swamp
|
12
|
0
|
5
|
0
|
5
|
3
|
|
|
Stone (4G), Bone (19G)
|
Gravel
|
21
|
0
|
5
|
0
|
5
|
5
|
|
|
Oil (120G), Stone (4G), Bone (19G)
|
Woods
|
6
|
0
|
7
|
0
|
4
|
3
|
|
|
Orange (7G), Apple (7G), Stone (4G), Stump (8G)
|
Snowfield
|
|
0
|
7
|
0
|
5
|
|
|
|
Stone (4G), Bone (19G)
|
Hotspot
|
18
|
0
|
8
|
0
|
3
|
1
|
|
|
Egg (11G)
|
Forest
|
9
|
0
|
8
|
0
|
6
|
3
|
|
|
Orange (7G), Apple (7G), Stone (4G), Stump (8G)
|
Flower Garden
|
3
|
0
|
8
|
0
|
10
|
2
|
|
|
Flower (11G), Watermelon (8G), Tomato (8G)
|
Palm Tree
|
12
|
0
|
10
|
0
|
5
|
3
|
|
|
Coconut (36G), Banana (11G), Stump (8G)
|
Spring
|
21
|
0
|
10
|
0
|
5
|
5
|
|
|
Oil (120G), Stone (4G), Bone (19G)
|
Alpine Plant
|
21
|
0
|
10
|
0
|
5
|
5
|
|
|
Oil (120G), Stone (4G), Bone (19G)
|
Volcano
|
|
0
|
10
|
0
|
5
|
5
|
|
|
Oil (120G), Stone (4G), Bone (19G)
|
Big Volcano
|
|
0
|
10
|
0
|
5
|
5
|
|
|
Oil (120G), Stone (4G), Bone (19G)
|
Cherry Tree
|
12
|
0
|
10
|
0
|
8
|
3
|
|
|
Cherry (16G), Grapes (25G), Apple (7G), Stump (8G)
|
Upland
|
21
|
0
|
10
|
0
|
10
|
3
|
|
|
Mushroom (11G), Apple (7G), Plum (19G), Stump (8G)
|
Cherry Woods
|
12
|
0
|
12
|
0
|
10
|
3
|
|
|
Cherry (16G), Grapes (25G), Apple (7G), Stump (8G)
|
Mountain
|
18
|
0
|
12
|
0
|
15
|
4
|
|
|
Shoot (30G), Apple (7G), Plum (19G), Stump (8G)
|
Woods (Snowy)
|
21
|
0
|
15
|
0
|
10
|
4
|
|
|
Stone (4G), Bone (19G)
|
Pyramid
|
|
15
|
25
|
0
|
15
|
1
|
|
|
Stone (4G), Bone (19G)
|
Mountain Range
|
24
|
0
|
15
|
0
|
15
|
5
|
|
|
Truffle (46G), Apple (7G), Plum (19G), Stump (8G)
|
Legendary Tree
|
|
0
|
30
|
0
|
15
|
5
|
|
|
Grapes (25G), Plum (19G)
|
Snowy Mountain
|
21
|
0
|
30
|
0
|
15
|
4
|
|
|
Stone (4G), Bone (19G)
|
Waterfall
|
15
|
0
|
35
|
0
|
10
|
5
|
|
|
Salmon (30G), Crab (13G), Stump (8G)
|
Stream
|
∅
|
0
|
+
|
0
|
0
|
0
|
|
|
Gift (120G), Fish (4G), Salmon (30G), Crab (13G)
|
Barbeque
|
12
|
8
|
0
|
0
|
25
|
2
|
|
|
Barbeque (44G)
|
Mine
|
30
|
3
|
24
|
0
|
+
|
5
|
|
|
Gift (120G), Stump (8G), Gold (145G)
|
Ocean
|
∅
|
0
|
0
|
0
|
0
|
∅
|
|
|
∅
|
Miscellaneous Structures
These chips are non-harvestable tiles which cannot be visited by tourists.
Civilization
Image
|
Name
|
Description
|
Cost ()
|
Effects
|
G r a d e
|
Civ
|
Nat
|
Eng
|
Rec
|
|
Dirt Path
|
Connect harbor to shops.
|
3
|
5
|
1
|
0
|
5
|
0
|
|
Generator
|
Supplies power to surroundings.
|
12
|
5
|
2
|
2
|
5
|
1
|
|
Solar Panels
|
Supplies power to surroundings.
|
18
|
8
|
1
|
8
|
5
|
2
|
|
Windmill
|
Supplies power to surroundings.
|
21
|
15
|
0
|
32
|
8
|
3
|
|
Thermal Generator
|
Supplies power to surroundings.
|
27
|
35
|
0
|
128
|
10
|
4
|
|
Food Shed
|
Increases max food.
|
12
|
10
|
0
|
0
|
5
|
3
|
|
Lumber Shed
|
Increases max lumber.
|
18
|
10
|
0
|
0
|
5
|
3
|
|
Food Warehouse
|
Greatly increases max food.
|
36
|
20
|
0
|
0
|
10
|
5
|
|
Lumber Warehouse
|
Greatly increases max lumber.
|
45
|
20
|
0
|
0
|
10
|
5
|
|
School
|
Get EXP by studying here.
|
15
|
20
|
0
|
0
|
5
|
0
|
|
Heliport
|
Connects one island to another.
|
75
|
45
|
0
|
0
|
0
|
0
|
|
Simple Bath
|
Booth recovery in nearby areas.
|
6
|
3
|
0
|
0
|
10
|
1
|
|
Deck Chair
|
Booth recovery in nearby areas.
|
9
|
6
|
0
|
0
|
20
|
1
|
|
Hammock
|
Booth recovery amount.
|
9
|
8
|
0
|
0
|
10
|
1
|
|
Torch
|
Warmth boosts recovery amount.
|
6
|
5
|
5
|
1
|
15
|
1
|
Trivia
- The school in Beastie Bay may function as Pokemon Day Care where the beast can gain the EXP.