Best Buildings
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Buildings are better read as roles, not a fixed order. Buy the building that opens the system you are missing, then push the upgrades that solve the thing currently slowing the run.
Recommended Order
Section titled “Recommended Order”| Stage | Buy | Why It Matters |
|---|---|---|
| First stable loop | Khazad Greathold -> Miner's Guild -> The Great Maw | This gives you settlement unlocks, basic damage, and runners so ore reaches storage. |
| First branch | Demolition Shack or the damage building your run can actually fund. | Do not buy every building just because it appears. A focused branch beats five unfunded side systems. |
| Rare currency | Spelunker's Guild and The Great Forge | Use these when mithril, artifacts, runes, or Forge Artifact become the wall. |
| Late support | Grand Laboratory and Manufactorum | Science and machines are excellent after the core loop can pay for their follow-ups. |
Building Plan
Section titled “Building Plan”| Stage | Buildings | Player Use | Move On When |
|---|---|---|---|
| Core unlocks | Khazad Greathold · Miner's Guild · The Great Maw | Greathold opens the settlement, Miner's Guild supplies early damage and luck, and The Great Maw gives runners so ore actually reaches storage. | You can break mountains and collect most ore without constantly losing it to reclaim. |
| Mithril and artifacts | Spelunker's Guild · The Great Forge | Spelunkers, Treasure Hunters, dens, Forge Artifact, runes, and mithril-related upgrades turn runs into artifacts and rare currency. | Dens and mithril are no longer the main blocker. |
| Main damage branches | Demolition Shack · Ballistics Workshop · Artillery Hall · Flameworks | Pick one or two weapon lines and support them deeply instead of spreading gold everywhere. Bombs, harpoons, cannons, rockets, and fire each want their own upgrades. | Your chosen weapon line is carrying mountain clears and you need economy or permanent progress instead. |
| Science and machines | Grand Laboratory · Manufactorum | Laboratory adds science, alchemy, laser/cyber tools, and late utility. Manufactorum adds machines, bulldozer hauling, repairs, gyrocopters, and anti-rock support. | The machine/science tools you wanted are already unlocked and the next cost is better spent on damage or mithril. |
| Special scaling | Shrine · Meadhall · Geode Sanctum | Shrine handles priests, rituals, and altars. Meadhall adds brew and keg effects. Geode Sanctum improves gems, geysers, and Stonecaller-style economy. | These are strongest once the basic damage and hauling loop already works. |
Do Not Overbuild Everything
Section titled “Do Not Overbuild Everything”| Question | Better Choice |
|---|---|
| Are mountains slow? | Put gold into one damage building and its support upgrades first. |
| Is ore disappearing? | The Maw, runner speed, capacity, dodge, shields, or bulldozer support matter more than another damage branch. |
| Are mithril costs blocking you? | Spelunker's Guild, dens, mithril-luck, and Great Forge matter more than raw gold income. |
| Are you chasing gates or ascension? | Prestige, key/gate artifacts, Forge Artifact, and special mountain prep become the priority. |
Common Building Unlocks
Section titled “Common Building Unlocks”| Missing Building | Check |
|---|---|
| Manufactorum | Manufactorum prestige plus The Great Forge. |
| Grand Laboratory | Buy the Laboratory path when you need Scientists, Alchemy, Cyberdwarf, and late science scaling. |
| The Great Forge | Opens Runesmiths, mithril upgrades, runes, Ritual Power, and Forge Artifact support. |
| Spelunker's Guild | Opens Spelunkers, Treasure Hunters, dens, mapping, mithril routes, and artifact support. |