Kaiju-A-GoGo

Kaiju-A-GoGo

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Game Guide Chapter 1: Know Your Structures
By mam162
The first chapter of what I'm planning to be a comprehensive guide to the game. I discuss the buildings and what they cost.
   
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Intro
Kaiju-a-Gogo is a game I really love, but unfortunately it’s also fairly obscure. I haven’t been able to find much information online about the nuts and bolts of playing the game—even the Kaiju-a-Gogo wiki is pretty limited. So I decided to fix that and write a comprehensive guide to the game. Below is the first chapter, and I’ll be adding more as I have time.
Structure Basics
In Kaiju-a-Gogo, like in any strategy game, proper base-building and managing a budget are key skills necessary for success. Well before the KDF starts trying to attack your home island, you’re going to have to make decisions about what to build and when, and there’s always going to be trade-offs. Of course, it’s not easy to make these kinds of strategic choices without information about the buildings available. With that in mind, here’s a list of what exactly you can build on your home island, the up-front cost as well as maintenance cost, and what everything does. Note that the costs depend on difficulty level—Normal and Hard are identical, Easy is cheaper and Very Hard is more expensive—so I put all three sets of numbers for each structure.

There are five different categories of structure, as follows:

Production
These structures produce a resource—either power, knowledge or biomatter. Make sure you have plenty of these to cover the costs of building maintenance and expansion. Remember, you may be evil incarnate, but you are not exempt from utility bills. If you don’t have enough resources to cover a structure’s maintenance cost it’ll go dark, something you do not want to happen under any circumstances. Cash can’t be generated at the island, but it can be generated from cities once they surrender to you. Purpletonium, unfortunately, can’t be produced at all—you’ll just have to make do with what you capture on raids. For that reason, I recommend spending it very sparingly.

Training
Training is one of the most important aspects of the game, since it’s how your kaiju gets more powerful. Your kaiju starts the game at basically Level 0, and while you can get by with that in Tier One cities you’ll get pulverized in anything higher than that. And that’s just at the start. As the game goes on, the KDF military units opposing you grow stronger and stronger, culminating in kaiju-like forces on their side. If you fall too far behind in the technology arms race, you’re dead meat no matter what you do. So you should consider training, and the facilities necessary to do it, your single most important investment throughout the game.

Storage
Your base can hold an infinite amount of cash, knowledge, and Purpletonium, but both power and biomatter require storage. At the start of the game, the island base has the capacity to hold no more than 500 power and 500 biomatter, so any income over that cap is lost. As such, to avoid wasting those resources it’s necessary to increase your base’s storage capacity as well as its production. Biomatter and power generators typically both produce and increase storage, but there are also storage structures that increase capacity without also generating the resource. In some cases, they also serve as prerequisites for more advanced structures.

Defense
The do-gooders of the Kaiju Defense Force, strangely enough, aren’t planning to sit idly by and let your kaiju destroy their cities. They’ll eventually start looking for your island and sending attack forces against it. They can and will destroy your buildings if given the chance—and as discussed below, if you lose your Lair it’s an instant game over. To protect the home front, you’ll need to invest in defensive forces that can help repel enemy assault, and that’s what these are. These defenses are no substitute for your kaiju itself defending the island, but in the mid-to-late game you’ll need all the help you can get in the event of an attack.

Facilities
These constitute a variety of miscellaneous structures ranging from quite useful to worthless. Note that several of these structures are only available to certain kaiju, so I divided this section into two parts. One has the structures available to all, and the other has the kaiju-specific ones.
Unique
Lair
Easy cost: N/A
Easy maintenance: 500 cash, 5 power, 5 biomatter
Normal and Hard cost: N/A
Normal and Hard maintenance: 1000 cash, 10 power, 10 biomatter
Very Hard cost: N/A
Very Hard maintenance: 1150 cash, 11 power, 11 biomatter

The Lair is the only building in the game that cannot be constructed. You start each game with one on your island already, and it serves as your mad scientist’s home/base of operations. If it’s destroyed you lose the game, so be prepared to defend it when KDF comes calling. Beyond that, there’s really little to say. Aside from the maintenance cost and being a critical objective, it really doesn’t have any in-game function, which is too bad.
Production
Fission Plant
Easy cost: 7 days to build, 95k cash, 5 power, 5 knowledge, 35 biomatter
Easy maintenance: 12k cash, 5 knowledge, 12 biomatter
Normal and Hard cost: 7 days to build, 190k cash, 10 power, 10 knowledge, 70 biomatter
Normal and Hard maintenance: 25k cash, 10 knowledge, 25 biomatter
Very Hard cost: 7 days to build, 285k cash, 15 power, 15 knowledge, 105 biomatter
Very Hard maintenance: 28k cash, 11 knowledge, 28 biomatter

The Fission Plant is one of two production structures that the island starts with. Regardless of difficulty level, it generates 200 power units per month and also gives 250 units of storage, so you should have more than enough to cover your power needs in the early game. As time goes on, though, you’ll need to expand your electric grid.

Lab
Easy cost: 5 days to build, 52k cash, 10 power, 5 biomatter
Easy maintenance: 5000 cash, 40 power, 25 biomatter
Normal and Hard cost: 5 days to build, 105k cash, 20 power, 10 biomatter
Normal and Hard maintenance: 10k cash, 80 power, 50 biomatter
Very Hard cost: 5 days to build, 157k cash, 30 power, 15 biomatter
Very Hard maintenance: 11k cash, 92 power, 57 biomatter

The Lab is the other of the two production structures you’ll always start with. Regardless of difficulty it generates 35 units of knowledge per month, which should meet your needs in the early game. As with the Fission Plant, though, you’ll eventually need to expand.

Organic Processors
Easy cost: 6 days to build, 42k cash, 45 power, 5 knowledge, 20 biomatter
Easy maintenance: 500 cash, 12 power
Normal and Hard cost: 6 days to build, 85k cash, 90 power, 10 knowledge, 40 biomatter
Normal and Hard maintenance: 1000 cash, 25 power
Very Hard cost: 6 days to build, 127k cash, 135 power, 15 knowledge, 60 biomatter
Very Hard maintenance: 1150 cash, 28 power

This should probably be the first building you construct on the island. You start out with no biomatter production facilities, which means until this is built you’ll have to rely on raids by your kaiju to break even. Your monthly biomatter costs at the start of the game range from 44 on Easy to 101 on Very Hard, so it’s an important resource for keeping the lights on. One Organic Processor facility generates 100 biomatter per month and also provides 150 units of storage, so you should be fine once it’s built.

Soylent Centers
Easy cost: 28 days to build, 150k cash, 150 power, 50 knowledge, 125 biomatter
Easy maintenance: 7600 cash, 17 power, 5 knowledge
Normal and Hard cost: 28 days to build, 300k cash, 300 power, 100 knowledge, 250 biomatter
Normal and Hard maintenance: 15k cash, 35 power, 10 knowledge
Very Hard cost: 28 days to build, 450k cash, 450 power, 150 knowledge, 375 biomatter
Very Hard maintenance: 17k cash, 40 power, 11 knowledge

The Soylent Center is a massive upgrade from the Organic Processor. This bad boy generates an incredible 700 biomatter per month—equivalent to 7 Organic Processors—and also supplies an impressive 400 storage. Once you get one of these built, you won’t have to worry about biomatter for some time. Unfortunately, the Organic Processor doesn’t unlock it. In order to build a Soylent Center, you’ll have to build a Refrigeration Unit (a Storage type building, discussed later). Definitely make building the Refrigeration Unit a priority so you can get the upgrade.

Fusion Plant
Easy cost: 14 days to build, 260k cash, 150 power, 125 knowledge, 50 biomatter
Easy maintenance: 40k cash, 10 knowledge, 10 biomatter
Normal and Hard cost: 14 days to build, 520k cash, 300 power, 250 knowledge, 100 biomatter
Normal and Hard maintenance: 80k cash, 20 knowledge, 20 biomatter
Very Hard cost: 14 days to build, 780k cash, 450 power, 375 knowledge, 150 biomatter
Very Hard maintenance: 92k cash, 23 knowledge, 23 biomatter

Once you have a Fission Plant and plenty of resources saved up, you can build a Fusion Plant for more power. The Fission Plant’s not a problem since you started the game with one, but the resource demands for this thing are very intensive. However, this thing’s actually a bargain if you look at return on investment—a Fusion Plant generates 800 power per month and also gives you 500 storage. The power output is equivalent to four Fission Plants for considerably less construction and maintenance cost. As such, I’d recommend phasing out Fission Plants and replacing them with these bad boys once you can. Just make sure you keep one Fission Plant around, since you can’t build these without one of the smaller models on the island.

Purpletonium Plant
Easy cost: 21 days to build, 600k cash, 275 power, 450 knowledge, 125 biomatter, 5 Purpletonium
Easy maintenance: 7500 cash, 12 knowledge, 10 biomatter
Normal and Hard cost: 21 days to build, 1200k cash, 550 power, 900 knowledge, 250 biomatter, 10 Purpletonium
Normal and Hard maintenance: 15k cash, 25 knowledge, 20 biomatter, 1 Purpletonium
Very Hard cost: 21 days to build, 1800k cash, 825 power, 1350 knowledge, 375 biomatter, 15 Purpletonium
Very Hard maintenance: 17k cash, 28 knowledge, 23 biomatter, 1 Purpletonium

The ultimate power generator in the game is the Purpletonium Plant, and nothing else comes close. It dwarfs even the Fusion Plant with an incredible 2500 power units per month along with 1500 storage. However, there is one drawback—a big drawback. If you look at the resource requirements, it takes a chunk of Purpletonium to build one of these plants. In fact, on all but the Easy level, it consumes a Purpletonium unit every month on maintenance. Remember, Purpletonium is hands-down your most precious resource. It can’t be produced at all and is difficult to find even on raids. As such, I consider this structure not worth the cost.

Research Facility
Easy cost: 13 days to build, 125k cash, 225 power, 200 knowledge, 200 biomatter
Easy maintenance: 15k cash, 35 power, 40 biomatter
Normal and Hard cost: 13 days to build, 250k cash, 450 power, 400 knowledge, 400 biomatter
Normal and Hard maintenance: 30k cash, 70 power, 80 biomatter
Very Hard cost: 13 days to build, 375k cash, 675 power, 600 knowledge, 600 biomatter
Very Hard maintenance: 34k cash, 80 power, 92 biomatter

The Research Facility is basically the Fusion Plant of knowledge. It can be built once you have a Lab, and it’s vastly better at knowledge output than a Lab. The Research Facility generates 200 knowledge per month, so you’d need six Labs to be on par with one Research Facility. The catch is it takes tons of knowledge to build one of these things, so you’d be well advised to build multiple Labs to save up. Even so, it’s an investment well worth making. Even on Very Hard, the Research Facility pays for itself in three months, and every knowledge unit after that is straight profit. Make sure to scrap all but one of the old Labs once it’s built, though.

Experiment Center
Easy cost: 25 days to build, 600k cash, 1000 power, 750 knowledge, 500 biomatter, 10 Purpletonium
Easy maintenance: 37k cash, 75 power, 100 biomatter
Normal and Hard cost: 25 days to build, 1200k cash, 2000 power, 1500 knowledge, 1000 biomatter, 20 Purpletonium
Normal and Hard maintenance: 75k cash, 150 power, 200 biomatter, 1 Purpletonium
Very Hard cost: 25 days to build, 1800k cash, 3000 power, 2250 knowledge, 1500 biomatter, 30 Purpletonium
Very Hard maintenance: 86k cash, 172 power, 230 biomatter, 1 Purpletonium

If a Research Facility is like a Fusion Plant, an Experiment Center is like a Purpletonium Plant. Like its power-generating counterpart, the Experiment Center is the ultimate knowledge production building, generating 550 units of it per month. And like its power-generating counterpart, it has a high Purpletonium cost that in my opinion makes it not worth the cost. There are a few advanced structures that have the Experiment Center as a prerequisite, but you can win without them. I recommend sticking to Research Facilities.
Training
Training Facility
Easy cost: 5 days to build, 10k cash, 100 power, 10 knowledge, 25 biomatter
Easy maintenance: 2500 cash, 17 power, 2 knowledge, 2 biomatter
Normal and Hard cost: 5 days to build, 20k cash, 200 power, 20 knowledge, 50 biomatter
Normal and Hard maintenance: 5k cash, 35 power, 5 knowledge, 5 biomatter
Very Hard cost: 5 days to build, 30k cash, 300 power, 30 knowledge, 75 biomatter
Very Hard maintenance: 5750 cash, 40 power, 5 knowledge, 5 biomatter

This is somewhat similar to the Lair in that you won’t be able to build it. It’s technically buildable, but you’re only limited to one at a time, so unless you scrap your starting one you don’t have to worry about the building costs. Regardless, this is a very important building because it starts the process of upgrading your kaiju. It trains three abilities—one each in Attack, Defense, and Metabolism—and once those are trained the structure serves as a prerequisite for the next facility level. That said, once the three base abilities have been learned and the Tier 2 facility is built, this one is completely useless. Scrap it to save on maintenance costs.

Advanced Training
Easy cost: 8 days to build, 75k cash, 250 power, 70 knowledge, 125 biomatter
Easy maintenance: 9500 cash, 75 power, 15 knowledge, 35 biomatter
Normal and Hard cost: 8 days to build, 150k cash, 500 power, 140 knowledge, 250 biomatter
Normal and Hard maintenance: 19k cash, 150 power, 30 knowledge, 70 biomatter
Very Hard cost: 8 days to build, 225k cash, 750 power, 210 knowledge, 375 biomatter
Very Hard maintenance: 21k cash, 172 power, 34 knowledge, 80 biomatter

The Advanced Training Facility allows you to give your kaiju nine possible Tier 2 abilities. Each Tier 1 ability unlocks three new Tier 2 abilities that can be learned—three for Attack, three for Defense, and three for Metabolism. They’re generally quite useful skills that’ll serve you well throughout the game, and they’re still fairly cheap. It’s definitely a good idea to train the kaiju in all nine abilities at this level before moving on to the next facility. Once you do, though, make sure to scrap this one to save on maintenance.

Focused Training
Easy cost: 20 days to build, 290k cash, 650 power, 225 knowledge, 300 biomatter
Easy maintenance: 75k cash, 200 power, 60 knowledge, 67 biomatter
Normal and Hard cost: 20 days to build, 580k cash, 1300 power, 450 knowledge, 600 biomatter
Normal and Hard maintenance: 150k cash, 400 power, 120 knowledge, 135 biomatter
Very Hard cost: 20 days to build, 870k cash, 1950 power, 675 knowledge, 900 biomatter
Very Hard maintenance: 172k cash, 460 power, 138 knowledge, 155 biomatter

The Focused Training facility allows you to give your kaiju Tier 3 abilities. Each Tier 2 ability unlocks two new Tier 3 abilities you can train your kaiju in, so you’ll have a lot to choose from–six Attack, six Defense and six Metabolism, for a total of eighteen. Notably, once your kaiju gets its first Tier 3 ability it gets “promoted” to a higher level. It gains more health, its icon will be larger and it’ll have more room for resources. This is definitely a key milestone in the game for that reason, and it’s also the last level of training that you’ll really have a chance to train your kaiju in everything. With Tiers 4 and 5, as you’ll see, that’s simply not feasible.

Enhancement Facility
Easy cost: 40 days to build, 1275k cash, 1750 power, 550 knowledge, 550 biomatter, 5 Purpletonium
Easy maintenance: 62k cash, 400 power, 90 knowledge, 90 biomatter
Normal and Hard cost: 40 days to build, 2550k cash, 3500 power, 1100 knowledge, 1100 biomatter, 10 Purpletonium
Normal and Hard maintenance: 125k cash, 800 power, 180 knowledge, 180 biomatter, 1 Purpletonium
Very Hard cost: 40 days to build, 3825k cash, 5250 power, 1650 knowledge, 1650 biomatter, 15 Purpletonium
Very Hard maintenance: 143k cash, 920 power, 207 knowledge, 207 biomatter, 1 Purpletonium

The Enhancement Facility (and its successor, the Terminal Upgrades facility) is why I insisted earlier on avoiding structures like the Purpletonium Plant. This facility requires a considerable amount of Purpletonium to build, and unlike most other facilities like it this is one you really can’t afford NOT to build. As such, hoard as much Purpletonium as you can in preparation for this structure. Once it’s built, you can train an astounding thirty-six possible Tier 4 abilities for your kaiju. Each Tier 3 ability unlocks two of them, so you have your pick of twelve in Attack, twelve in Defense, and twelve in Metabolism. Given that many options, at this level you’ll have to pick and choose which abilities you buy. There are simply too many of them, and they’re too expensive, to train your kaiju in every single one.

Terminal Upgrades
Easy cost: 60 days to build, 4750k cash, 4000 power, 1000 knowledge, 650 biomatter, 20 Purpletonium
Easy maintenance: 225k cash, 1050 power, 200 knowledge, 275 biomatter, 1 Purpletonium
Normal and Hard cost: 60 days to build, 9500k cash, 8000 power, 2000 knowledge, 1300 biomatter, 40 Purpletonium
Normal and Hard maintenance: 450k cash, 2100 power, 400 knowledge, 550 biomatter, 3 Purpletonium
Very Hard cost: 60 days to build, 14m cash, 12k power, 3000 knowledge, 1950 biomatter, 60 Purpletonium
Very Hard maintenance: 517k cash, 2415 power, 460 knowledge, 632 biomatter, 3 Purpletonium

This is an even more obscene Purpletonium consumer than its predecessor, but as with its predecessor you can’t really afford NOT to have it. Make sure you gather as much Purpletonium as you possibly can in preparation for this one. Once it’s built, you can train in a total of thirty-six Tier 5 abilities, one for each of the possible Tier 4 abilities. There’s no way you’ll be able to get them all, so it’s best to carefully select which Tier 4 abilities you’ll learn, get those, and then upgrade to Tier 5. Tier 5 powers are incredibly expensive but also quite awe-inspiring, so you won’t need a lot of them to be on par with the KDF’s nastiest forces. Also note that getting your first Tier 5 ability gives your kaiju more health and more space for resources as well as a more impressive unit icon, just as your first Tier 3 ability does.
Storage
Refrigeration Units
Easy cost: 12 days to build, 45k cash, 200 power, 30 knowledge, 75 biomatter
Easy maintenance: 10k cash, 25 power, 5 biomatter
Normal and Hard cost: 12 days to build, 90k cash, 400 power, 60 knowledge, 150 biomatter
Normal and Hard maintenance: 20k cash, 50 power, 10 biomatter
Very Hard cost: 12 days to build, 135k cash, 600 power, 90 knowledge, 225 biomatter
Very Hard maintenance: 23k cash, 57 power, 11 biomatter

Refrigeration Units require an Organic Processor in the base before they can be built. Organic Processors, as discussed previously, generate biomatter—and the Refrigeration Unit stores an impressive 2000 biomatter units. This is the only pure biomatter storage building, so build several of these to increase storage capacity. Also, at least one Refrigeration Unit is required before the Soylent Center can be built.

Capacitance Silo
Easy cost: 4 days to build, 40k cash, 125 power, 17 knowledge, 40 biomatter
Easy maintenance: 750 cash
Normal and Hard cost: 4 days to build, 80k cash, 250 power, 35 knowledge, 80 biomatter
Normal and Hard maintenance: 1500 cash
Very Hard cost: 4 days to build, 120k cash, 375 power, 52 knowledge, 120 biomatter
Very Hard maintenance: 1725 cash

The Capacitance Silo is a small power storage building that can be built if a Fission Plant is in the base. It has 500 units of storage, which isn’t very much. Still, in the early game it’s a huge jump, and the cheap cost definitely makes it worth building.

Quantum Storage
Easy cost: 12 days to build, 125k cash, 600 power, 150 knowledge
Easy maintenance: 5000 cash, 25 power, 7 knowledge, 12 biomatter
Normal and Hard cost: 12 days to build, 250k cash, 1200 power, 300 knowledge
Normal and Hard maintenance: 10k cash, 50 power, 15 knowledge, 25 biomatter
Very Hard cost: 12 days to build, 375k cash, 1800 power, 450 knowledge
Very Hard maintenance: 11k cash, 57 power, 17 knowledge, 28 biomatter

Once a Capacitance Silo has been built, it’s possible to construct the much more impressive Quantum Storage structure. This thing has a massive 2500 units of energy storage, ensuring that storage won’t be a problem for quite a while. It’s a significantly better buy than 5 Capacitance Silos (which provide equivalent storage), so plan on upgrading when the opportunity presents itself. Remember, though, that a Capacitance Silo must be in the base in order to build these, so leave one around.
Defense
Gun Tower
Easy cost: 14 days to build, 50k cash, 150 power, 25 knowledge, 75 biomatter
Easy maintenance: 1000 cash, 25 power, 5 biomatter
Normal and Hard cost: 14 days to build, 100k cash, 300 power, 50 knowledge 150 biomatter
Normal and Hard maintenance: 2000 cash, 50 power, 10 biomatter
Very Hard cost: 14 days to build, 150k cash, 450 power, 75 knowledge, 225 biomatter
Very Hard maintenance: 2300 cash, 57 power, 11 biomatter

The Gun Tower is a basic turret. Nothing fancy, just a gun that fires at your enemies. It does respectable damage, but only targets ground units.

Laser Battery
Easy cost: 21 days to build, 125k cash, 1000 power, 250 knowledge, 225 biomatter
Easy maintenance: 5000 cash, 60 power, 15 knowledge, 2 biomatter
Normal and Hard cost: 21 days to build, 250k cash, 2000 power, 500 knowledge, 450 biomatter
Normal and Hard maintenance: 10k cash, 120 power, 30 knowledge, 5 biomatter
Very Hard cost: 21 days to build, 375k cash, 3000 power, 750 knowledge, 675 biomatter
Very Hard maintenance: 11k cash, 138 power, 34 knowledge, 5 biomatter

This is a potent defensive weapon that requires a Gun Tower and a Fusion Plant in order to build. The Laser Battery, unsurprisingly, fires a laser beam, and does serious damage when doing so. Notably, it can fire at air or ground targets.

Annihilator Ray
Easy cost: 32 days to build, 2500k cash, 375 power, 450 knowledge, 125 biomatter, 5 Purpletonium
Easy maintenance: 50k cash, 125 power, 15 knowledge, 75 biomatter, 1 Purpletonium
Normal and Hard cost: 32 days to build, 5000k cash, 750 power, 900 knowledge, 250 biomatter, 10 Purpletonium
Normal and Hard maintenance: 100k cash, 250 power, 30 knowledge, 150 biomatter, 2 Purpletonium
Very Hard cost: 32 days to build, 7500k cash, 1125 power, 1350 knowledge, 375 biomatter, 15 Purpletonium
Very Hard maintenance: 115k cash, 287 power, 34 knowledge, 172 biomatter, 2 Purpletonium

An extremely powerful weapon that requires multiple Gun Towers as a prerequisite, the Annihilator Ray is just that. It requires Purpletonium to build and even uses it in maintenance, however, so as usual in such situations I don’t consider it worth the price. As an added disadvantage, it only fires at ground targets.

A-A Tower
Easy cost: 18 days to build, 112k cash, 400 power, 62 knowledge, 325 biomatter
Easy maintenance: 1500 cash, 30 power, 5 biomatter
Normal and Hard cost: 18 days to build, 225k cash, 800 power, 125 knowledge, 650 biomatter
Normal and Hard maintenance: 3000 cash, 60 power, 10 biomatter
Very Hard cost: 18 days to build, 337k cash, 1200 power, 187 knowledge, 975 biomatter
Very Hard maintenance: 3450 cash, 69 power, 11 biomatter

As you can guess from its name, the A-A Tower only targets air units, but it’s pretty good at it. It fires guided missiles at hostile air units that are very good at knocking them out of the sky. Lasers also target air units, but these are definitely the best at it. Invest in some A-A Towers for when KDF attacks, and you’ll be glad you did.

Wall
Easy cost: 7 days to build, 50k cash, 25 power, 25 biomatter
Easy maintenance: 250 cash
Normal and Hard cost: 7 days to build, 100k cash, 50 power, 50 biomatter
Normal and Hard maintenance: 500 cash
Very Hard cost: 7 days to build, 150k cash, 75 power, 75 biomatter
Very Hard maintenance: 575 cash

Walls are passive defensive installations meant to slow enemies down. KDF units facing walls are going to have to blast through the wall before they can continue forward. These are very valuable for creating kill zones and protecting key buildings like your Lair.
Facilities available to all kaiju
Transmorgrifier
Easy cost: 5 days to build, 25k cash, 30 power, 25 knowledge, 10 biomatter
Easy maintenance: 5 power
Normal and Hard cost: 5 days to build, 50k cash, 60 power, 50 knowledge, 20 biomatter, 1 Purpletonium
Normal and Hard maintenance: 10 power
Very Hard cost: 5 days to build, 75k cash, 90 power, 75 knowledge, 30 biomatter, 1 Purpletonium
Very Hard maintenance: 11 power

The official in-game description says that this “allows you to change the appearance of your kaiju at your whim.” Uh, what? How does that help me defeat the KDF and conquer the world? I can’t deny there’s plenty of entertainment value here, so if you’re just playing the game to have fun, feel free to build one of these. But if you’re someone who’s focused on actually winning the game (i.e., me), this thing is a joke. Admittedly, it DOES have low maintenance costs and even generates 3 Knowledge per month. But you’re much better off spending your money elsewhere.

Launch Pad
Easy cost: 25 days to build, 400k cash, 250 power, 300 knowledge, 220 biomatter
Easy maintenance: 40k cash, 60 power, 25 knowledge, 40 biomatter
Normal and Hard cost: 25 days to build, 800k cash, 500 power, 600 knowledge, 440 biomatter
Normal and Hard maintenance: 80k cash, 120 power, 50 knowledge, 80 biomatter
Very Hard cost: 25 days to build, 1200k cash, 750 power, 900 knowledge, 660 biomatter
Very Hard maintenance: 92k cash, 138 power, 57 knowledge, 92 biomatter

Requiring a Research Facility to build, a launch pad gives you a number of very intriguing options. ECM satellites make it harder for the KDF to detect your kaiju, Mind Control satellites make it more likely for an enemy city to surrender when you threaten them on a Communication Array (see next), Propaganda satellites lessen enemy resistance, and Sub-orbital Drop Ships let you instantly drop a kaiju in a particular city without using the World Map at all. Most of these are quite expensive, but they do have their uses.

Communication Array
Easy cost: 15 days to build, 275k cash, 125 power, 60 knowledge, 62 biomatter
Easy maintenance: 25k cash, 30 power, 25 knowledge, 42 biomatter
Normal and Hard cost: 15 days to build, 550k cash, 250 power, 120 knowledge, 125 biomatter, 1 Purpletonium
Normal and Hard maintenance: 50k cash, 60 power, 50 knowledge, 85 biomatter
Very Hard cost: 15 days to build, 825k cash, 375 power, 180 knowledge, 187 biomatter, 1 Purpletonium
Very Hard maintenance: 57k cash, 69 power, 57 knowledge, 97 biomatter

Requiring a Research Facility to build, the Communcation Array lets you try to intimidate cities into surrendering without a fight. It’s an extremely valuable item in your toolbox in the late game, when the remaining cities have turned into fortresses. The KDF won’t always listen, but it’s worth trying. This is also one case where I’ll make an exception to my “don’t spend Purpletonium” position. On Normal through Very Hard the Array only requires 1 Purpletonium unit, which is worth it for such a great asset.

Weather Control Projector
Easy cost: 21 days to build, 425k cash, 300 power, 300 knowledge, 125 biomatter, 7 Purpletonium
Easy maintenance: 22k cash, 35 power, 25 knowledge, 12 biomatter
Normal and Hard cost: 21 days to build, 850k cash, 600 power, 600 knowledge, 250 biomatter, 15 Purpletonium
Normal and Hard maintenance: 45k cash, 70 power, 50 knowledge, 25 biomatter, 1 Purpletonium
Very Hard cost: 21 days to build, 1275k cash, 900 power, 900 knowledge, 375 biomatter, 22 Purpletonium
Very Hard maintenance: 51k cash, 80 power, 57 knowledge, 28 biomatter, 1 Purpletonium

The Weather Control Projector increases the odds of natural disasters happening in KDF cities, which isn’t a bad asset. However, as with many other structures the excessive Purpletonium cost makes it more trouble than it’s worth. You can win the game without the Weather Control Projector, but you won’t be able to win it without a Tier 5 training facility. Save your Purpletonium for that.

And that’s it for the buildings available to all kaiju. The rest are healing buildings that have either an organic or mechanical theme, and which ones you get depend on which kaiju you have. Armagordon, being a cyborg with both organic and mechanical components, gets access to all of them except a couple that are Shrubby-unique. On the other end of the spectrum, Grey Goop doesn’t have any of these buildings and just has to make do with the ones available to all kaiju. Shrubby and Ginormasaurus get the organic and mechanical buildings, respectively.
Facilities that depend on kaiju type
Small Tree Lot. Available only to Shrubby.
Easy cost: 10 days to build, 12k cash, 50 biomatter
Easy maintenance: None
Normal and Hard cost: 10 days to build, 25k cash, 100 biomatter
Normal and Hard maintenance: None
Very Hard cost: 10 days to build, 37k cash, 150 biomatter
Very Hard maintenance: None

Planting this increases Shrubby’s recovery rate from injury by 0.5 percent. It’s not much by itself, but it’s a great deal for your money. It’s very cheap and has no maintenance costs, and in return you get a nice bonus. If you’re going to build tree lots, though, I’d do the larger version.

Large Tree Lot. Available only to Shrubby.
Easy cost: 10 days to build, 37k cash, 150 biomatter
Easy maintenance: None
Normal and Hard cost: 10 days to build, 75k cash, 300 biomatter
Normal and Hard maintenance: None
Very Hard cost: 10 days to build, 112k cash, 450 biomatter
Very Hard maintenance: None

This version of the Tree Lot increases Shrubby’s recovery rate by 2 percent. Considering it doesn’t have any maintenance cost either, this is a fantastic buy. Definitely buy a couple of these if you play the Mean Green Mother.

Healing Vat. Available to Shrubby and Armagordon.
Easy cost: 10 days to build, 87k cash, 150 power, 100 knowledge, 100 biomatter
Easy maintenance: 15k cash, 25 power, 17 knowledge, 45 biomatter
Normal and Hard cost: 10 days to build, 175k cash, 300 power, 200 knowledge, 200 biomatter
Normal and Hard maintenance: 30k cash, 50 power, 35 knowledge, 90 biomatter
Very Hard cost: 10 days to build, 262k cash, 450 power, 300 knowledge, 300 biomatter
Very Hard maintenance: 34k cash, 57 power, 40 knowledge, 103 biomatter

This is the first of three organic-type healing structures that the biological kaiju can have. It gives a solid boost to healing rate for both Shrubby and Armagordon, and it only requires an Organic Processor as a prerequisite. Definitely worth having for either kaiju.

Regrowth Chamber. Available to Shrubby and Armagordon.
Easy cost: 18 days to build, 187k cash, 150 power, 150 knowledge, 150 biomatter
Easy maintenance: 40k cash, 40 power, 50 knowledge, 50 biomatter
Normal and Hard cost: 18 days to build, 375k cash, 300 power, 300 knowledge, 300 biomatter
Normal and Hard maintenance: 80k cash, 80 power, 100 knowledge, 100 biomatter
Very Hard cost: 18 days to build, 562k cash, 450 power, 450 knowledge, 450 biomatter
Very Hard maintenance: 92k cash, 92 power, 115 knowledge, 115 biomatter

A Regrowth Chamber requires a Healing Vat and a Fusion Plant. It further increases the healing rate for your kaiju of choice, and like its predecessor it’s worth having.

Recombination Vat. Available to Shrubby and Armagordon.
Easy cost: 28 days to build, 350k cash, 250 power, 250 knowledge, 300 biomatter, 1 Purpletonium
Easy maintenance: 75k cash, 100 power, 65 knowledge, 130 biomatter
Normal and Hard cost: 28 days to build, 700k cash, 500 power, 500 knowledge, 600 biomatter, 2 Purpletonium
Normal and Hard maintenance: 150k cash, 200 power, 130 knowledge, 260 biomatter
Very Hard cost: 28 days to build, 1050k cash, 750 power, 750 knowledge, 900 biomatter, 3 Purpletonium
Very Hard maintenance: 172k cash, 230 power, 149 knowledge, 299 biomatter

This is a super-healer for the organic kaiju. It massively increases the healing rate for Shrubby and Armagordon, but there’s a problem—the Experiment Center is a prerequisite for this structure. If you’ve read my assessment of the Experiment Center, I said that the high Purpletonium cost of that structure made it nonviable, and I stick to that opinion even though it unlocks this. The Regrowth Chamber will do fine.

Repair Pad. Available to Armagordon and Ginormasaurus.
Easy cost: 14 days to build, 187k cash, 250 power, 90 knowledge, 50 biomatter
Easy maintenance: 40k cash, 50 power, 15 knowledge, 30 biomatter
Normal and Hard cost: 14 days to build, 375k cash, 500 power, 180 knowledge, 100 biomatter
Normal and Hard maintenance: 80k cash, 100 power, 30 knowledge, 60 biomatter
Very Hard cost: 14 days to build, 562k cash, 750 power, 270 knowledge, 150 biomatter
Very Hard maintenance: 92k cash, 115 power, 34 knowledge, 69 biomatter

This is the first of two mechanical-themed repair structures, and it’s quite good. There are no prerequisites and it seems to increase healing at a decent rate. This is a must if you’re playing as Ginormasaurus. With Armagordon it’s less necessary since you already have the biological structures, but throwing it in increases the heal rate even faster.

Overhaul Silo. Available to Armagordon and Ginormasaurus.
Easy cost: 26 days to build, 650k cash, 1400 power, 350 knowledge, 175 biomatter
Easy maintenance: 25k cash, 100 power, 25 knowledge, 12 biomatter
Normal and Hard cost: 26 days to build, 1300k cash, 2800 power, 700 knowledge, 350 biomatter
Normal and Hard maintenance: 50k cash, 200 power, 50 knowledge, 25 biomatter
Very Hard cost: 26 days to build, 1950k cash, 4200 power, 1050 knowledge, 525 biomatter
Very Hard maintenance: 57k cash, 230 power, 57 knowledge, 28 biomatter

This is a stronger version of the Repair Pad, and whether it’s a good investment or not depends on whether you have Armagordon or Ginormasaurus. For some reason, the prerequisites are different for the two of them, and for Armagordon it requires an Experiment Center to build. In that case, skip it. As discussed previously, it’s too much of a Purpletonium hog, and Armagordon doesn’t need it anyway because he has the organic structures to boost his healing rate. With Ginormasaurus, however, the Experimental Center is NOT a prerequisite and all you need is a Repair Pad. In that case, definitely get it.
1 Comments
weavah9 27 Feb, 2024 @ 8:47pm 
Thank you for the guide.

Where Purpletonium is concerned, there are ways to get it more reliably. Any with with a cluster of high-end knowledge buildings or financial structures becomes a great target for raids, as those seem to have high chances to drop Purpletonium. Ditto nuclear reactors.

You can hit a city, destroy only a few buildings with a high loot content, then leave. Next month, he city will have recovered somewhat, and if there's little damage other than the high-value targets mentioned above, they're almost certain to be repaired so that you can kick them open again and take the candy inside.