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A Level 1 Depot | ||||
Construction Cost | 300 · 1 · 3 | |||
Maintenance Cost | -5 · -1 | |||
Size | 4x4 | |||
Hitpoints | 1000 | |||
Influence Radius | 20 tiles |
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A Level 2 Depot | ||||
Construction Cost | 100 (400) · 1 (2) · 2 (5) | |||
Maintenance Cost | -10 · -1 | |||
Size | 4x4 | |||
Hitpoints | 1500 | |||
Influence Radius | 20 tiles |
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A Level 3 Depot | ||||
Construction Cost | 100 (500) · 2 (4) · 5 (10) | |||
Maintenance Cost | -15 · -1 | |||
Size | 4x4 | |||
Hitpoints | 2000 | |||
Influence Radius | 20 tiles |
The Depot is the basic storage building for each faction. They provide island-wide storage and industries can pick up their required resources for production at the Depot. The Depot also picks up resources and finished products via transport units (via roads or by flying). Lastly a Depot provides ownership of the land on a "first come first served" basis, preventing enemy expansion and allowing construction within its radius.
Each Depot can be upgraded twice to accommodate more transport units, increase HP, and allow more storage space:
- A level 1 Depot has 1 transport unit, 5t storage, and 1000 HP.
- A level 2 Depot has 2 transport units, 10t storage, and 1500 HP.
- A level 3 Depot has 3 transport units, 15t storage, and 2000 HP.
A level 3 Depot also receives an air drone (like the Warehouse and Port Authority) that can pick-up goods without connecting roads. It is most practically used with large, low yield farms like the Corn Farm, or to assist with off shore Fishery collection. Dense industrial parks will also benefit from the increased collection rate, though a road connection is still required to provide raw materials.
Additionally if you have unlocked Uplay "Additional Transporter", all Depots with a road connection to the Warehouse will have a bonus transport unit.
A level 3 Depot gains an anti-air missile launcher (9/-/-, ??? DPS) and sports a beefy 2000HP. Since Depots do not have a build time, they can be quickly massed to ward off Chopper invasions. The lack of damage output won't stop a Firebird's bombing run, though it can protect against a Hawk's takeover team. Anti-air turrets and air superiority are still important to protect vital targets.
When a Depot is bulldozed, any buildings unique to its coverage are immediately disowned by the player. They will cease function immediately (but still pollute), maintenance costs will stop, and the structure's HP will degrade over time, eventually catching fire and being destroyed. Replacing the Depot will restore function and ownership to the structure.
When a Depot is destroyed by enemy fire, any buildings unique to its coverage radius will be destroyed instantly. Use overlapping coverage and small production chains to limit damage, and quickly replace them in case of disaster. Depots are an ideal target when combating the AI. Human players can prevent chain reactions by spamming Depots.
Islands are limited to 999t storage capacity. The 1 star "Depot Expansion" upgrade is sufficient to easily hit this cap and eliminate the need for Harbor Depots.
It's important to note that depots can sustain fisheries without any harbor area providing buildings. This can be used as protection against some NPCs or to save the costs of a Port Authority.