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Beastie Bay gamenav iconBeastie Bay Guide

Bestiary Skills Items Fusion Research Residents Structures Remodeling Islands Instructors Trophies Transcript
IAPs Endgame / Replay Bugs & Cheats Manual Tips / Walkthrough


Facility info-beastie bay

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 (Beastie Bay) food / Wood (Beastie Bay) 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

Name Remodel Requirements Effect Base
Recovery
Person's Home Initially Available a resident lives here. 15
Wooden House Person's Home, 17 Civ Boots harvests. 40
House Wooden House, 1 Energy 75
Mansion House, 45 Energy
Ally's Home Initially Available an ally lives here. 15
Ally's Hut Ally's Home, 45 Nature Boots recovery. 80
Ally's Palace Ally's Hut, 45 Nature, 3 Energy
or
Pasture, 55 Nature. 3 Energy
190
Pasture Ally's Home, 30 Nature 80
Zoo Pasture, 10 Civ, 2 Energy 90
Circus Tent Zoo, 70 Nature, 55 Energy
Pumpkin Products Person's Home, P. Pumpkin where you buy items
Research Lab Person's Home, Researcher
Ally Agency Person's Home, Bear
Wood Shop
Wairo Inc.
Grocery Stand Person's Home, Jacques Bleu

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 (Wood) 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

Harvest Tiles

These chips are harvest-able for either food, wood, or specialty products.

Nature
Name Cost (Wood (Beastie Bay)) Effects G
r
a
d
e
Produces
Civ Nat Eng Rec Food Lumber Specialty
Beach 0 1 0 0 0 Y N Crab (13G), Scallop (8G), Shell (8G), Coral (8G)
Earth 0 1 0 1 1 N Y Stone (4G), Stump (8G)
Grass 3 0 2 0 1 1 Y Y Turnip (4G), Carrot (8G), Stump (8G)
Meadow 3 0 3 0 2 1 Y Y Turnip (4G), Carrot (8G), Stump (8G)
Desert 12 0 3 0 2 1 N Y Stone (4G), Bone (19G)
Plain 0 3 0 3 1 Y Y Turnip (4G), Carrot (8G), Stump (8G)
Grassland 0 4 0 3 1 Y Y Turnip (4G), Carrot (8G), Stump (8G)
Field 3 5 0 0 3 1 Y N Corn (8G), Cabbage (6G), Rice (?G)
Lumber Mill 3 5 0 0 3 1 Y Y Grapes (25G), Gift (120G), Stump (8G), Stump (8G), Stone (4G)
Orchard 5 0 0 3 3 Y Y Apple (7G), Plum (19G), Orange (7G), Gift (120G), Stump (8G)
Deep Swamp 12 0 5 0 5 3 N Y Stone (4G), Bone (19G)
Gravel 21 0 5 0 5 5 N Y Oil (120G), Stone (4G), Bone (19G)
Woods 6 0 7 0 4 3 Y Y Orange (7G), Apple (7G), Stone (4G), Stump (8G)
Snowfield 0 7 0 5 N Y Stone (4G), Bone (19G)
Hotspot 18 0 8 0 3 1 Y N Egg (11G)
Forest 9 0 8 0 6 3 Y Y Orange (7G), Apple (7G), Stone (4G), Stump (8G)
Flower Garden 3 0 8 0 10 2 Y N Flower (11G), Watermelon (8G), Tomato (8G)
Palm Tree 12 0 10 0 5 3 Y Y Coconut (36G), Banana (11G), Stump (8G)
Spring 21 0 10 0 5 5 N Y Oil (120G), Stone (4G), Bone (19G)
Alpine Plant 21 0 10 0 5 5 N Y Oil (120G), Stone (4G), Bone (19G)
Volcano 0 10 0 5 5 N Y Oil (120G), Stone (4G), Bone (19G)
Big Volcano 0 10 0 5 5 N Y Oil (120G), Stone (4G), Bone (19G)
Cherry Tree 12 0 10 0 8 3 Y Y Cherry (?G), Grapes (25G), Apple (7G), Stump (8G)
Upland 21 0 10 0 10 3 Y Y Mushroom (11G), Apple (7G), Plum (19G), Stump (8G)
Cherry Woods 12 0 12 0 10 3 Y Y Cherry (?G), Grapes (25G), Apple (7G), Stump (8G)
Mountain 18 0 12 0 15 4 Y Y Shoot (?G), Apple (7G), Plum (19G), Stump (8G)
Woods (Snowy) 21 0 15 0 10 4 N Y Stone (4G), Bone (19G)
Pyramid 15 25 0 15 1 N Y Stone (4G), Bone (19G)
Mountain Range 24 0 15 0 15 5 Y Y Truffle (?G), Apple (7G), Plum (19G), Stump (8G)
Legendary Tree 0 30 0 15 5 Y Y Grapes (25G), Plum (19G)
Snowy Mountain 21 0 30 0 15 4 N Y Stone (4G), Bone (19G)
Waterfall 15 0 35 0 10 5 Y Y Salmon (30G), Crab (13G), Stump (8G)
Stream 0 + 0 0 0 Y N Gift (120G), Fish (4G), Salmon (30G), Crab (13G)
Barbeque 8 0 0 25 2 Y N Barbeque (44G)
Mine 30 + +++ 0 + 5 Y Y Gift (120G), Stump (8G)
Ocean 0 0 0 0 N N

Miscellaneous Structures

These chips are non-harvestable tiles which cannot be visited by tourists.

Civilization
Name Cost (Wood) Effects G
r
a
d
e
Civ Nat Eng Rec
Dirt Road 3 5 1 0 5 0
Generator 12 5 2 2 5 1
Solar Power 18 8 1 8 5 2
Windmill 21 15 0 32 8 3
Thermal Power 27 35 0 128 10 4
Food Shed 12 10 0 0 5 3
Lumber Shed 18 10 0 0 5 3
Food Warehouse 36 20 0 0 10 5
Lumber Warehouse 45 20 0 0 10 5
School 15 20 0 0 5 0
Heliport 75 45 0 0 0 0
Simple Bath 6 3 0 0 10 1
Deck Chair 9 6 0 0 20 1
Hammock 9 8 0 0 10 1
Torch 6 5 5 1 15 1
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