ZEPHON Build Cities For The Great War
Join our Discord to follow each segment of a reveal as it happens every Monday.[h3]Buildings[/h3]
[previewyoutube][/previewyoutube]
“Let’s build something great here.”
Cities in ZEPHON have a radius of control that can be expanded by acquiring tiles. Though not for free. Each tile under the city’s command costs influence upkeep, but on these tiles you can construct buildings—the ever-important backbone of the economy. Your Construction Yard needs several turns to finish construction of each building. Once complete, you’ll pay an energy upkeep to keep the building operational—and of course sacrifice a worker’s time—but only by scaling your war machinery can you stand a chance against the horrors of post-apocalyptic Earth.
Familiar to players of Gladius, your production is split into different parallel queues under corresponding groups of buildings—so your city can create both Human infantry and Voice creatures simultaneously. One change to the formula is in the Construction Yard which can now produce Engineers to found cities; and to the Headquarters which trains heroes of all three branches.
Each building in ZEPHON has an entirely unique model. So you can recognize their branch as well as their function.
Let’s take a look at some human buildings …
(The graphics are still work-in-progress—by release we’ll have city walls, faction flags, dynamic lights, and better illumination and reflections.)
[h3]Barracks[/h3]

“You never won any war without the grunts. Before you cracked open any advanced technology or gave into The Voice, you needed armed bodies primed for death. Great soldiers could come out of the infantry ranks—but they had to survive first.”
The Barracks train Human infantry units and do not need to be researched. As a side-effect they increase the population limit and help keep the population loyal.
It can produce: Militants, Missile Teams, Combat Medics, Assault Troopers and Praetorians.
It can be upgraded with Itinerant Recruiters, boosting production of Militants and Missile Teams.
[h3]Transuranium Stabilizer[/h3]

“Now, this, I won't pretend to understand. I know the transuranic elements are unstable. I know that in that instability, there's huge amounts of latent energy. I don't know how the machines worked that stopped it escaping—that made those elements into something dense and unearthly strong. I don't know if there's anyone alive who understands, to be fair.”
Resources extracted from the ground aren’t enough for advanced units. The Transuranium Stabilizer converts minerals into transuranium—one requirement for high-end Human units.
[h3]Orbital Uplink[/h3]

“The ground part of this system was familiar enough—a set of high-powered transmitters and dishes. But what it was communicating with wasn't—the wreck of the human satellite network mingled with the destroyed alien fleet. The clever bit was using the former to manipulate the latter for benefit on the ground. It mostly worked.”
Here operations for the Human path are constructed. Think of operations as stored-up abilities that can be used globally. As a side-effect the Orbital Uplink also increases research and influence for the player.
As an example, it can produce Orbital Scans, allowing you to reveal when and which enemy troops are moving under the fog of war.
Later on you’ll be able to create connections to Orbital Missile Silos floating since before the apocalypse and launch nuclear weapons. Maybe one apocalypse wasn’t enough for us.
What do you think? Let us know!
https://store.steampowered.com/app/1481170/ZEPHON/
Don’t forget to subscribe to our newsletter to receive regular reveals and exclusive closed betas to your inbox: https://newsletter.proxy-studios.com/