Building Overview

Buildings in Warigami serve multiple critical functions: resource processing, unit production support, defense, and the unique combat command system. Each structure plays a vital role in your strategic operations.

🏰 Core Buildings

Essential structures for survival and basic operations.

  • Palace - Main base and victory condition
  • Pencilcore Press - Plumbum refinement
  • Paper Plant - Paper upgrading facility

🛡️ Defense & Research

Structures for protection and technological advancement.

  • Parapet - Defensive walls
  • Patternworks - Research facility
  • Playbook Projector - Combat command hub

Universal Building Mechanics

  • Resource consumption on placement
  • Garrison system (up to 6 units)
  • Destroyed model replacement on destruction
  • Active abilities via UI
  • Pressmen assignment for efficiency

Palace - Heart of Your Empire

🏰

Palace

Main Base Building
Victory Condition: Losing Palace = Defeat
Garrison Capacity: 6 Units
Primary Function: Resource Hub & Command Center

Description

The Palace serves as the central hub of your origami empire and represents your civilization's seat of power. Its destruction means immediate defeat, making it your most critical structure to protect.

Key Functions

  • Victory Condition: Must be defended at all costs
  • Resource Storage: Central depot for all gathered materials
  • Worker Rally Point: Default gathering location for workers
  • Garrison Hub: Safe shelter for up to 6 units
🛡️

Defensive Priority: Surround with Parapets and station Patchers nearby for repairs

📍

Strategic Positioning: Place in defensible location with escape routes for Prime

⚠️

Emergency Protocol: Have workers ready to garrison during storm or attack events

Pencilcore Press - Refinement Facility

⚒️

Pencilcore Press

Resource Refinement Building
Function: Converts Plumbum → Pencilcore
Pressmen Capacity: Up to 4 workers
Base Conversion Rate: 1:1 ratio

Description

The Pencilcore Press transforms raw Plumbum into refined Pencilcore, a vital resource for mid-tier units and advanced buildings. Efficiency scales with the number of assigned Pressmen.

Operational Mechanics

  • Input Requirement: Prospectors must deliver Plumbum
  • Pressmen Assignment: 1-4 workers increase conversion speed
  • Output Usage: Pencilcore enables mid-tier folding
  • Continuous Operation: Runs automatically when supplied
Pressmen Efficiency Chart
Pressmen
Conversion Speed
Efficiency
0
1x (Base)
100%
1
1.5x
150%
2
2x
200%
3
2.5x
250%
4
3x
300%

Efficiency Scaling: Each Pressmen provides diminishing but valuable returns

🔄

Supply Chain: Position near Plumbum Pits for efficient Prospector routes

Paper Plant - Upgrading Facility

📜

Paper Plant

Upgradable Processing Building
Upgrade Path: Paper Plant → Paperboard → Parchment
Base Function: Paper → Paperboard (3:1)
Advanced Function: Paper → Parchment (10:1)

Description

The Paper Plant is a unique upgradable building that evolves from basic paper processing to advanced parchment production. It's the same physical structure that grows in capability over time.

Upgrade Progression
1
Paper Plant (Initial)

Basic facility, no conversion capability until first upgrade

2
Paperboard Plant

Converts Paper → Paperboard at 3:1 ratio in batches (e.g., 300 Paper = 100 Paperboard)

3
Parchment Plant

Converts Paper → Parchment at 10:1 ratio for highest-tier requirements

Operational Details

  • Batch Processing: Conversion runs in batches, not continuously
  • Activatable Process: Player must initiate each conversion cycle
  • Pressmen Support: Additional workers increase conversion speed
  • Resource Storage: Tracks both input Paper and output materials
📈

Upgrade Timing: Plan upgrades around unit unlock requirements

⚖️

Resource Balance: Higher conversion ratios require careful Paper management

Parapet - Defensive Walls

🧱

Parapet

Defensive Structure
Primary Function: Block enemy movement & provide cover
Garrison Support: Can house units if applicable
Repair Support: Patcher units can upgrade/repair

Description

Parapets form the defensive backbone of your base, creating barriers that channel enemy movement and provide cover for your units. Strategic wall placement is crucial for base defense.

Tactical Applications

  • Movement Blocking: Forces enemies to take longer paths
  • Line of Sight Cover: Breaks visual contact for tactical advantage
  • Chokepoint Creation: Funnel attacks into defensive kill zones
  • Base Segmentation: Create defensive layers around vital structures
🎯

Strategic Placement: Create chokepoints leading to Palace for concentrated defense

🔧

Maintenance: Keep Patchers nearby for wall repairs during combat

🌀

Maze Design: Force enemies into longer routes while keeping escape paths for workers

Patternworks - Research Facility

🔬

Patternworks

Technology Research Building
Primary Function: Unlock new folding patterns
Research Categories: Units, Buildings, Technologies
Progression System: Tiered unlocks with prerequisites

Description

The Patternworks serves as your civilization's research hub, unlocking new folding patterns that enable advanced units, buildings, and technologies. It's essential for progression beyond basic capabilities.

Research Categories

🪖 Advanced Unit Patterns

Unlock new unit types for Pupils and Proteges to fold, including combat and specialized units

🏗️ Building Technologies

Enable Proteges to fold buildings and unlock advanced structure types

⚙️ System Upgrades

Improve efficiency, unlock new mechanics, and enhance existing capabilities

🎖️ Elite Patterns

Access to the most powerful units and advanced tactical options

Strategic Integration

  • Tech Tree Progression: Research unlocks depend on prerequisite completion
  • Fold Mechanic Support: Expands available patterns for folding units
  • Economic Investment: Research requires resource allocation and time
  • Strategic Planning: Research path affects available tactical options
🎯

Research Priority: Focus on patterns that match your strategic goals

Early Investment: Build Patternworks early to unlock advanced options

Playbook Projector - Combat Command Hub

📡

Playbook Projector

Revolutionary Combat Command System
Unique Function: Controls ALL combat units
Command Style: Group orders, not individual control
Coverage: One per base (expandable)

Revolutionary Combat System

The Playbook Projector represents Warigami's innovative approach to RTS combat control. Instead of selecting individual combat units, you issue strategic commands through this building interface, emphasizing tactical decision-making over micromanagement.

Controlled Unit Types

  • All Combat Units: Pikeman, Pelter, Patcher, Prowler, Plaguebearers
  • All Flying Units: Proxies, Proxie Plopper
  • Specialized Units: Any advanced units requiring tactical coordination
Command Interface Example
[Pikemen: 12] [Stance: Defensive] [CMD]
[Pelters: 8] [Stance: Hold Fire] [CMD]
[Patchers: 4] [Mode: Auto-Heal] [CMD]
[Prowlers: 6] [Formation: Line] [CMD]
[Proxies: 24] [Swarm: Deployed] [CMD]

Command Categories

🛡️ Stance Commands

Aggressive, Defensive, Hold Position, Patrol

📐 Formation Commands

Line, Column, Spread, Defensive Circle

⚡ Special Abilities

Unit-specific actions and behaviors

🎯 Target Priority

Air First, Ground First, Nearest, Weakest

AI Command Interpretation

1. Player Command

"All Pikemen - Defensive Stance"

2. Projector Broadcast

Command sent to all Pikeman units

3. Individual AI Response

Each Pikeman adjusts behavior parameters

4. Tactical Execution

Coordinated action without micromanagement

Strategic Advantages

  • Reduced Micromanagement: Focus on strategy, not unit babysitting
  • Enhanced Coordination: Units work together automatically
  • Scalable Control: Handles large armies efficiently
  • Tactical Depth: Rich command options without complexity
🎮

Strategic Focus: Use commands to set overall tactics, let AI handle execution

🔄

Adaptive Commands: Change stances and formations based on battlefield conditions

📊

Unit Monitoring: Track unit counts and status through building interface

Universal Building Mechanics

🏗️ Construction System

  • Buildings consume resources on placement
  • Prime, Pupils, or Proteges can fold buildings
  • Ghost preview shows placement location
  • Grid snapping for organized layouts

🛡️ Garrison System

  • Most buildings house up to 6 units
  • Provides protection during storms or attacks
  • Units can be ejected on command
  • Strategic shelter for workers and key units

⚡ Active Abilities

  • Building-specific abilities via UI
  • Resource auto-collection features
  • Defensive buffs and production boosts
  • Emergency protocols and rapid response

👷 Pressmen System

  • Assign workers to increase efficiency
  • Each Pressmen provides scaling benefits
  • Balances workforce allocation decisions
  • Critical for optimized resource flow

Integration with Fold Mechanics

Buildings work seamlessly with the fold system:

  • Folding Integration: Pupils and Proteges fold units near appropriate buildings
  • Resource Flow: Paper Pushers automatically distribute materials to folding units
  • Auto-Registration: Combat units automatically register with Playbook Projector when folded
  • Strategic Placement: Building location affects production efficiency and defensive capabilities

Destruction and Repair

Building health management:

  • Damage System: Buildings take damage from attacks and storm events
  • Repair Units: Patcher units can repair damaged buildings
  • Destroyed Models: Destroyed buildings leave recognizable ruins
  • Rebuild Option: Destroyed buildings can be rebuilt on the same foundation