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Chapter 13: The Glass City 2041 to 2049

Upgrades

The chapter's upgrade trees, one per side, three branches of four tiers.

Bought with Renown. They last for the whole chapter. In each branch, a tier can be bought only once the one before it is owned.

Chapter 13: The Glass CitySealed so it does not spoil the story for you.Break the seal

The Revolution

Blind Spots

Mesh, face paint and the lights going out

  1. Tier 1 · 100 RenownMeshMesh Nodes cost 25.
  2. Tier 2 · 250 RenownFace PaintGrid coverage −20 where an Analog Assembly stands.
  3. Tier 3 · 500 RenownAnalog RoutesSwarm Marchers have Strength 3.
  4. Tier 4 · 1,000 RenownLights OutSignature: once a level, the Grid goes to 0 across the city for two turns.Lights Out

Truth

Verification, hunters and the real video

  1. Tier 1 · 100 RenownVerification CollectiveVerification +20 at the start of each level.
  2. Tier 2 · 250 RenownDeepfake HuntersThe Law’s first fake of each level is exposed the next turn.
  3. Tier 3 · 500 RenownOpen ArchiveThe Feeds +2 a turn toward you.
  4. Tier 4 · 1,000 RenownThe Real VideoSignature: once a level, expose every Law fake and gain Opinion +15.The Real Video

Commons

Communes, water and the people’s plan

  1. Tier 1 · 100 RenownCooling CommunesCooling Communes cost 35.
  2. Tier 2 · 250 RenownWater CommonsThe Parisians +10 toward you in every heat event.
  3. Tier 3 · 500 RenownClimate AssembliesThe Ash Front’s loyalty +3 a turn: it calms them.
  4. Tier 4 · 1,000 RenownThe People’s PlanSignature: once a level, the Parisians’ loyalty goes to 100.The People’s Plan

The Law

Grid

Cameras, faces and prediction

  1. Tier 1 · 100 RenownMore CamerasCoverage +10 a turn in the two least-covered inner districts you hold.
  2. Tier 2 · 250 RenownFace RecognitionArrests +20%.
  3. Tier 3 · 500 RenownPredictionPredictive Units find their targets 60% of the time.
  4. Tier 4 · 1,000 RenownTotal GridSignature: once a level, 100% coverage for two turns; Surveillance +30.Total Grid

Resilience

Cooling, barriers and the climate emergency

  1. Tier 1 · 100 RenownCooling CentresCooling Centres cost 70.
  2. Tier 2 · 250 RenownFlood BarriersIn a flood, the three lowest river districts are protected from the start.
  3. Tier 3 · 500 RenownWater AllocationThe Parisians +2 a turn toward you.
  4. Tier 4 · 1,000 RenownClimate EmergencySignature: once a level, no Revolution gatherings for two turns; Legitimacy −10.Climate Emergency

Steward

Logistics, courts and full delegation

  1. Tier 1 · 100 RenownOptimised LogisticsTreasury income +15%.
  2. Tier 2 · 250 RenownAutomated CourtsArrest any revealed Revolution unit without an officer there, once a turn; Legitimacy −1 a turn.
  3. Tier 3 · 500 RenownSteward ForecastsEach hidden Revolution unit is foreseen 30% of the time, every turn, blind spot or not.
  4. Tier 4 · 1,000 RenownFull DelegationSignature: once a level, all Law costs halved for three turns; Steward Power +30.Full Delegation