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Deadlock

Deadlock

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In DeadLock, you're tasked with a unique challenge: connecting processors to their required resources in the correct sequence. It’s a 2D indie strategy game where the goal is to prevent a “deadlock situation” – a state where all processors are stuck waiting for each other. As you progress, more targets appear and new resource types are introduced, demanding careful planning and quick thinking.

This guide is here to help you navigate the increasingly complex levels and master the connection mechanics. We'll cover strategies for tackling tricky resource arrangements and ensuring you can complete each stage efficiently, especially when aiming for those elusive Steam Achievements.

Part 1

New to Deadlock 2: Shrine Wars? This guide breaks down the basics of colony development, resource management, and military expansion to get you started on your path to victory.

Alright, so you've booted up Deadlock 2: Shrine Wars and you're staring at your brand new colony. Don't worry if it feels a bit overwhelming at first – that's totally normal! This game is all about building up your empire, expanding your reach, and, yeah, eventually blowing up your enemies. Think of it like Sim City meets Civilization, but with a faster pace and a lot more lasers.

Your main goal here is to develop your colony, grow your population, and research new tech so you can build some serious firepower. You'll start with just a City Centre, a few homes, and some colonists. Your first big task? Food! Seriously, get a farm up and running right away because if your colonists starve, you're in big trouble. Once food is sorted, you need to focus on growing your population. This means claiming new territory, which will inevitably lead to conflict with other factions. War is pretty much unavoidable, so get ready for it!

While you can win by building a certain number of City Centers or capturing special Shrines, most of the time, victory comes down to wiping out your opponents completely. So, let's dive into how you get your colony off the ground and ready for action.

Part 2

Learn how to strategically expand your colony in Deadlock Part 2. Optimize housing, resource management, and building placement for rapid growth and efficient development.

This section of the guide focuses on expanding your colony in Deadlock, covering housing upgrades, colonizer unit deployment, and strategic building placement to maximize efficiency and population growth.

Walkthrough
  1. 1
    Early Game Housing: Initially, basic housings may suffice, but plan to upgrade them as soon as possible to accommodate 3000 colonists. This maximizes population without morale loss, boosting productivity and expansion.
  2. 2
    Colonizer Deployment: Produce colonizer units and deploy them quickly to new terrains. Prioritize prairies for expansion, forests for Wood, and mountains for Iron. Analyze surrounding terrains to determine the best first targets based on your strategy and race.
  3. 3
    Advanced Housing: On your main colony, add and upgrade housing to hold 4500+ colonists. While this may cause an initial morale penalty due to overpopulation, it can be mitigated by focusing on culture production and increased tax revenue.
  4. 4
    Rapid Development: Well-developed colonies can rapidly produce colonists, significantly speeding up the development of new colonies. Sending even 10 colonists to multiple locations in one turn can be recovered quickly, providing substantial workforce boosts to receiving colonies.

Building Placement:

  1. Grid Limitations: The 6x6 grid can become cramped, especially early on when buildings occupy 2x2 squares. Careful planning is crucial to fit essential structures.
  2. Resource Squares: Utilize bonus resource squares effectively. Buildings should ideally cover these squares while leaving ample space for other large structures.
  3. Early Objectives: Focus on using bonus resource squares and maintaining space for 2x2 buildings. Avoid unnecessary housing upgrades unless playing a race that benefits from larger populations.
  4. Resource Scanning: Change the view to scan for specific resource types. Identifying the best 4 squares to cover, including a bonus square, can provide crucial extra units per turn.

Available Buildings:

  • City Center: (Size: 4 sq.) Produces Colonizer units, scouts, and Command Corps. Can house idle colonists for culture or trade. Essential for colony survival and a potential scenario objective. Requires 500 cr., 600 labor, 250 Iron, 50 Energy.
  • Housing:
    • Basic Housing: (Size: 1 sq.) Holds 50 colonists. Requires 50 cr., 10 labor, 10 Wood.
    • Apartment Complex: (Size: 1 sq.) Holds 1000 colonists. Upgrade from Basic Housing. Requires 250 cr., 500 labor, 5 Energy (25/turn), 50 Iron, 5 Electronics, Tech: Cloning.
    • Luxury Housing: (Size: 1 sq.) Holds 1500 colonists. Upgrade from Apartment Complex. Requires 200 cr., 250 labor, 100 Wood, 100 Iron, 50 Energy (10/turn), Tech: Food Replicator.
    • Cloning Center: (Size: 1 sq.) Acts as a reproduction rate booster. Does not house colonists. Not recommended for most races due to morale penalties, except Cyth. Requires Tech: Cloning.
    • SeaHab: Equivalent to Luxury Housing on Sea Platforms; no additional colonists can be housed.
  • Farms:
    • Farm: (Size: 4 sq.) Requires 50 cr., 75 labor.
    • Hydroponic Farm: (Size: 4 sq.) Requires 100 cr., 150 labor, 50 Wood, 50 Iron, 5 Energy (2/turn), Tech: Synthetic Fertilizer.
    • Food Replicator: (Size: 1 sq.) Requires 200 cr., 250 labor, 100 Wood, 100 Iron, 50 Energy (10/turn), Tech: Food Replicator.
    • Kelp Farm: (Size: 1 sq.) (Details not fully provided in source text).

Part 3

Deadlock building guide covering farming, power, mining, factories, research, hospitals, culture, and shipyards with specific costs and requirements.

Farming Buildings:

Farming buildings are essential for gathering Food and Wood. Each subsequent upgrade produces more resources with less labor. Kelp farms, constructable only on sea platforms, provide equivalent output to Hydroponic farms.

Power Buildings:

Power buildings supply Energy, crucial for construction and maintenance. Researched technologies allow for anti-matter pod production. Tidal Energy plants, built on sea platforms, produce equivalent output to a Fusion Plant.

  • Nuclear Plant: 280 cr., 150 labor, 50 Wood, 50 Iron. (1 Energy/turn). Sea Platform only.
  • Fusion Plant: 100 cr., 50 labor, 25 Iron.
  • Anti-Matter Plant: 200 cr., 150 labor, 100 Iron. Requires Tech: Nuclear Fusion.
  • Tidal Energy Plant: 400 cr., 250 labor, 200 Iron, 25 Energy, 20 Electronics. Requires Tech: Anti-Matter Containment.
  • Tidal Energy Plant (Sea Platform only): 260 cr., 150 labor, 100 Iron.

Mining Buildings:

Mining buildings provide Iron and, with research, Endurium. Later versions are smaller and more productive.

  • Surface Mine: 100 cr., 100 labor, 50 Wood. (4 sq. size)
  • Mantle Drill: 200 cr., 200 labor, 50 Wood, 10 Iron. (5 Energy/turn). (1 sq. size). Requires Tech: Molecular Bonding.
  • Sub-space Magnet: 300 cr., 350 labor, 100 Wood, 50 Iron, 15 Electronics. (10 Energy/turn). (1 sq. size). Requires Tech: Sub-space Scanner.

Factory Buildings:

Factories produce land assault forces and refine Iron and Endurium. They also offer trade capabilities. Advanced versions are smaller and more productive.

  • Factory: 100 cr., 100 labor, 50 Iron. (2 Energy/turn). (4 sq. size)
  • Automated Factory: 250 cr., 200 labor, 150 Iron, 20 Energy (5/turn), 20 Electronics. Requires Tech: Automation. (4 sq. size)
  • Replication Station: 550 cr., 300 labor, 325 Iron, 50 Energy (25/turn), 40 Electronics. Requires Tech: Metal Replication. (1 sq. size)

Research Buildings:

Research buildings grant access to expansion tools and are necessary for superior weapons and electronic parts. Advanced versions are smaller and more productive. Tech Lab and Collective Tech Lab can be built on sea platforms.

  • University: 100 cr., 100 labor, 25 Iron. (10 Energy/turn). (4 sq. size)
  • Tech Lab: 200 cr., 200 labor, 100 Iron. (20 Energy/turn), 5 Electronics. Requires Tech: Chaos Computers. (1 sq. size)
  • Collective Tech Lab: 500 cr., 300 labor, 250 Iron, 25 Energy (40/turn), 25 Electronics. Requires Tech: Cortex Scanner. (1 sq. size)

Hospital:

The hospital prevents plagues, provides a morale boost, and can heal Militia units.

  • Hospital: 250 cr., 200 labor, 50 Iron, 25 Energy (2/turn). Requires Tech: Advanced Medicine. (1 sq. size)

Culture Buildings:

Culture buildings produce culture, which is needed in certain situations. The Museum requires 10 Energy per turn but is more efficient with fewer colonists.

  • Cultural Center: 75 cr., 100 labor, 25 Wood, 10 Iron. (1 sq. size)
  • Museum: (Upgrade of Cultural Center). Requires 10 Energy/turn. 3 colonists produce 15 culture (vs 5 colonists producing 10 culture).
  • Art Complex: 200 cr., 250 labor, 15 Wood, 25 Iron, 15 Energy. Requires Tech: Endurium Mining. (4 sq. size). Art pieces provide 2 morale points each, up to 10 per turn. Export or sell pieces to Skirineen.

Shipyard Buildings:

Shipyards assemble sea-capable units and Sea Colonizers for deploying Sea Platforms. Both can be built on firm ground and Sea Platforms.

  • Shipyard: 150 cr., 150 labor, 75 Wood. (2 Energy/turn). (1 sq. size)
  • Hydroport: 250 cr., 250 labor, 10 Wood, 250 Iron, 20 Energy (5/turn), 10 Electronics. Requires Tech: Shockwave Projector. (1 sq. size)

Part 4

Learn about Deadlock buildings like the Military Airbase, Fuel Depot, and various defense structures, including their costs and requirements.

Airport -> Military Airbase

The Airport and its improved version, the Military Airbase, are the aerial counterparts to the Shipyard and Hydroport. They are capable of building your air units and supporting trade. These are essential for defending against air units and launching your own aerial assaults.

  • Airport: Size: 4 sq. Requirements: 150 cr., 200 labor, 100 Iron, (5 Energy/turn)
  • Military Airbase: Size: 4 sq. Requirements: 250 cr., 300 labor, 300 Iron, 10 Wood, 25 Electronics, 20 Energy (10/turn), Tech: Neutronic Fuel

Fuel Depot

Responsible for ensuring your aircraft do not land improperly and extending the movement range of your ground troops, Fuel Depots are a necessity for invasion plans. They are small and cheap, making them ideal to build in every territory. These can also be constructed on Sea Platforms.

  • Size: 1 sq.
  • Requirements: 50 cr., 50 labor, 25 Iron, 20 Energy, Tech: Neutronic Fuel

Laser Defense / Energy Defense / Anti-Matter Defense

These defense structures are immobile turrets that fire at any non-friendly targets within range, effectively neutralizing air targets. While not an impenetrable defense, proper placement can slow incoming attacks, allowing your units to mobilize. They are not excessively expensive, easily replaceable, occupy 1 square per Fort, and have minimal maintenance costs (some Energy per turn).

  • Laser Defense: Size: 1 sq. Requirements: 75 cr., 100 labor, 15 Iron, (2 Energy/turn)
  • Energy Defense: Size: 1 sq. Requirements: 100 cr., 150 labor, 50 Iron, 5 Energy (5/turn), Tech: Energy Deflectors
  • Anti-Matter Defense: Size: 1 sq. Requirements: 150 cr., 200 labor, 100 Iron, 10 Energy (10/turn), 10 Electronics, 10 Anti-Matter, Tech: Anti-Matter Deflectors

Flak Launcher

This is the Anti-Air version of the Forts, exclusively attacking Air units. It is a good option for providing air defense to ground colonies, avoiding the need for costly unit patrols or diversion tactics.

  • Size: 1 sq.
  • Requirements: 100 cr., 150 labor, 50 Iron, 5 Energy (2/turn), 5 Electronics, Tech: Flak

Torpedo Fort

This is the Anti-Ship version, constructible only on Sea Platforms. It is designed to engage ships, providing some defense for Sea Platforms which have limited defensive options.

  • Size: 1 sq.
  • Requirements: 120 cr., 150 labor, 50 Iron, 5 Energy (2/turn)

Tidal Vortex Generator

The TVG strikes all surrounding territories with enemy presence at battle range, damaging all units present. It will not trigger an attack if friendly units are in the territory. It can be considered the Torpedo Fort for neighboring territories.

  • Size: 1 sq.
  • Requirements: 310 cr., 150 labor, 50 Wood, 50 Iron, 50 Energy (10/turn), Tech: Vortex Emitters

Weather Control Station

This station has no direct effect on sea units but its attack power extends to neighboring territories. It acts as an Anti-Air weapon attacking neighboring territories without friendly units. Additionally, it strikes land neighboring territories, flooding neutral or hostile ones and aiding farm production in friendly territories.

  • Size: 1 sq.
  • Requirements: 626 cr., 300 labor, 100 Wood, 125 Iron, 100 Energy (20/turn), Tech: Mesotronic Generators

Missile Base -> Anti-Colony Assault Silo

These structures are key to Colony Killer tactics, capable of producing Missile units. They can be constructed on land and sea, providing tools for decisive strikes against heavily defended colonies. Once a missile is built, it can be launched at a target, with the best Missile unit having a range of 6 move points.

  • Missile Base: Size: 1 sq. Requirements: 100 cr., 100 labor, 50 Iron, (2 Energy/turn), Tech: Rocketry
  • Anti-Colony Assault Silo: Size: 1 sq. Requirements: 250 cr., 200 labor, 150 Iron, 25 Energy (15/turn), 10 Electronics, Tech: Orbital Surveillance

Military Training Center

The Training Center, when staffed, provides experience points to all idle units (Mission: Train) in the territory, potentially giving them an edge on the battlefield. Note that units will not become Elite through training; this rank must be achieved through battle experience.

  • Size: 4 sq.
  • Requirements: 250 cr., 250 labor, 50 Wood, 50 Iron, 5 Electronics, (20 Energy/turn)

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