AG&W Inc. Field Manual [Play on Steam]

Field Manual

Components & Conduits

Five components let you extend, divide, convert, store and separate mana. Conduits come in a few varieties too. Here's what each one does, what it costs, and the fine print the tooltip doesn't have room for.

At a glance

ComponentCost (gc)UpkeepConduitsJob
Relay Station502gc/day1 in, 1 outRemoves distance loss on the leg into it
Splitter301gc/dayup to 3 totalSplits one line in two, or merges two into one (two types make a merged conduit)
Transformer1005gc/day1 in, 1 outConverts one mana type into another, at a loss
Battery753gc/day1 in, 1 outBanks mana and covers dips in supply
Filter603gc/day1 in, 1 outSends one type from a source on an insulated line

Placing and removing components

Radial menu with three slices: Field Manual, Build and Demolish, with Build highlighted.

Radial menu: Field Manual, Build, Demolish

The Build submenu: Relay Station 50gc, Splitter 30gc, Transformer 100gc, Battery 75gc and Filter 60gc, with Splitter highlighted.

Build submenu, with prices

Right-click to open the radial menu. Build lists every component you've unlocked, with its price.

When components unlock

Campaign operationUnlocks
1st–3rdConduits only
4thRelay Station, Splitter
8thTransformer, Battery
11thFilter, conduit upgrades (and with them, merged conduits)
Freelance & CustomEverything

Components

Relay Station

Unlocks 4th op
Cost
50gc
Upkeep
2gc/day
Conduits
1 in / 1 out

"Resets dissipation on the incoming conduit, allowing energy to travel further without loss. Stacking relays extends reach without multiplying output."

  • A conduit that ends at a Relay Station loses nothing to distance, however long it is. Only the leg after the last relay pays dissipation.
  • A relay passes mana through unchanged. It never adds any, so a 15 in is a 15 out.
  • Chain relays to cross a big map: every leg that ends at a relay arrives intact.
  • Relays don't protect against eruptions.
When it pays off

Distance costs 1 mana per 5 hexes. On a short hop that loss rarely matters; on a 15-hex run it's 3 of your 15 mana, which can be the difference between Content and Annoyed.

Splitter

Unlocks 4th op
Cost
30gc
Upkeep
1gc/day
Conduits
2 in / 2 out, 3 max

"Splits one input to two outputs, or merges two inputs into one. An upgraded output conduit can carry two different types together: a merged conduit follows the same rules as raw mixed energy from a mixed source. Up to 3 conduits total."

Splitting

  • One in, two out. The input is divided 50/50, regardless of what's downstream: 10 becomes 5 and 5.
  • This is how you serve more than two buildings from one source, since a source can only feed two conduits.

Merging the same type

  • Two in, one out. The inputs are added together, but the output conduit's capacity still applies: two full basic lines merged into one basic output carry 15 mana, not 30. Upgrade the output to carry 30.

Merging two different types

Feed two different types into a Splitter and the conduit you draw out of it is a merged conduit carrying both, 15 mana of each. One trunk where two lines wouldn't fit, if you can live with the side effects.

  • Needs conduit upgrades. A merged conduit is always an upgraded conduit, so merging only works in operations where upgrades are unlocked.
  • The upgrade is automatic. A new output is built at 25gc per hex. If the Splitter already has a basic output, it's upgraded on the spot for 15gc per hex. If that would take you past your credit limit, the merge is refused.
  • One output only. A merging Splitter can't also split, and a merged conduit can't be split or merged again.
  • Straight to a customer. The merged conduit must run directly to a customer that uses both types. It can't feed any component, and nothing can be built on it.
  • It reacts with itself. Its two types interact along its whole length, exactly like a raw mixed line.
  • Hover over the Splitter to see Merging … + … into one upgraded conduit. Remove one input and it goes back to carrying a single type.
Pick your pair

Arcana + Gas and Arcana + Earth don't react at all, so they make clean trunks. Earth + Water earns Fertile Growth all the way. Fire + Gas is an Explosion Risk on every hex; don't.

Transformer

Unlocks 8th op
Cost
100gc
Upkeep
5gc/day
Conduits
1 in / 1 out

"Converts input energy to a different type. Shift+Click or right-click to cycle output type. Not every type converts to every other type, and ratios vary by pair; when its input changes it switches to a compatible output on its own."

  • Output = input ÷ ratio. A ratio of 1.5 means 1.5 in for every 1 out, so 15 mana of fire becomes 10 mana of gas.
  • Choose the output with Shift+Click, or right-click and choose Cycle. A new Transformer starts on Gas, and cycling goes Gas → Fire → Arcana → Earth → Water.
  • When you connect a conduit into a Transformer and its current output can't be made from that input, it switches to one that can and tells you so.
  • Cycling by hand can still land on an impossible pair. The game warns [TRANSFORMER] No conversion path, and everything sent in is lost until you cycle again.
  • Cycling skips any output type that would meet a different type at a Splitter downstream, since that would turn the Splitter into a merge. The game tells you which type it skipped and why.
  • Transformer output is new mana. It's never insulated, even if the input was.
Input needed per 1 output
From ↓   To →ArcanaFireWaterEarthGas
Arcana·3333
Fire–·–31.5
Water2–·1.5–
Earth–3–·2
Gas31.5––·
Tip

The cheap conversions are Fire ↔ Gas (1.5) and Water → Earth (1.5). Arcana can become anything, but at 3 : 1. Water can only be made from Arcana.

Battery

Unlocks 8th op
Cost
75gc
Upkeep
3gc/day
Conduits
1 in / 1 out
Holds
50 mana

"Stores part of the energy passing through it. When its input dips below its recent peak, or stops, the battery makes up the difference from its charge until it runs dry."

Charging

  • Everything that flows in also flows out. On top of that, the Battery banks 30% of what passes through each day, for free, up to 50 mana.
  • Above 45 mana (90% full) it slowly leaks, 1 mana per day.
  • It doesn't charge on a day it's covering a dip. A Battery either banks or spends.

Covering dips

  • The Battery remembers its usual input: the highest flow it has seen recently. That level sinks toward the current flow by 1 mana per day.
  • If input drops below the usual level, the Battery makes up the difference from its charge. An eruption, a hybrid that stalls when underfed, or a line you just tore down all count.
  • If input stops completely, the Battery keeps the line running at up to the output conduit's full capacity (15 mana basic, 30 upgraded) until it runs dry.
  • A permanent drop is covered for a few days while the usual level sinks, then accepted as the new normal, so the Battery doesn't drain itself forever.

Output

  • A Battery sends out whatever type its output conduit carries, and respects that conduit's capacity, upgraded or not.
Not a booster

On a steady input a Battery adds nothing, so it's never a free relay. It's insurance for supply that wobbles. Hover over it to see its charge, its Usual input, and whether it's Banking charge from pass-through or Covering a dip.

Pre-placed Batteries

Some operations come with Batteries already on the map. They start empty unless the briefing says otherwise, so connect them early to bank some charge.

Filter

Unlocks 11th op
Cost
60gc
Upkeep
3gc/day
Conduits
1 in / 1 out
Output
7.5 or 15 mana/day

"Place on a hex adjacent to any source hex. Sends out one energy type at half the conduit's capacity, and the filtered conduit doesn't take part in interactions. On a mixed source, Shift+Click or right-click to choose which type passes."

  • Placement: on a hex next to a source. Hybrids count, so a Filter works on a Dragon Lair, Dwarven Forge or Mushroom Colony too. Its input must come straight from that source. If you place it on an existing conduit, it has to be that conduit's first hex out of the source.
  • Output: one type only, on an insulated line. The insulation takes up room inside the conduit, so a basic line out of a Filter carries 7.5 mana per day instead of 15. Upgrade it and it carries 15: a normal conduit's flow, with the insulation on top. (An upgraded conduit without insulation carries 30.)
  • Insulated: the output line is always insulated, upgraded or not. It takes no part in interactions and is immune to eruptions. See Insulated conduits.
  • Route it anywhere: a filtered line can feed components or any customer that uses its type, hybrids included.
  • Choosing the type: on a mixed source, Shift+Click the Filter (or right-click and choose Cycle) to switch between the source's two types. On a single-type source there's only one choice. As with a Transformer, cycling skips a type that would meet a different type at a Splitter downstream.
  • A Purification zone anywhere on the map cuts every Filter's upkeep.
Filter tooltip: allows water, insulated output at half capacity.

A Filter lets one type through on an insulated line at half capacity.

  1. The type it passes
  2. Insulated, at half capacity
Tip

Filters aren't only for mixed sources. A Filter on an ordinary Fire Geyser gives you an insulated fire line that can run right past gas without any risk of explosion, at the cost of half the capacity. Upgrade the filtered line to carry a full 15.

Conduits

Upgraded conduit

Unlocks 11th op
Cost
25gc/hex
Capacity
30 mana/day
Loss
0.2 mana/hex
Eruptions
half loss
  • Right-click a conduit and choose Upgrade. Upgrading costs the difference, 15gc per hex. The option is greyed out if it would put you over your credit limit.
  • Doubles capacity to 30 mana per day, so one upgraded conduit can carry a source's whole output.
  • Hardened: takes only half the loss when an eruption hits it.
  • Distance loss is unchanged. Upgrades are for throughput and protection; relays are still the answer for distance.
  • Hover over an upgraded conduit and its tooltip reads Hardened: eruption losses halved.
  • Every merged conduit is an upgraded conduit.

Raw mixed and merged conduits

A conduit carrying two types at once. You get one by drawing a line straight out of a mixed source (a raw mixed line), or by merging two types at a Splitter (a merged line). Both follow the same rules:

  • Each type gets half the capacity: 7.5 + 7.5 mana on a basic conduit, 15 + 15 on an upgraded one. Merged lines are always upgraded.
  • Distance loss is shared between the two types, 0.1 mana per hex each.
  • It must run directly to a customer that needs both types. It can't feed any component, nothing can be built on it, and it can't be split or merged again.
  • The two types react with each other on every hex of the line. A Fire + Earth line is Magma Vents from end to end; a Fire + Gas line is an Explosion Risk along its whole length. The tooltip warns Raw mixed energy reacts with itself.
  • Hover over it to see how much of each type is being delivered.
Tooltip on a raw earth and water conduit: 7.5 of each type, raw mixed energy reacts with itself.

A raw mixed conduit carries both types, half its capacity each, and reacts with itself.

  1. Each type gets half the capacity
  2. Its two types react with each other

Raw mixed energy can't go into components. Put a Filter on the conduit at the source.

[MIXED] notice

Insulated conduit

A conduit leaving a Filter, drawn with a slate-grey sheath underneath.

  • Takes no part in any interaction, good or bad, and is immune to eruptions.
  • Carries half the usual capacity, because the insulation takes up room inside the conduit: 7.5 mana per day basic, 15 upgraded. Upgrading a filtered line gives you a normal conduit's 15 with the insulation intact.
  • Insulation carries on through Relays, Splitters and Batteries, but only if every line going into that component is insulated. A Transformer always ends it.
  • Its tooltip reads Insulation along the conduit prevents interactions with other lines.