Airborne Kingdom

Airborne Kingdom

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Complete Airborne Kingdom Guide (2024)
由 Tuile 制作
A complete & comprehensive guide for Airborne Kingdom. Everything from Gameplay Mechanics to Achievements are covered from end to end.
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Introduction


This is a complete guide for Airborne Kingdom that covers:
  • 🎮 Gameplay Mechanics
  • 🏆 Achievements
  • ⚒️ Building
Gameplay Mechanics

Set Sail for New Horizons!

This section covers the various interactions & mechanics found in Airborne Kingdom.
🎮 Navigation Controls
  • Click with the Left Mouse Button to select objects in the game and interact with them.

  • Right Click anywhere on the land below to start moving in that direction.
    • Right-clicking will place a floating Buoy that your kingdom will navigate towards. Movement is based on your Town Centre. Specifically, the Buoy location is where your Town Centre will stop at. As such, it is recommended to build your kingdom with your Town Centre at the front for better visibility.

  • Hold the Right Mouse Button while moving your mouse to rotate the camera. You can also use the keys Q and E.

  • Use the keys W, A, S, D to move your camera forward, back, left, and right. You can also hold the Middle Mouse Button while moving your mouse.

  • Use the C key to re-centre the camera on your Town Centre. You can also click the Centre button in the bottom bar.

  • Hovering your mouse over the various indicators in the top bar of the in-game UI will show additional information panels. Some of these panels contain bulleted lists, which you can hover and click as a shortcut.
    • Your inhabitants dropdown, for example, contains a list of all your workers' current tasks. Highlighting a bullet will highlight their workplaces and clicking a bullet selects that workplace.
🎮 Resources
In order to keep your kingdom afloat and your inhabitants happy, you will have to manage 13 different resources.

You gain resources by:
  • Collecting them from the lands below using your Hangar's planes.
    • The closer your kingdom is to a collected resource, the faster your workers can gather it!
  • Refining them from raw resources using production buildings.
  • Receiving them passively from allied kingdoms.
  • Trading with kingdom merchants.
  • Rescuing stranded explorers in the Lost Tundra.

Icon
Resource
Location
ddddd
Food
  • Found in the Barrens (Desert) & Shallows from Thickets.
  • Found rarely in the Highlands from Thickets.
  • Produced from Farms using Water.
40
Water
  • Found in the Barrens, Highlands, and Shallows from Oases.
  • Produced from Water Condensers over time.
19
Coal
  • Found in the Barrens & Highlands from Coal Deposits.
  • Found rarely in the Shallows from Coal Deposits.
  • Produced from Charcoal Huts using Wood.
19
Wood
  • Found across all regions from Forests.
  • Gained passively from allied Barrens kingdoms.
Clay
  • Found across all regions from Clay Deposits.
Adobe
  • Produced by Adobe Kilns from Clay.
19
Quartz
  • Found commonly in the Barrens from Quartz Mines.
  • Found rarely in the Highlands & Shallows from Quartz Mines.
19
Glass
  • Produced by Glass Smelters from Quartz.
19
Iron Ore
  • Found only in the Highlands from Ore Deposits.
  • Gained passively from allied Highlands kingdoms.
19
Iron
  • Produced by Iron Forges from Iron Ore.
19
Cotton
  • Found only in the Shallows from Cotton Meadows.
  • Gained passively from allied Shallows kingdoms.
19
Canvas
  • Produced by Hemp Weavers from Cotton.
19
Relics
  • Found in the Barrens, Highlands, and the Shallows from Relic Ruins.
🎮 Regions
The lands below are ever changing. As such, there's no guide that can show you the exact locations of regions and landmarks.

However, there are certain factors that remain consistent:
  • 4 regions will always exist.
  • You will always start in the Barrens (Desert) region.
  • The Lost Tundra will always be the Northernmost region.
  • The Barrens, Highlands, and Shallows will each have 4 kingdoms to ally with.
  • The Barrens, Highlands, and Shallows will each have parts of each of the 3 great wonders.
    • I.e. the Barrens will have 1 Golden Sphere, 1 Ancient Library, and 1 Tranquil Tree.
  • The Lost Tundra has the 4 Ancient Statue wonders.
  • Landmarks & Points of Interest (POIs) will spawn in the same location relative to their associated island chunks.
    • Map generation will place the Lost Tundra in the North and then randomly place the other 3 regions. Afterwards, each region will randomise its internal island chunks within the region boundaries. For example, the Highlands region (see below) will always include a circular island ringed by crags with a hole in the centre containing the Ancient Ruin housing the Rune of Daylight. This same island will also contain the Tree of Unity, a Small Settlement, and an Eternal Forge*. Each island chunk operates similarly with the kingdoms & POIs always located in the same spot on the island. Only the island location is randomised within the region itself.

*The location of Eternal Forges & Fluorescent Ponds can differ depending if you're playing on New Game+ (NG+) or not as NG+ has an increased amount of the two POIs.

I have included below the region maps[imgur.com] from my NG+ Hard run. While, you may not have the exact same layout as I did. The following references will still be helpful with navigating individual island chunks.

Note: If you need to zoom in on the below images, either right-click & open the images in a new tab/window or navigate directly to the Imgur album[imgur.com] as the in-guide image zoom conflicts with Imgur embeds.

The Barrens


The Highlands


The Shallows


The Lost Tundra


Region Alliance Rewards
After successfully allying, which means their icon is added to the Tapestry, with a kingdom, you will receive resources every in-game hour. This amount increases for each regional kingdom alliance.

Region
Reward
The Barrens
(1 / 2 / 3 / 4) Wood per hour
The Highlands
(0.25 / 0.50 / 0.75 / 1) Iron Ore per hour
The Shallows
(0.25 / 0.50 / 0.75 / 1) Cotton per hour

Region Characteristics
Region
Lore Intro
Characteristics
The Barrens
A sprawl of arid mesas, hidden civilisations, and long-buried secrets. Sailing the skies of the land, your epic quest to restore balance to the world below begins here.
  • No Iron Ore or Cotton
  • Balanced Resources
The Highlands
Searching this sprawl of peaks and valleys may unearth secrets vital to expanding your city in the clouds and rediscovering the lost technologies of the Ancients.

As we venture ever further from our home, the landscape ahead grows taller and more jagged. One of our people has hear rumours of this place, and we encourage him to speak what he knows.

These are The Highlands, a vast range of canyons. Ancient kingdoms were built in these parts, and they must still exist today.

Notably, there are fewer outcroppings of food, so we should make sure to be prepared as we go forth.
  • Limited Food
  • Contains Iron Ore
The Shallows
Discover ancient ruins and hidden treasures lurking just beneath the surface of the Shallows, another biome you'll explore from your city in the clouds.

As we fly deeper into the unknown, the ground ahead of us visibly changes. One of our people has heard rumours of this place, and we encourage her to speak what she knows.

She tells us that these are The Shallows — large swaths of undrinkable salt water. Ancient kingdoms were built in these parts, and they must still exist today.

Notably, there are fewer coal deposits, so we should make sure to be prepared as we venture forth.
  • Limited Coal
  • Contains Cotton
  • Abundant Food & Water
  • Very Foggy
The Lost Tundra
We venture further North than we have ever travelled, and we spot a curiosity in the distance. Have these plains always been there? Some of our people have heard rumours of this place, and we encourage them to speak what they know.

They say these areas are The Lost Tundra — the most frigid climate that any have known. The frost slows gears turning, so many of our buildings will be impacted. We must ensure we have enough Lift, Propulsion, and Resource generation to compensate.

Notably, there are zero coal, water, or food deposits in these areas. If we still have other tasks to attend to, perhaps our focus is better turned to those, and to save this area for last.

As the frost takes hold, your buildings begin to whine as their gears slow. The further North you go, the colder it gets. Pay special care to your Lift in particular as it will decrease rapidly the colder it is. Remember if you get overwhelmed, you can always head back South for warmer air.
  • Abundant Wood
  • No Food, Water or Coal
  • Cold Efficiency Debuff
    • Cold (-5%)
    • Very Cold (-30%)
    • Extreme Cold (-50%)
    • Ultimate Cold (-80%)
🎮 People, Happiness & Desires
On the top bar of your in-game UI, you can see the amount of people that have joined you. On the left is the number of people, and on the right is the number of housing blocks built. Each person requires one housing block.

Inhabitants with no specifically assigned task will build any available construction. If there is no available construction and they are not assigned to work, they'll show in the idle worker count next to the housing numbers.

You can recruit potential migrants from Small Settlements and allied kingdoms. However, they will look at the happiness of your current inhabitants to judge whether they'd like to join. For instance, a settlement will offer three potential migrants, each requiring a successive level of happiness (from Mediocre, Satisfied, and Jubilant) to join.

One of the goals required to complete a run is reaching a population of 150 people in order to reform the Great Council.

Happiness Levels
The inhabitants of your kingdom are clear about their needs and wants. They will display their current average happiness in the top left of your UI.

Icon
Happiness Level
John
Jubilant
Gitte
Satisfied
Sussie
Mediocre
John
Upset
John
Angry

Contributions to Displeasure
  • Lack of housing.
  • Lack of Food or Water.
  • Kingdom is off-balanced.
  • Housing is located near production buildings.
  • Inhabitant desires are not met.
Note: If your citizens are unhappy for too long they will leave your city for greener pastures.

Desires
As your community grows, doubts and fears begin to form among the migrants from other kingdoms. How can we survive in the skies forever?

The answer is to fulfill their Desires! At each population milestone, your inhabitants will ask for new Desires to be fulfilled. Failing to do so will reduce your happiness level and prevent you from reaching a "Jubilant" state.

As such, it may not be a good idea to grow your population too quickly if you lack the ability to immediately fulfill their desire requirements.

Kingdom Title
Population
Desires Requested
Airborne Community
25
  • Faith or Light.
Airborne Settlement
50
  • Faith and Light.
Airborne Village
75
  • Faith and Light.
  • Comfort or Health.
Airborne Town
100
  • Faith, Light, Comfort, and Health.

Each desire has different requirements to fulfill.
  • Faith is based on a 1:1 ratio with your population and is gained when an inhabitant's housing is within a Faith building's buff radius.
    • 1 housing block within Faith range = 1 inhabitant's Faith desire met
  • Light is based on the % of Paths lit (within a Light building's radius).
  • Health is based on a 1:1 ratio with your population and is gained directly when a Health building is constructed.
    • A Spirit Healer provides Health fulfillment for up to 30 inhabitants.
  • Comfort is based on a flat target value.
    • If your citizens desire a Comfort value of 38. Then you could fulfill that requirement by building 38 Greeneries as they generate 1 Comfort each.
🎮 Lift, Weight & Propulsion
Your kingdom stays afloat as long as you maintain a balance of Lift, Weight, and Propulsion. Not enough lift (and in turn too much weight) will cause your kingdom to descend. Not enough propulsion and you may not be able to travel quick enough to find enough resources to sustain yourself.

Lift
Your Town Centre alone can only lift so much weight. In order to expand your kingdom, you must place buildings that generate Lift.

Below is a table comparing the various Lift options* you have access to.

Building Name
Lift Generated
Building Weight**
Max Worker Operation
Coal Cost per Hour
Town Centre
40
20
0
1
Fan
20 / 25 / 30
0
1
0.3 / 0.21 / 0.12
Vertical Rotor
25
0
0
0.5 / 0.35 / 0.2
Wing
10 / 12.5 / 15
0
2
0
Balloon
5 / 6.25 / 7.5
0
1
0
*For construction costs, refer to ⚒️ Lift under the Building section of the guide.
**Lift buildings do not have a visible Weight value or rather its Weight is already taken into account in relation to its generated Lift. The Town Centre is an exception.

Generally speaking, at max upgrades, the following comparisons can be made:
  • Fans are superior to Vertical Rotors in Lift, Coal consumption, and space efficiency at the cost of a single worker, which is negligible.
  • Balloons & Wings are fundamentally equal in Lift generation & Worker operation at a 2:1 ratio. However, the space efficiency and lack of obstruction requirements makes Balloons a more flexible choice.
When considering what Lift buildings to build, the goal is usually a self-sustaining configuration. In other words, enough Lift to support your necessary buildings and ≤4 Coal per hour fuel consumption. After allying with all of the Barrens kingdoms, you will gain +4 Wood every hour, which can be converted into +4 Coal every hour with 4 Charcoal Huts. This means that you have a stable amount of fuel as long as you don't exceed the 4 Coal per hour consumption.

Weight
Every building (except for Lift buildings) has a Weight value associated with it. Weight is both an overall value that you must match Lift against as well as a localised physical effect (i.e. tilt) on your kingdom.

Weight functions at a 1:1 ratio against Lift. I.e. for every single value of building Weight, you need to have at least a comparable value of Lift.

Each building's Weight will cause an inclination (or tilt) towards its placed location. I.e. placing a heavy building on your aft will cause the front of your kingdom to tilt up and the back to tilt down. This effect is increased as you place more buildings, up to an acceptable tilt inclination of 5° in any direction. A tilt beyond 5° will result in displeasure from your inhabitants.

As such, in order to counter building Weight, you should carefully place your Lift buildings to maintain balance. As noted before, Lift buildings technically have no weight (or rather their weight is factored into their Lift) and will push the kingdom up in the area that they are built.

Additionally, since the game has no structural integrity modifiers caused by Weight, it makes the most sense to extend your kingdom length-wise and then centralise your Lift buildings around the front and back to achieve balance. There's limited value in placing Lift buildings in the middle as they would have a low impact on correcting tilt, which is only weighted towards four directions (i.e. front, back, left, and right). Furthermore, this helps with effective Furnace placement (since the buildings in question are already grouped together) for when you want to ensure maximum Lift & Propulsion efficiency when navigating the Lost Tundra.

Propulsion
Propulsion is effectively the speed at which your kingdom is able to move. However, Propulsion as a value is dynamically calculated in relation to your maximum speed and your overall Weight. This means that the Propulsion generated by associated buildings is not static, unlike Lift, so it's not as convenient to compare.

Your max speed is capped at 100%. In order to maintain it, you must construct Propulsion buildings and upgrade your Town Centre. Remember that until your kingdom is self-sustaining, you are continually consuming resources so the longer you take to travel places, the more resources you will end up consuming.

With each building you construct, your kingdom's weight increases and drag is created, which slows down your movement speed.

Below is a table with a relative comparison of the various Propulsion options*** you have access to.

Building Name
Propulsion Generated
Building Weight
Max Worker Operation
Coal Cost per Hour
Town Centre
Average
20
0
1
Fin
Very High
5
4
0.5 / 0.35 / 0.2
Sail
High
2
4
0
Propeller
Average
2
2
0.3 / 0.21 / 0.12
Oar
Low
1
1
0
***For construction costs, refer to ⚒️ Propulsion under the Building section of the guide.
🎮 Cosmetic Customisation
You can customise the colours of your buildings' walls, lights, and paths using various palette motifs found from Fluorescent Pools and Eternal Forges across the lands. Also, all buildings have festive themes (i.e. Default, Summer, Halloween, and Christmas) that you can apply as well.

The discovered dyes and metals can be accessed when you:
  1. Select a building.
  2. Click the palette icon.
  3. Choose a desired motif from the menu.
    • You can use the Apply to Type (applies the same motif to all buildings of that type) or Apply to All (applies the motif to all buildings) for more convenient colour adjustments.
Additionally, some buildings will have specific customisation options:
  • Town Centre allows you to customise Buoys.
  • Hangar allows you to customise Planes.
  • Housing Blocks allow you to customise their base and their roofs.
  • Greenery has multiple plant options to rotate between.
A list of all colour palette motifs can be found below:
  • Metals
    • Iron
    • Gold
    • Bronze
    • Chrome
    • Copper
    • Osmium
    • Martina Blue
    • Patina Green
    • Rose
    • Aegean
    • Crimson
    • Earth
    • Noble
    • Pine
    • Sol
    • Terracotta
    • Velvet
    • Winds
    • Emerald
    • Ruby
    • Sapphire
    • Topaz
  • Lights
    • White
    • Yellow
    • Orange
    • Red
    • Purple
    • Green
    • Blue
  • Walls & Floor Tiles
    • Barrens
    • Daybreak
    • Seafarer
    • Wanderer
    • Horizon
    • Haze
    • Spring
    • Swamp
    • Slime
    • Glory
    • Marine
    • Tundra
    • Jubilance
    • Cleopatra
    • Garden
    • Grecian
    • Rose
    • Verdant
    • Burnt Orange
    • Highlight
    • Royal Rain
    • Sands
    • Slate
    • Crane
    • Hawk
    • Owl
    • Dove
    • Vapor
    • Growth
    • Sediment
    • Phase
    • Dream
Achievements

A wide world with many curiosities to explore.

Airborne Kingdom has a total of 30 achievements for you to complete. 27 belong to the base game and the final 3 are a part of the free Lost Tundra DLC. Overall, the achievements are fairly straightforward and aligned with a typical run completion.

I have split them into six groups of similar achievements:
  • Kingdom Allyships
  • Growing Your Kingdom
  • Wonders of the Land
  • Collect-a-thon
  • Kingdom Rebuilt
  • Frozen North

Recommended 100% Completion Rush
If you want to obtain all achievements in as little time as possible. I recommend the following process:
  1. Start a game on Hard difficulty.
    • Your goal for this run is to complete all of the Kingdom Allyship, Growing Your Kingdom, Wonders of the Land, Frozen North achievements, as well as the individual Prophecy Fulfilled and A True Challenge achievements. Once you've completed your first run, you will unlock the New Game+ (NG+) mode along with the new Town Centre options.
    • During your first run, prioritise locating the three Golden Spheres for the Nomad's Orrery as it reduces time spent looking for quest landmarks, which is especially crucial for the Lost Tundra challenge.
  2. Ally with the 4 Barrens (Desert) kingdoms.
  3. If you have purchased the Charcoal Hut technology then you can safely explore the Shallows with 4 Charcoal Huts built. Otherwise, build Farms & Water Condensers to safely explore the Highlands. I recommend stabilising your fuel consumption first as stabilising Food & Water requires a lot more investment.
    • In the Shallows, try to do the Elysian Cape alliance quests first as it asks you to locate three Towers of Flame around the map.
    • In the Highlands, prioritise the Jukar Lookout alliance quests as you will be tasked with escorting three scholars to each of the three Highlands kingdoms.
  4. Before heading to the Lost Tundra, ensure that:
    • You have unlocked and built a Nomad's Orrery.
    • Your kingdom is fully upgraded.
    • You are fully stocked on Food, Water, Coal, and Wood.
    • You have multiple Charcoal Huts built to ensure that you can sustain additional coal-consuming Lift (i.e. Vertical Rotors & Fans) and Propulsion (i.e. Fins) buildings.
    • You have built Furnaces (purchased from the Frozen Encampment at the Lost Tundra entrance) around your Charcoal Huts, Lift, and Propulsion buildings.
    • You can also slim down your city and remove any unneeded buildings. The more streamlined your kingdom is the easier time you will have. Only do this if you have already Returned the Tapestry and completed the run goal.
  5. Once you've entered the Lost Tundra focus only on saving the stranded explorers with as little backtracking as possible. You will not be collecting the Statue wonders nor cosmetic palettes during this run.
  6. Start a NG+ on Normal difficulty with the Nomad's Orrery as your Town Centre (by building each Wonder in a normal run, you unlock the option to start a NG+ with a Wonder Town Centre). You can now complete all of the remaining achievements with this run, which will mainly be the Collect-a-thon and The Cycle Continues achievements.
🏆 Kingdom Allyships
There are 12 different kingdoms spread evenly across the 3 main regions for you to find, assist, and ally with. Kingdoms are easy to locate due to their large size and unique landmarks. Each kingdom will require you to assist them with a few tasks, such as replanting groves or fetching unique items. Upon completion of these tasks, you will be able to build a Sky Port and cement your alliance.

Note: While you can discover quest landmarks without the associated quest step, you cannot progress it in advance. I.e. You can discover the Golden Grove before the Kingdom of Rutula asks you to do so but you'll have to return with the active quest step again to progress.

Icon
Achievement Name
Unlock Requirement
Alliance Quest(s)
A Grove Replanted
Ally with the Kingdom of Rutula.
  1. Rebuild the Great Conservatory with 10 Wood, 2 Adobe, and 2 Workers for 1 hour.
  2. Find the Golden Trees of Khal D'aur at the Golden Grove.
  3. Build a Sky Port with 20 Wood, 10 Adobe, and 2 Workers for 2 hours.
Field Watered
Ally with the Fields of Agrómaz.
  1. Find the Ancient Well.
  2. Repair the Water Pump at the Ancient Well with 20 Wood, 10 Adobe, and 2 Workers for 2 hours.
  3. Build a Sky Port with 20 Wood, 10 Adobe, and 2 Workers for 2 hours.
Seekers Found
Ally with Kan’tis Crossing.
  1. Find the lost Seekers at an Ancient Ruin.
  2. Build a Sky Port with 20 Wood, 10 Adobe, and 2 Workers for 2 hours.
Wind Powered
Ally with Mehlia Passage.
  1. Find a functional wind spinner at the Settlers of the Gale.
  2. Repair the Wind Spinners with 15 Wood, 5 Glass, and 2 Workers for 2 hours.
  3. Build a Sky Port with 20 Wood, 10 Adobe, and 2 Workers for 2 hours.
Travelers Returned
Ally with Ashrock Landing.
  1. Build permanent homes with 15 Wood, 5 Canvas, and 2 Workers for 2 hours.
  2. Find the Lost Search Party at Weary Travellers.
  3. Supply the Lost Search Party with 15 Food and 15 Water.
  4. Build a Sky Port with 15 Wood, 10 Canvas, and 2 Workers for 2 hours.
Islands Connected
Ally with the Broken Isles.
  1. Build bridges between the isles with 15 Wood, 5 Canvas, and 2 Workers for 2 hours.
  2. Build a Sky Port with 15 Wood, 10 Canvas, and 2 Workers for 2 hours.
Pyre Ignited
Ally with Elysian Cape.
  1. Re-light 3 Towers of Flame in the Shallows.
  2. Build a Sky Port with 15 Wood, 10 Canvas, and 2 Workers for 2 hours.
Harp Tuned
Ally with Khora Bay.
  1. Find the Grand Harp at the Settlement Barge.
  2. Repair the Grand Harp with 10 Wood and 2 Workers for 2 hours.
  3. Build a Sky Port with 15 Wood, 10 Canvas, and 2 Workers for 2 hours.
Hopes Hoisted
Ally with Crag Perch.
  1. Repair the crane hoist with 15 Wood, 5 Iron, and 2 Workers for 2 hours.
  2. Find the Steel Pulley Ropes at the Ruined Bridges.
  3. Build a Sky Port with 15 Wood, 10 Iron, and 2 Workers for 2 hours.
Knowledge Shared
Ally with Jukar Lookout.
  1. Build the Ancient Observatory with 15 Wood, 5 Adobe, 5 Iron, and 2 Workers for 2 hours.
  2. Escort 3 Jukarian philosophers to each Highland kingdom.
  3. Build a Sky Port with 15 Wood, 10 Iron, and 2 Workers for 2 hours.
Irons Scorched
Ally with Mohnem’s Foundry.
  1. Ignite the Chief Forge with 20 Coal and 2 Workers for 2 hours.
  2. Build a Sky Port with 15 Wood, 10 Iron, and 2 Workers for 2 hours.
Daylight Found
Ally with Bluff’s Gateway.
  1. Find The Rune of Daylight from an Ancient Ruin.
  2. Build a Sky Port with 15 Wood, 10 Iron, and 2 Workers for 2 hours.
🏆 Growing Your Kingdom
In order to complete the game, you will have to expand your flying kingdom. This means increasing the population so that you can field the numerous buildings and production facilities that drive your expansion. You gain new recruits by visiting settlements and helping out kingdoms.

Icon
Achievement Name
Unlock Requirement
A Small Community
Reach the status of Airborne Community.
Unlocks at 25 inhabitants.
Settling the Skies
Reach the status of Airborne Settlement.
Unlocks at 50 inhabitants.
It Takes a Village
Reach the status of Airborne Village.
Unlocks at 75 inhabitants.
On the Town
Reach the status of Airborne Town.
Unlocks at 100 inhabitants.
Worthy of the Title
Reach the status of Airborne Kingdom.
Unlocks at 150 inhabitants.
🏆 Wonders of the Land
One of your goals as inheritors of the Airborne Kingdom's legacy is to rebuild its three great wonders, which are the Great Library, the Nomad's Orrery, and the Tranquil Gardens. In order to build them, you must first locate each of their parts scattered across the land.

I recommend that you focus on completing the Nomad's Orrery first as its ability reveals all landmarks and points of interest.

Icon
Achievement Name
Unlock Requirement
A Learned Scholar
Construct the Great Library.
Locate the Library of Intelligence, Library of Wisdom, and Library of Knowledge to build.
A Wanderer’s Guide
Construct the Nomad’s Orrery.
Locate 3 Golden Spheres to build.
A Peaceful Respite
Construct the Tranquil Gardens.
Locate the Tree of Harmony, Tree of Unity, and Tree of Serenity to build.
🏆 Collect-a-thon
Completing all achievements will require you to:
  • Purchase every technology blueprint.
  • Research all buildings.
  • Collect all metal, walls, and floor tiles.

Icon
Achievement Name
Unlock Requirement
Relic Finder
Purchase every Blueprint.
Knowledge Seeker
Complete all Research.
Glowing Waters
Find all the dyes.
Sparkling Alloys
Find all the metals.
Ancient Sculptor
Build all the Statue Wonders.

Relic Finder
Building blueprints can be purchased from kingdoms for varying amounts of gems.

Note: It is unnecessary to purchase the Furnace blueprint, which is located in the Frozen Encampment at the entrance to the Lost Tundra for this achievement. However, since the Knowledge Seeker achievement requires you to research the Furnace to complete it, you may as well pick it up.

Technology Blueprint
Relic Cost
Balloon
10
Charcoal Hut
10
Clinic
8
Fan
2
Farm
10
Fin
8
Furnace
5
Glass Smelter
2
Greenery
8
Hemp Weaver
5
Iron Forge
5
Minaret
5
Oar
2
Propeller
3
Sails
4
Street Lamp
5
Vertical Rotor
3
Water Condenser
10
Wing
3

Knowledge Seeker
While, the achievement description seems to suggest that every single research node must be completed. In reality, you only need to research all the building blueprints as opposed to their upgrades. Unknown building technologies are unlocked once their blueprints are purchased from kingdoms.

Note: While you can only research one node at a time, building more Academies will allow you to reduce the required research time by each additional Academy.

Glowing Waters & Sparkling Alloys
The different colour palettes for metals, walls, and floor tiles are found in Fluorescent Pools and Eternal Forges tucked in the nooks and crannies of the land. In order to collect them all, you must be playing on a NG+ run as the map is larger with more spawns. Additionally, since it must be a NG+ run, you can start the game using a Nomad's Orrery Town Centre, which will greatly speed up the process.

Note: The last four metals (emerald, ruby, sapphire, and topaz) were introduced with the Lost Tundra DLC and are unlocked by constructing the unique buildings (see Ancient Sculptor) found throughout the Lost Tundra.

Ancient Sculptor
There are four unique buildings that can be unlocked in your Wonders building tab by locating ancient ruins in the Lost Tundra. They are the Sapphire Crane, Ruby Hawk, Topaz Owl, and Emerald Dove. By building each of them, you will unlock their associated metals.
🏆 Kingdom Rebuilt
Your overarching goal in Airborne Kingdom is to reclaim its past legacy of uniting the land. Once you have successfully allied with all 12 kingdoms and reached 150 inhabitants, you will have the final task of returning the Tapestry that began your journey, proudly displaying it, so that none may forget again!

Icon
Achievement Name
Unlock Requirement
Prophecy Fulfilled
Return the Tapestry.
A True Challenge
Return the Tapestry on Hard Difficulty.
The Cycle Continues
Return the Tapestry on New Game+.
🏆 Frozen North
The Lost Tundra DLC introduces a Northern region with a unique task of escorting all 12 groups of 3-5 stranded explorers lost in the frozen wastes back to their homes at the Frozen Encampment.

Note: The explorers will require housing space in your kingdom.

Be aware that the Lost Tundra region will significantly reduce your kingdom's overall efficiency, including resource production, propulsion, and lift. As such, it is highly recommended that you stock up heavily on resources, as only Wood exists in large quantities, and move quickly through the region.

Icon
Achievement Name
Unlock Requirement
Savior in the Frost
Rescue all the Explorers in The Lost Tundra.
Hardened Savior
Rescue the Tundra Explorers in Hard Mode with Default Town Center.
Buildings

The music of industry echoes from port to port.

Being a city-builder game, you are required to construct various buildings that will maintain your kingdom and assist with completing the various quests throughout the land.

Important Mechanics
  • Buildings must be connected to the Town Centre via Paths, which are walkable platforms that act as sturdy connections between buildings.
  • Some buildings will have a clumping mechanic, which allows individual buildings to group together with only one part of the clump needed to be connected to a path.
  • Tilt caused by an uneven distribution of building weight will tip your kingdom, annoy your population, and slow you down.
  • Your production rate is influenced by travel time of your workers. So you should try to ensure buildings are grouped by their production sequences and Paths are efficiently planned.
    • I.e. In the case of Food production, a worker may experience the following sequence:
      1. A Worker travels to the Hangar.
      2. A Plane travels to obtain Water at an Oasis.
      3. A Plane travels back to the Hangar.
      4. A Worker travels to the Town Centre or a Water Tower to deposit the obtained Water. A resource is not counted until it enters your storage space.
      5. A Worker travels to a Farm to deposit Water from the Town Centre or a Water Tower.
    • The entry points to the Town Centre are on its port & starboard (left & right sides).

Building Diagram Legend
Icon
Meaning
ssssss
A black directional arrow denotes where a path must be connected to the building. If a building does not have any squares with an arrow, it means that a path can be connected at any point.
ssssss
A white directional arrow denotes a directional space where no path nor building may intersect. Thus, buildings with this characteristic are limited to being placed on the outskirts of your kingdom. However, building paths that would intersect will automatically shift the building to the edge in order to accommodate for the new path.

I.e. the Fin propulsion building does not allow for paths to be constructed behind it but placing new paths at its top point will allow you to extend the Fin position further back.
dddddd
An asterisk by the building name denotes that this building has a static orientation and cannot be rotated.
ssssss
A square with an 'x' denotes a space that falls within a buildings debuff radius. All radii are depicted at max technology upgrade.

I.e. an Adobe Kiln has a negative effect on Housing Blocks that fall within its radius.
ssssss
A square with a circle denotes a space that falls within a buildings buff radius. All radii are depicted at max technology upgrade.

I.e. a Windmill has a positive effect on Farms that fall within its radius.
⚒️ Recommended Configurations
Thank you to @MoiQ for their guide, which depicts maximal usage of buff radii. Their build configurations are shown below translated from Japanese.

You can also refer to their original guide with the following link.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2784958150
Housing Blocks Configuration


Farm Configuration


Water Configuration
⚒️ Wonders
Wonders are unique buildings, where only one of each may be placed at any time.


Diagram depicting Wonder buildings by 1x1 blocks.

Building Name
Build Cost
Weight
Max Worker Operation
Description
Town Centre
Available at game start.
20
0
A flying marvel re-discovered and re-built once more.
The Great Library
Locate the Library of Intelligence, Library of Wisdom, and Library of Knowledge to build.
5
0
Allows access to combined knowledge in one location. This improves efficiency to all propulsion, lift, and production buildings by letting us reference all of our texts together.

Increases efficiency by +25%.
The Tranquil Gardens
Locate the Tree of Harmony, Tree of Unity, and Tree of Serenity to build.
5
0
Emanates serenity, thereby removing all displeasure from inhabitants - be displeasure from tilt, or living near an unpleasant building, or any number of woes.
The Nomad's Orrery
Locate 3 Golden Spheres to build.
5
0
Reveals the entire world's map to us, by tracking celestial bodies and referencing their positions to the ground below.
Sapphire Crane
Locate the Sapphire Crane Ruin.
5
0
The statue of a serene crane, an Ancient artifact found in the Lost Tundra. Unlocks the Sapphire metal customization option.
Ruby Hawk
Locate the Ruby Hawk Ruin.
5
0
The statue of a fierce hawk, an Ancient artifact found in the Lost Tundra. Unlocks the Ruby metal customization option.
Topaz Owl
Locate the Topaz Owl Ruin.
5
0
The statue of a thoughtful owl, an Ancient artifact found in the Lost Tundra. Unlocks the Topaz metal customization option.
Emerald Dove
Locate the Emerald Dove Ruin.
5
0
The statue of tranquil dove, an Ancient artifact found in the Lost Tundra. Unlocks the Emerald metal customization option.
⚒️ Basics
Your foundational building blocks.


Diagram depicting Basic buildings by 1x1 blocks.

Building Name
Wood Cost
Adobe Cost
Glass Cost
Steel Cost
Canvas Cost
Weight
Max Worker Operation
Description
Academy
30
0
0
0
0
2
5
Allows for researching blueprints. Build multiple Academies for faster research.
Hangar
0
10
0
0
0
2
10
Contains (7 / 8 / 9 / 10) aircraft, used by workers to gather resources and interact with people in the world below.
Path
0
0
0
0
0
0
0
These walkable structures act as both road and support. Buildings must be attached to the Town Centre via a Path.
Housing Block
2
0
0
0
0
1
0
A housing block provides shelter for one inhabitant. Each block is clumped together with its nearest neighbours to form a 2x2 house.
⚒️ Resource
You can't grow a civilization in the sky without industry.


Diagram depicting Resource buildings by 1x1 blocks and their associated debuff/buff radii.

Building Name
Wood Cost
Adobe Cost
Glass Cost
Steel Cost
Canvas Cost
Weight
Max Worker Operation
Description
Adobe Kiln
15
0
0
0
0
2
3
Transforms clay into adobe. Workers don't like living near the Adobe Kiln because of its fumes.
Charcoal Hut
5
5
5
0
0
1
4
Transforms wood into coal, which is stored at the Town Centre. Workers don't like living near the Charcoal Hut because of its fumes.
Farm
20
5
0
0
0
1
2
A fresh plot of land ready to be sown. Creates 1 food for 1 water every 3 hours, which workers must deposit in storage before continuing. Can clump together with other Farms.

1 person consumes ~(0.075 / 0.058 / 0.042 / 0.033) food per hour.
Furnace
10
5
5
5
0
0.5
4
Counters the cold of the Lost Tundra within a small range, allowing buildings to work at maximum efficiency.

Costs 0.04 Coal per hour to operate.
Glass Smelter
15
0
0
0
0
2
3
Transforms quartz into glass. Workers don't like living near the Glass Smelter because of its fumes.
Hemp Weaver
15
0
0
0
0
2
3
Transforms cotton into canvas. Workers don't like living near the Hemp Weaver because of its fumes.
Iron Forge
15
0
0
0
0
2
3
Transforms iron ore into steel. Workers don't like living near the Iron Forge because of its fumes.
Water Condenser
10
0
10
0
0
2
2
Collects 2 water every 4 hours from moisture in the sky, which workers must deposit in storage before continuing.

1 person consumes ~(0.075 / 0.058 / 0.042 / 0.033) water per hour.
Water Filtrator
15
5
5
0
0
2
2
Doubles production of Water Condensers.
Windmill
15
5
5
0
0
2
3
Doubles production of Farms. Can clump together with Farms and other Windmills.
⚒️ Storage
Storage buildings increase the capacity of resources that your kingdom can hold. Greater storage allows you to travel further.


Diagram depicting Storage buildings by 1x1 blocks.

Building Name
Wood Cost
Adobe Cost
Glass Cost
Steel Cost
Canvas Cost
Weight
Max Worker Operation
Description
Food Silo
4
0
0
0
0
2
0
Increases storage for food.
Warehouse
4
0
0
0
0
3
0
Increases storage for all resources used for construction.
Water Tower
4
0
0
0
0
2
0
Increases storage for water.
⚒️ Lift
A kingdom in the sky needs help to stay in the sky.


Diagram depicting Lift buildings by 1x1 blocks and their associated debuff radii.

Building Name
Wood Cost
Adobe Cost
Glass Cost
Steel Cost
Canvas Cost
Weight
Max Worker Operation
Description
Balloon
7
0
0
0
7
0
1
Generates (5 / 6.25 / 7.5) lift to keep us aloft - low cost, no fuel, one worker, poor lift.
Fan
15
5
0
0
0
0
1
Generates (20 / 25 / 30) lift for (0.3 / 0.21 / 0.12) coal per hour to keep us aloft - average cost, average fuel, one worker, average lift.
Wing
15/12/9
5/4/3
0
0
0
0
2
Generates (10 / 12.5 / 15) lift to keep us aloft - average cost, no fuel, two workers, average lift.
Vertical Rotor
10/8/6
5/4/3
0
0
0
0
0
Generates 25 lift for (0.5 / 0.35 / 0.2) coal per hour to keep us aloft - average cost, high fuel, no workers, average lift.
⚒️ Propulsion
Traversing the skies is not an easy feat but at least you can make it a speedy one.


Diagram depicting Propulsion buildings by 1x1 blocks.

Building Name
Wood Cost
Adobe Cost
Glass Cost
Steel Cost
Canvas Cost
Weight
Max Worker Operation
Description
Fin
15/12/9
10/8/6
10/8/6
10/8/6
0
5
4
Generates propulsion for (0.5 / 0.35 / 0.2) coal per hour - high cost, high fuel, four workers, very high speed.
Propeller
15
5
0
0
0
2
2
Generates propulsion for (0.3 / 0.21 / 0.12) coal per hour - high cost, average fuel, two workers, average speed.
Sail
15
10
0
0
0
2
4
Generates propulsion - high cost, no fuel, four workers, high speed.
Oar
5
5
0
0
0
1
1
Generates propulsion - low cost, no fuel, one worker, low speed.
⚒️ Desires
Your citizens' wants are ever-growing; feed those desires.


Diagram depicting Desire buildings by 1x1 blocks and their associated buff radii.

Building Name
Wood Cost
Adobe Cost
Glass Cost
Steel Cost
Canvas Cost
Weight
Max Worker Operation
Description
Clinic
5
0
3
3
0
2
3
Provides Health for (8 / 10 / 14) inhabitants.
Minaret
5
3
3
0
0
2
2
Provides Faith, an important desire, within a small range.
Shrine
5
3
3
0
0
2
5
Provides Faith within a radius, while also providing Light which illuminates Paths.
Spirit Healer
5
3
3
3
0
3
5
Provides Faith within a radius, while also providing Health for (15 / 20 / 30) inhabitants.
Street Lamp
0
0
2
0
0
1
0
Provides Light which can illuminate Paths to make inhabitants happy.
Tea Garden
5
3
3
3
0
3
5
Gives +(5 / 7.5 / 10) Comfort, while also providing Health for (15 / 20 / 30) inhabitants.
Temple
10
5
5
0
5
5
5
Gives +(10 / 15 / 20) Comfort, while also providing Faith within a large radius.
Greenery
0
0
0
0
1
1
0
Provides the comforts of home to inhabitants (+1 Comfort) which offsets less pleasing constructions. Can be clumped together infinitely, so only one part of the clump must touch a path.
Changelog
  • 2024-08-04
    • Added table that shows purchasable technologies and their associated Relic costs in the Collect-a-thon section.
    • Updated the Fields of Agrómaz alliance quest steps in the Kingdom Allyships section with resource costs.
    • Shortened the Regions & Landmarks section title to "Regions".
    • Added efficiency debuff % for Lost Tundra cold levels in Regions section.
    • Changed Furnace building weight from 1 to 0.5 in the Resource section.
    • Added the Great Library efficiency buff % in the Wonders section.
  • 2024-08-05
    • Added a note recommending a workaround for zooming in on Imgur image embeds in the Regions section.
  • 2024-11-30
    • Re-uploaded a few images that Steam corrupted for no reason.
5 条留言
BaD MoFo 9 月 24 日 下午 10:34 
Oh ok.. I just unlocked lamp and minaret.. i think im going to restart my game, kind of messed up balance and happiness
Tuile  [作者] 9 月 21 日 上午 11:12 
@BaD MoFo I reninstalled the game to check and the Temple building requires you to unlock the Minaret and Greenery first. The Tea Garden requires the Clinic and Greenery unlock.
BaD MoFo 9 月 21 日 上午 10:49 
Yes, temple desire building.. I tried to upgrade light and faith.. I only got shrine

And also i dont have tea house too
Tuile  [作者] 9 月 21 日 上午 10:18 
@BaD MoFo are you referring to the Temple desire building? It's been a while but I believe you should be able to unlock it by climbing up the Desires research tree.
BaD MoFo 9 月 21 日 上午 9:49 
I can't get the temple.. How to get it?