Difference between revisions of "Zones"

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(Start with cleaning up this mess and adding new zones)
 
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[[File:Overlap zones.svg|100px]]
[[File:HUD Visibility Zones.png|frame|The icon for toggling Zone visibility in the Visibility menu]]
'''Zones''' in ''[[Foundation]]'' are used to set a function to an area of variable size. They are fundamental to controlling your village's growth. There are 9 zones that can be painted as the village grows. 6 of these zones can be accessed from the bottom tool bar of the [[UI Overview|UI]] by clicking on the paint brush icon. However, reforestation zones, crop fields/pastures and patrol zones must be painted from the building menu of the buildings that use them. 


'''Zones''' in ''[[Foundation]]'' are used to set a function to an area of varying size. They are a fundamental mechanic to control your village's growth as well as where certain villager actions take place. There are ten zones that can be painted as the village grows. Most of these zones can be accessed from the bottom tool bar by clicking on the paint brush icon. However, reforestation zones, crop fields and pastures have to be defined directly from the respective buildings window. Every building will get their unique zone this way. Many zones can overlap with each other; exceptions are the three building-defined zones as well as forbidden which overwrites all other zones.   
Many zones can overlap with each other; exceptions are the three building-defined zones, and Forbidden Zone, which overwrites all other zones.   
    
    
{{Column|cols=3|
{{Column|cols=3|
Line 7: Line 8:
* Hunting
* Hunting
* Residential
* Residential
* Patrolling
* Road Paving
* Road Paving
* Resource Removal
* Resource Removal
* Forbidden
* Forbidden
* Reforestation
* Reforestation
* Crop Field
* Patrolling
* Pasture
* Farming/Pasture}}
}}


==Woodcutting Zone ==
==Woodcutting Zone ==
[[File:Extraction.svg|100px]] The first zone to become available, the woodcutting zone allows woodcutters and charcoal burners to harvest trees in designated areas. Without an extraction zone with the relevant resources, these buildings will not be able to function.
[[File:HUD Paint Extraction selected.png|100px]]  
 
The woodcutting zone allows woodcutters and charcoal burners to harvest trees in the designated areas. If no woodland is painted with this extraction zone, these will not be able to function.


==Reforestation Zone==
== Hunting Zone ==
[[File:reforestation.svg|100px]]
[[File:HUD Paint Hunting selected.png|100px]]
The second zone to become available, this zone designates an area for [[forester camp]]s to plant new trees. This zone can overlay an extraction zone, allowing for a controlled zone for wood production.
 
When hunting zone is selected, the player will be able to see where {{Item|resource=boar}} is present in woodland areas. Used exclusively by Hunters in the [[Hunter's Hut]], a suitable area of woodland must be painted with this zone to tell the Hunters where to hunt.


==Residential Zone==
==Residential Zone==
[[File:residential.svg|100px]]
[[File:HUD Paint Residential selected.png|100px]]
Residential zones are the only level of control provided for the placement of housing. As more villagers are promoted they will look for a suitable home and place the foundations for a new home within the zone if one is not available.
 
Residential zones are the only level of control provided for the placement of housing. As more villagers are welcomed into the city, they will look for a space in an existing house, and if no spaces are available they will place the foundations for a new home within Residential zone.
 
==Road Paving Zone==
[[File:HUD Paint PavedRoad selected.png|100px]]
 
[[Paviour's Yard|Paviours]] will use {{Item|resource=stone}} to pave dirt paths painted in this zone. Paved roads are a requirement for tier 3 quality housing (for Citizens).
 
== Resource Removal ==
[[File:HUD Paint ResourceRemoval selected.png|100px]]


==Crop Fields==
Painting this zone over trees, berry bushes or mineral deposits will cause Builders to clear those resources. This does not harvest the resource for the player's stocks; it is a way of quickly clearing an area for building.
[[File:farming.svg|100px]]
Unlike other zones that be painted from the zone UI, crop fields are painted by going in to the building and selecting the option to paint the field. Although they can overlap with other zones, crop fields for different buildings cannot overlap or merge, nor can a field painted for one building be used by another (even if it is of the same type as the field's parent).


Any objects in a crop field will prevent that part of the field from being planted and as such must be cleared.
== Forbidden Zone ==
[[File:HUD_Paint_Forbidden_selected.png|100px]]


==Hunting Zone==
Forbidden zones mark an area as impassable for all villagers. This should be used carefully, as it may cause pathfinding errors if buildings are accidentally blocked off. Forbidden zone overrides all other zones it is painted over.
[[File:hunting.svg|100px]]
Used exclusively by the hunting camp the hunting zone must be painted over a forest to be usable for hunting.


==Forbidden Zone==
== Reforestation Zone ==
[[File:Forbidden.svg|100px]]
[[File:HUD Paint Reforestation selected.png|100px]]
Forbidden zones are the only other mutually exclusive zone. By painting an area as forbidden, no-one will be able to pass through that specific area.
 
Accessed from the building menu of a [[Forester's Camp]], this zone designates an area for the Forester to plant new trees. This zone can overlay a Woodcutting Zone, allowing for an area of sustained wood production. Reforestation zones belonging to different Forester's Camps cannot overlap.


==Patrolling Zone==
==Patrolling Zone==
Patrollers will stop at houses marked with this zone on their route. Patrol coverage is required for medium-density housing.
[[File:HUD Paint Patrol selected.png|100px]]


==Road Paving Zone==
Accessed from the building menu of a [[Manor House#Watchpost|Watchpost]], Patrollers will pass houses painted with this zone, giving them patrol coverage. Patrol coverage is a requirement for medium-density housing.
Road pavers will pave dirt paths in this zone. Access to paved roads is required for High-Quality housing (for Citizens).
 
== Crop/Pasture Fields ==
[[File:HUD Paint Farming selected.png|100px]]


== Resource Removal ==
Accessed from the building menus of [[Farms]], this zone designates the area the farmers will plant with crops (for crop farms), and the area within which livestock will wander (for sheep and dairy farms). Although they can overlap with other zones, crop/pasture fields for different buildings cannot overlap or merge, nor can a field painted for one building be used by another, even if it is of the same type as the field's parent. Any objects in a crop field will prevent that part of the field from being planted and as such must be cleared.
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[[Category:Game Mechanics]]
[[Category:Game Mechanics]]
[[Category:Editing Needed]]

Latest revision as of 16:34, 21 January 2026

The icon for toggling Zone visibility in the Visibility menu

Zones in Foundation are used to set a function to an area of variable size. They are fundamental to controlling your village's growth. There are 9 zones that can be painted as the village grows. 6 of these zones can be accessed from the bottom tool bar of the UI by clicking on the paint brush icon. However, reforestation zones, crop fields/pastures and patrol zones must be painted from the building menu of the buildings that use them.

Many zones can overlap with each other; exceptions are the three building-defined zones, and Forbidden Zone, which overwrites all other zones.

  • Woodcutting
  • Hunting
  • Residential
  • Road Paving
  • Resource Removal
  • Forbidden
  • Reforestation
  • Patrolling
  • Farming/Pasture

Woodcutting Zone

HUD Paint Extraction selected.png

The woodcutting zone allows woodcutters and charcoal burners to harvest trees in the designated areas. If no woodland is painted with this extraction zone, these will not be able to function.

Hunting Zone

HUD Paint Hunting selected.png

When hunting zone is selected, the player will be able to see where Boar.png Boar is present in woodland areas. Used exclusively by Hunters in the Hunter's Hut, a suitable area of woodland must be painted with this zone to tell the Hunters where to hunt.

Residential Zone

HUD Paint Residential selected.png

Residential zones are the only level of control provided for the placement of housing. As more villagers are welcomed into the city, they will look for a space in an existing house, and if no spaces are available they will place the foundations for a new home within Residential zone.

Road Paving Zone

HUD Paint PavedRoad selected.png

Paviours will use Stone.png Stone to pave dirt paths painted in this zone. Paved roads are a requirement for tier 3 quality housing (for Citizens).

Resource Removal

HUD Paint ResourceRemoval selected.png

Painting this zone over trees, berry bushes or mineral deposits will cause Builders to clear those resources. This does not harvest the resource for the player's stocks; it is a way of quickly clearing an area for building.

Forbidden Zone

HUD Paint Forbidden selected.png

Forbidden zones mark an area as impassable for all villagers. This should be used carefully, as it may cause pathfinding errors if buildings are accidentally blocked off. Forbidden zone overrides all other zones it is painted over.

Reforestation Zone

HUD Paint Reforestation selected.png

Accessed from the building menu of a Forester's Camp, this zone designates an area for the Forester to plant new trees. This zone can overlay a Woodcutting Zone, allowing for an area of sustained wood production. Reforestation zones belonging to different Forester's Camps cannot overlap.

Patrolling Zone

HUD Paint Patrol selected.png

Accessed from the building menu of a Watchpost, Patrollers will pass houses painted with this zone, giving them patrol coverage. Patrol coverage is a requirement for medium-density housing.

Crop/Pasture Fields

HUD Paint Farming selected.png

Accessed from the building menus of Farms, this zone designates the area the farmers will plant with crops (for crop farms), and the area within which livestock will wander (for sheep and dairy farms). Although they can overlap with other zones, crop/pasture fields for different buildings cannot overlap or merge, nor can a field painted for one building be used by another, even if it is of the same type as the field's parent. Any objects in a crop field will prevent that part of the field from being planted and as such must be cleared.