Difference between revisions of "Buildings"

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'''Buildings''' in ''[[Foundation]]'' are a necessity to growing the village. When starting a new game, the initial buildings, (specifically the [[village center]] and [[builder's workshop]]) are forced by making them the only buildings available to construct. After these first initial placements, the building tree will open up, with [[quests]] that guide further construction towards specific buildings.
== Build Menu ==
'''Buildings''' in ''[[Foundation]]'' are a necessity to growing the village. When starting a new game, the initial buildings (specifically the [[village center|Village Center]] and [[builder's workshop|Builder's Workshop]]) are forced as they are the only buildings available to construct. After these buildings are completed, the building tree will open up, with [[Quests]] that guide further construction towards specific buildings.


Construction of any building begins by opening the building menu:
Construction of any building begins by opening the building menu:
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Service Filter Icon.png, Service
Service Filter Icon.png, Service
Administration Filter Icon.png, Administration
Administration Filter Icon.png, Administration
Decoration Filter Icon.png, Decoration
Decoration Filter Icon.png, Common Decoration
Masterpiece Filter Icon.png, Masterpiece
Wall Filter Icon.png, Fortification
Transportation Filter Icon.png, Transportation
Wall Filter Icon.png, Wall
Mod Filter Icon.png, Mods}}
Mod Filter Icon.png, Mods}}


==Building Placement==
==Building Placement==
[[File:Lumber Camp Blueprint.png|200px|thumb|A lumber camp that not yet been placed]]
[[File:Lumber Camp Blueprint.png|200px|thumb|A lumber camp that has not yet been placed]]
Once the building to be placed has been located and selected in the build menu, a blueprint will show in the world under the cursor. The blueprint has 4 key parts:
Once the building to be placed has been located and selected in the build menu, a blueprint will show in the world under the cursor. The blueprint has 4 key parts:  
* Building visual - Shows the position and angle of the building when placed
*Building visual - shows the position and angle of the building when placed.
* Blue line - The outer boundary
*Blue line - the outer boundary.
* Green arrows on the boundary - Access points, blocking these will prevent villagers from entering the building
* Small white arrows around the boundary - entry points; blocking these will prevent villagers from entering the building.
* Central arrows - Indicates the current placement activity. The default activity is move/place (arrows pointing in four directions), however, when the CTRL key is held this will change the movement mode to rotate on the Y-axis.
*Central four-way arrows - click and drag to move the building around the map.
*Circle around central arrows - click and drag to rotate the building.


At the early stages of city building, the rotate and place commands will be all that is required in most situations, alongside right click (or ESC) to cancel/delete the selected part. There are two further controls to be aware of:
At the early stages of city building, the rotate and place commands will be all that is required in most situations, alongside right click (or ESC) to cancel/delete the selected part. There are several further controls to be aware of:  


* Shift + Left Click - Allows the building/part to be placed, but retain the blueprint to place again. This allows for the rapid deployment of multiple buildings/parts of the same time without having to individually reselect them
*Vertical arrows - allow for resizing of building parts on some modular buildings.
* Left Click + Drag on Vertical Arrows - This allows for the resizing of building parts. Only modular buildings are able to have their parts resized.  
*Left and right arrows (either side of vertical) - allows the player to scroll between different roofing options on some modular buildings.
*Shift + left-click - Allows the building/part to be placed, but retain the blueprint to place again. This allows for the rapid placement of multiple buildings/parts of the same time without having to individually reselect them.


===Modular Buildings===
==Resource Bundles==
 
The construction process uses steps called resource bundles: a package of resources that must be completed in order to construct a specific stage of a building. Many early buildings will have a single bundle of all materials required for construction.
Modular buildings can be built and adjusted to adapt to needs (or aesthetics) as the village expands. The first two modular buildings are the builder's workshop (which can be extended with a [[Sculptor's Workshop|sculptor's workshop]]) and the market. With exception to [[quarries]] and the builder's workshop, modular buildings start by designating a center point to build from. All modular buildings will have one or more mandatory requirements that will prevent the building from being constructed if not provided. For instance, the [[Rustic Church]] must have a door, core and bell tower in order to be constructed.


<gallery>
More advanced buildings will have multiple resource bundles in the construction process. Although resources may be brought for any bundle in any order, construction work can only be completed in bundle order. Therefore if the resources for bundle 2 have been collected, but work on bundle 1 has not been completed, construction on bundle 2 cannot begin. Similarly, if resources for bundles 1 and 3 have been collected, but those of bundle 2 have not, then builders can only complete construction on bundle 1.
Modular Building Overview.png|Overview of a Market with multiple pieces installed.
Resize Example.png|A church core selected showing the resize indicator in the middle of the part.
</gallery>
 
===Decorations===
{{Main|Decorations}}


Decorations are standalone objects that improve the desirability of the area in which they are placed. Decorations can be common or Estate-specific.
Where multiple bundles use the same resource, resources brought to the site will be allocated in bundle order.


==Resource Bundles==
== Buildings and Workers ==
As of version 1.8, construction has the additional requirement of resource bundles: a package of resources that must be completed in order to construct a specific stage of a building. Many early buildings will have a single bundle of all materials required for construction.
After the building is complete, all buildings that perform a function will need workers to be added in order to carry out the building's function. Buildings which only provide passive benefits, such as [[Decorations]], do not need workers.


More advanced buildings and modular buildings will have multiple bundles to the construction. Although resources may be brought for any bundle as part of the construction, builders can only complete work in bundle order. If bundle 2 is complete, but bundle one is not, building will not be able to begin; similarly is bundles 1 and 3 are completed, but bundle 2 is not, construction will stop on completion of bundle 1.
Mostly, workers can be added to individual buildings on that building's menu. The simplest way is for the player to click the small plus sign on the building menu, which adds the next available unemployed [[Villager]]. If there are [[Villagers]] of multiple [[Rank|Ranks]] available, the plus sign will add the Villager with the most appropriate Rank for the job in question. Alternatively, the player can click the empty worker square on the building menu to view a list of all villagers, and choose the one they want to add to the building.


Where multiple bundles share a resource, resources brought to the site will be allocated in bundle order.
The Monastery is unique in this respect, in that players cannot assign workers to individual jobs within the Monastery. Instead, the player devotes Villagers to the Monastery as a whole, and game algorithms decide which job the new Novice should do within the Monastery. This mirrors the reality of medieval life, where secular lords had relatively little control over the inner workings of Monasteries.


==Maintenance Costs==
== Individual Buildings ==
[[File:Maintenance Cost.png|frameless|right|100px]]
Most buildings in the game are individual buildings, which consist of only one part. They cannot be personalised in their design, and cannot be extended, improved or decorated. Many (but not all) early buildings, such as the [[Stonecutter Camp]] and the [[Sawmill]], are in this category.
All buildings have a monthly maintenance cost that need to be covered in order to ensure the village can thrive. Not meeting this cost will result in the village haemoraging [[gold coins]], which, in turn will prevent the addition of further buildings and the ability to purcahse new [[territories]].
{{Clear}}


==Beginning a Settlement==
=== Add-ons ===
Once the initial [[territory]] has been selected on the map, the village center must be placed; placing this in the center seems the most logical from an access standpoint early on: all [[villagers]] will congregate here while not working so travel to work etc is roughly even. If the resources (berries and stone specifically) are towards the central point, moving the center off the side may be better. Once placed, the initial resources will be supplied:
In some buildings, there is a main part similar to the above, which is where the function of the building takes place, but additional parts can be added to the building, typically to improve its storage or worker capacity, or to decorate it. These add-on parts cannot function without the main part of the building. Examples of buildings with add-ons are the [[Wheat Farm]], [[Stonemason Hut]] and [[Common Wares Workshop]].


{{Column|cols=3|
== Modular Buildings ==
* {{Item|Wood|40}}
Modular buildings are buildings are highly adaptable buildings that can be extended as the village expands, to add more functions, extend capacity, or for aesthetics.
* {{Item|Tools|20}}
* {{Item|Berries|10}}
* {{Item|Cloth|10}}
* {{Item|Gold Coins|450}}
* [[Villagers]] (8)
}}


The second building to place will be the builder's workshop. Strategically at this stage in the game there is no real benefit to placement, unless the plan is to build out in a specific direction. From here the building tree will expand out, giving access to the following buildings:
The first two modular buildings are the Builder's Workshop (which can be extended with a [[Sculpture Workshop]] and a [[Stained Glass Workshop]]) and the [[Market]] (which can be extended with different types of Market Stall to meet different [[Needs]]). Large administrative buildings such as [[Church|churches]], [[Tavern|Taverns]], the [[Manor House]], the [[Monastery]] and the [[Keep]] are also modular; the player has a number of aesthetic options to choose from when building these buildings, and can add a number of sub-buildings, which allow sections of the same building to perform different functions. All modular buildings have one or more mandatory requirements that will prevent the building from functioning properly if not met. For instance, the [[Rustic Church]] must have a door, core building and bell tower in order to work properly. There are indicators on the building's  menu during construction which show whether the mandatory requirements have been met.


{{Column|cols=4|
=== Sub-buildings ===
* [[Forester Camp]]
Some large modular buildings, known as Monuments ([[Tavern|Taverns]], [[Manor House|Manor Houses]], [[Monastery|Monasteries]] and [[Keep|Keeps]]) can contain sub-buildings which allow the same building to carry out multiple functions. For example, in the Manor House players can build a Great Hall, [[Tax Office|Tax Offices]], a [[Bailiff's Office]], [[Watchpost|Watchposts]], and [[Treasury|Treasuries]]. Players can also build Free Build sub-buildings in any of these buildings, which allow the player to add building parts for aesthetic reasons, without making any change to the capacity of functions of the building.
* [[Gathering Hut]]
* [[Granary]]
* [[Lumber Camp]]
* [[Market]]
* [[Sawmill]]
* [[Stonecutter Camp]]
* [[Well]]
}}


The objective at stage is to become self sustaining; this means a functioning market selling food and a well for water. Placing a well is sufficient for water, for a functioning market and gathering hut and granary are necessary to gather, then store berries ready for collection by the market.
A new sub-building can be added at the bottom left of the building's build menu, where the player can also see a list of existing sub-buildings. Using the cog button next to each sub-building, the player also has the option of switching the function of that sub-building, which essentially changes it to a different sub-building. In some cases, some parts of the sub-building may be deleted as part of the change, if that sub-building uses unique building parts. For example, the [[Castle]] sub-building in the [[Keep]] uses some unique main building parts, which will be deleted if the player changes the function from Castle to, for example, [[Barracks]]. <gallery>
Modular Building Overview.png|Overview of a Market with multiple pieces installed.
Resize Example.png|A church core selected showing the resize indicator in the middle of the part.
</gallery>


For the required buildings alone the required resources are:
==Decorations==
* {{Item|wood|30}}
{{Main|Decorations}}
* {{Item|planks|10}}
* {{Item|stone|15}}
* {{item|gold coins|90}}


As can be noted by comparing the original resources and the required resources, there is adequate wood and coins, but stone and planks are not available. In order to get these two resources a stonecutter camp and a sawmill need to be built. These two buildings alone will require 30 wood, 10 stone, 5 tools, 125 gold; this would then deplete the wood supply so a lumber camp would need to be constructed.
Decorations are standalone objects that improve the [[Beautification]] level of the area in which they are placed, and contribute to the overall [[Prosperity]] of the city. If built as part of [[Monument|Monuments]], they instead provide [[Splendour]] matching the Monument's type. For example, if decorations are built as part of the Manor House, they will provide additional [[Labour Splendour]].


To reduce construction bottlenecks and have a continual supply of goods constructing the lumber and stonecutter camps first, then the gathering hut and well will ensure a flow of base resources and partial villager satisfaction. The market and sawmill can then be built together with the granary placed last.
== Maintenance Costs ==
[[File:Maintenance Cost.png|frameless|right|100px]]
All buildings have a monthly maintenance cost. If maintenance costs exceed income, the treasury may start to run out of [[Gold Coins|gold]], which in turn will prevent the placement of new buildings, the importing of resources and the purchase of new [[territories]].


==Buildings Summary==
== Buildings Summary ==
{{Building Table}}
{{Building oTable}}


[[Category:Game Mechanics]]
[[Category:Game Mechanics]]
[[Category:Buildings| ]]
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