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Where multiple bundles use the same resource, resources brought to the site will be allocated in bundle order. | Where multiple bundles use the same resource, resources brought to the site will be allocated in bundle order. | ||
== Buildings and Workers == | |||
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. | |||
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. | |||
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. | |||
== Individual Buildings == | == Individual Buildings == | ||
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=== Sub-buildings === | === Sub-buildings === | ||
<gallery> | 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. | ||
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. | 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. | Resize Example.png|A church core selected showing the resize indicator in the middle of the part. | ||
</gallery> | </gallery> | ||
==Decorations== | |||
{{Main|Decorations}} | {{Main|Decorations}} | ||
Decorations are standalone objects that improve the | 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]]. | ||
==Maintenance Costs== | == Maintenance Costs == | ||
[[File:Maintenance Cost.png|frameless|right|100px]] | [[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 | 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 oTable}} | {{Building oTable}} | ||
[[Category:Game Mechanics]] | [[Category:Game Mechanics]] | ||
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