Difference between revisions of "Buildings"

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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 ==
Line 56: Line 63:


=== Sub-buildings ===
=== Sub-buildings ===
Large <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.
Line 64: Line 73:
{{Main|Decorations}}
{{Main|Decorations}}


Decorations are standalone objects that improve the desirability of the area in which they are placed. If attached to buildings, they provide Splendour matching the type of the building.
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 import of resources and the purchase of new [[territories]].
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]].
 
 


INFO ON ASSIGNING WORKERS, BUILDING PARTS, SUB-BUILDINGS, CHANGING FUNCTIONS etc.
== Buildings Summary ==
== Buildings Summary==
{{Building oTable}}
{{Building oTable}}


[[Category:Game Mechanics]]
[[Category:Game Mechanics]]

Latest revision as of 12:58, 6 February 2026

Build Menu

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 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:

From the menu, there are two methods of finding the desired building: the Search box in the top right, or the building type filters at the bottom of the menu.

  - All  - Logistics  - Resource Production  - Food Production  - Goods Production  - Service  - Administration  - Common Decoration  - Fortification  - Mods

Building Placement

 
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:

  • Building visual - shows the position and angle of the building when placed.
  • Blue line - the outer boundary.
  • Small white arrows around the boundary - entry points; blocking these will prevent villagers from entering the building.
  • 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 several further controls to be aware of:

  • Vertical arrows - allow for resizing of building parts on some modular buildings.
  • 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.

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.

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.

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 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

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.

Add-ons

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.

Modular Buildings

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.

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 churches, 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.

Sub-buildings

Some large modular buildings, known as Monuments (Taverns, Manor Houses, Monasteries and 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 Offices, a Bailiff's Office, Watchposts, and 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.

Decorations

Main Article: Decorations

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 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

All buildings have a monthly maintenance cost. If maintenance costs exceed income, the treasury may start to run out of gold, which in turn will prevent the placement of new buildings, the importing of resources and the purchase of new territories.

Buildings Summary

NameTypePrerequisitesProductionConstruction Requirements
ApiaryMonastery10   Prosperity
25   Clergy Splendour
5   Clergy Influence
Produces:
  Honey
  Wax
2   Tools
20   Planks
10   Polished Stone
ArmouryCastle0   Prosperity
25   Gold Coins
10   Stone
15   Polished Stone
10   Gold Coins
BakeryFood10   Prosperity
50   Gold Coins
Consumes:
  Flour
  Water
Produces:
  Bread
20   Stone
20   Planks
10   Tools
50   Gold Coins
BlacksmithResource10   Prosperity
50   Gold Coins
Consumes:
  Coal
  Iron
Produces:
  Tools
10   Stone
20   Planks
50   Polished Stone
6   Tools
50   Gold Coins
Blue market tentSub-building0   Prosperity10   Wood
25   Gold Coins
5   Cloth
Bountiful haystackSub-building50   Prosperity10   Wood
1   Tools
Bowyer's hutResource10   Prosperity
25   Kingdom Splendour
Consumes:
  Wood
  Cloth
  Tools
  Coal
  Steel
Produces:
  Shortbow
  Recurve Bow
5   Cloth
10   Planks
5   Polished Stone
8   Tools
50   Gold Coins
BreweryFood50   Prosperity
100   Gold Coins
Consumes:
  Wheat
  Hops
  Water
Produces:
  Beer
10   Tools
20   Planks
20   Polished Stone
200   Gold Coins
Builder's workshopLogistics0   Prosperity5   Wood
ButcheryFood10   Prosperity
50   Gold Coins
Consumes:
  Boar
Produces:
  Meat
10   Wood
10   Planks
3   Tools
10   Gold Coins
Candle workshopGoods100   Prosperity
250   Gold Coins
Consumes:
  Wax
  Iron
  Tools
Produces:
  Candle
13   Tools
50   Planks
30   Polished Stone
300   Gold Coins
Carving tableSub-building50   Prosperity
100   Gold Coins
10   Wood
4   Tools
5   Cloth
Carving tentSub-building50   Prosperity
100   Gold Coins
10   Wood
4   Tools
10   Cloth
Castle0   Prosperity
25   Gold Coins
Charcoal hutResource2   Kingdom Influence
50   Prosperity
Produces:
  Coal
20   Wood
5   Planks
2   Tools
25   Gold Coins
CheesemakerFood100   Prosperity
250   Gold Coins
Consumes:
  Milk
Produces:
  Cheese
10   Tools
15   Planks
10   Polished Stone
75   Gold Coins
ChurchService0   Prosperity
City belfryCity Market200   Prosperity
300   Labour Splendour
50   Labour Influence
30   Stone
45   Planks
15   Iron
30   Tools
60   Polished Stone
City marketMonument150   Labour Splendour
100   Prosperity
City stone bridgeBridge100   Prosperity
250   Gold Coins
80   Stone
10   Planks
20   Polished Stone
6   Tools
Common wares workshopGoods50   Prosperity
100   Gold Coins
Consumes:
  Planks
  Iron
Produces:
  Common Wares
13   Tools
45   Planks
25   Polished Stone
200   Gold Coins
CooperageResource100   Prosperity
250   Gold Coins
Consumes:
  Planks
  Iron
  Tools
Produces:
  Barrel
10   Tools
30   Planks
10   Polished Stone
300   Gold Coins
Court of heroesDecoration200   Prosperity
300   Kingdom Splendour
50   Kingdom Influence
Dairy farmFood100   Prosperity
250   Gold Coins
Produces:
  Milk
10   Tools
30   Planks
150   Gold Coins
Deceptively large wood depotSub-building10   Prosperity
50   Gold Coins
10   Wood
2   Tools
Drinking postSub-building10   Prosperity
50   Gold Coins
5   Wood
5   Planks
2   Tools
5   Cloth
Fisher's hutFood0   Prosperity
25   Gold Coins
Produces:
  Fish
20   Wood
10   Gold Coins
Food stallSub-building0   Prosperity10   Wood
Forester's campResource0   Prosperity10   Wood
10   Gold Coins
Frugal haystackSub-building50   Prosperity5   Wood
1   Tools
Gathering hutFood0   ProsperityProduces:
  Berries
10   Wood
10   Gold Coins
Glass smelterResource100   Prosperity
250   Gold Coins
Consumes:
  Quartz
  Coal
  Tools
Produces:
  Glass
15   Wood
500   Gold Coins
Gold smelterGoods100   Prosperity
250   Gold Coins
Consumes:
  Coal
  Iron Ore
Produces:
  Gold
16   Tools
20   Planks
25   Polished Stone
500   Gold Coins
Goods stallSub-building0   Prosperity10   Wood
25   Gold Coins
GranaryLogistics0   Prosperity15   Wood
5   Stone
10   Gold Coins
Granary depotSub-building10   Prosperity
50   Gold Coins
5   Wood
1   Tools
Green market tentSub-building0   Prosperity10   Wood
5   Cloth
25   Gold Coins
Hearty haystackSub-building50   Prosperity5   Wood
1   Tools
Hop farmFood50   Prosperity
100   Gold Coins
Produces:
  Hops
20   Tools
20   Planks
15   Polished Stone
100   Gold Coins
HouseHousing0   Prosperity20   Wood
Hunter's hutFood10   Prosperity
50   Gold Coins
Produces:
  Boar
20   Wood
2   Tools
10   Gold Coins
Iron mining campResource2   Kingdom Influence
50   Prosperity
Produces:
  Iron Ore
10   Wood
4   Tools
3   Cloth
25   Gold Coins
Iron smelterResource2   Kingdom Influence
50   Prosperity
Consumes:
  Coal
  Iron Ore
Produces:
  Iron
5   Stone
10   Planks
10   Polished Stone
5   Tools
05   Gold Coins
Jeweller's workshopGoods100   Prosperity
250   Gold Coins
Consumes:
  Gems
  Gold
Produces:
  Jewellery
25   Tools
40   Planks
40   Polished Stone
500   Gold Coins
Limbing postSub-building10   Prosperity
50   Gold Coins
5   Wood
1   Tools
Lumber campResource0   ProsperityProduces:
  Wood
2   Tools
10   Gold Coins
Luxury goods stallSub-building50   Prosperity
100   Gold Coins
10   Wood
50   Gold Coins
Manor houseMonument1   Labour Splendour
25   Prosperity
Market hall, city squareCity Market100   Prosperity
150   Labour Splendour
35   Labour Influence
10   Stone
25   Planks
10   Polished Stone
4   Tools
Market hall, storehouseCity Market100   Prosperity
150   Labour Splendour
35   Labour Influence
10   Stone
25   Planks
10   Polished Stone
4   Tools
Modest keep50   Prosperity
75   Kingdom Splendour
20   Kingdom Influence
75   Stone
30   Planks
60   Polished Stone
20   Tools
MonasteryMonument0   Prosperity
25   Gold Coins
Monastic abbatial churchMonastery200   Prosperity
300   Clergy Splendour
50   Clergy Influence
Monastic grangeMonastery0   Prosperity
25   Gold Coins
15   Wood
5   Stone
Munching postSub-building10   Prosperity
50   Gold Coins
5   Wood
5   Planks
3   Tools
Napping postSub-building10   Prosperity
50   Gold Coins
5   Wood
1   Tools
5   Cloth
Paviour's yardLogistics75   Labour Splendour
50   Prosperity
Consumes:
  Stone
10   Tools
15   Planks
20   Polished Stone
200   Gold Coins
Red market tentSub-building0   Prosperity10   Wood
5   Cloth
25   Gold Coins
Rustic fortified keep10   Prosperity
25   Kingdom Splendour
5   Kingdom Influence
50   Stone
16   Planks
40   Polished Stone
5   Tools
Rustic market tentSub-building0   Prosperity10   Wood
5   Cloth
25   Gold Coins
Rustic wooden keep25   Prosperity
1   Kingdom Splendour
2   Tools
28   Planks
SawmillResource0   ProsperityConsumes:
  Wood
Produces:
  Planks
20   Wood
10   Stone
10   Gold Coins
Sculpture workshopSub-building100   Prosperity
250   Gold Coins
15   Wood
5   Tools
5   Cloth
Serene campfireSub-building50   Prosperity
100   Gold Coins
10   Wood
4   Tools
Sheep farmGoods10   Prosperity
50   Gold Coins
Produces:
  Wool
10   Wood
2   Tools
10   Stone
25   Gold Coins
Snoring postSub-building10   Prosperity
50   Gold Coins
5   Wood
1   Tools
5   Cloth
Spearmaker's hutResource10   Prosperity
25   Kingdom Splendour
Consumes:
  Wood
  Iron
  Coal
  Steel
Produces:
  Spear
  Polearm
8   Tools
15   Planks
5   Polished Stone
50   Gold Coins
Stained glass workshopSub-building100   Prosperity
250   Gold Coins
15   Wood
5   Tools
5   Cloth
Stewing postSub-building10   Prosperity
50   Gold Coins
5   Wood
5   Planks
2   Tools
Stone cartSub-building50   Prosperity
100   Gold Coins
20   Wood
4   Tools
Stone cratesSub-building50   Prosperity
100   Gold Coins
10   Wood
4   Tools
5   Cloth
Stone rackSub-building50   Prosperity
100   Gold Coins
20   Wood
4   Tools
Stone rack, coveredSub-building50   Prosperity
100   Gold Coins
20   Wood
4   Tools
Stonecutter campResource0   ProsperityProduces:
  Stone
10   Wood
2   Tools
10   Gold Coins
Stonemason hutResource10   Prosperity
50   Gold Coins
Consumes:
  Stone
Produces:
  Polished Stone
10   Wood
8   Tools
5   Cloth
25   Gold Coins
SwordsmithResource10   Prosperity
25   Kingdom Splendour
Consumes:
  Tools
  Iron
  Coal
  Steel
Produces:
  Iron Sword
  Steel Sword
8   Tools
10   Planks
10   Polished Stone
40   Gold Coins
Tailor's workshopGoods10   Prosperity
50   Gold Coins
Consumes:
  Cloth
Produces:
  Common Clothes
15   Stone
20   Planks
8   Tools
50   Gold Coins
TavernMonument25   Labour Splendour
10   Prosperity
5   Labour Influence
Tooling deskSub-building50   Prosperity
100   Gold Coins
10   Wood
4   Tools
Tooling shackSub-building50   Prosperity
100   Gold Coins
10   Wood
5   Tools
Tooling tableSub-building50   Prosperity
100   Gold Coins
10   Wood
4   Tools
Vigilant scarecrowSub-building50   Prosperity5   Wood
1   Tools
5   Wheat
Village marketLogistics10   Prosperity
50   Gold Coins
Village stone bridgeBridge50   Prosperity
100   Gold Coins
30   Stone
10   Planks
4   Polished Stone
2   Tools
Village wooden bridgeBridge0   Prosperity
25   Gold Coins
10   Planks
VineyardMonastery100   Prosperity
150   Clergy Splendour
35   Clergy Influence
Produces:
  Grapes
5   Wood
5   Planks
5   Tools
20   Polished Stone
10   Stone
WarehouseLogistics0   Prosperity
25   Gold Coins
10   Stone
15   Planks
10   Gold Coins
Warehouse depotSub-building10   Prosperity
50   Gold Coins
5   Wood
2   Tools
Weaver hutGoods10   Prosperity
50   Gold Coins
Consumes:
  Wool
Produces:
  Cloth
5   Stone
10   Planks
6   Tools
50   Gold Coins
WellFood0   ProsperityProduces:
  Water
10   Wood
5   Stone
10   Gold Coins
Wheat barnSub-building50   Prosperity
100   Gold Coins
5   Tools
20   Planks
Wheat cartSub-building50   Prosperity
100   Gold Coins
10   Wood
2   Tools
Wheat farmFood50   Prosperity
100   Gold Coins
Produces:
  Wheat
4   Tools
20   Planks
25   Gold Coins
WindmillFood10   Prosperity
50   Gold Coins
Consumes:
  Wheat
Produces:
  Flour
15   Stone
15   Planks
6   Tools
50   Gold Coins
WineryMonastery100   Prosperity
150   Clergy Splendour
35   Clergy Influence
Consumes:
  Grapes
  Barrel
Produces:
  Wine
25   Stone
20   Planks
25   Polished Stone
5   Tools
Wood depotSub-building10   Prosperity
50   Gold Coins
10   Wood
2   Tools
Wooden wagonSub-building10   Prosperity
50   Gold Coins
5   Wood
1   Tools
Woodsmen tool rackSub-building10   Prosperity10   Wood
10   Planks
5   Tools
Woodsmen tool rack, waterproofedSub-building10   Prosperity5   Wood
10   Planks
5   Tools
5   Cloth
Workshop extensionSub-building200   Prosperity
500   Gold Coins
12   Tools
30   Planks
20   Polished Stone
Workshop towerSub-building200   Prosperity
500   Gold Coins
12   Tools
30   Planks
20   Polished Stone