Difference between revisions of "Buildings"

From Foundation - Wiki
Jump to navigation Jump to search
 
(11 intermediate revisions by 4 users not shown)
Line 1: Line 1:
'''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.
'''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.


Construction of any building begins with the opening the building menu:
Construction of any building begins by opening the building menu:
<gallery widths="150px">
<gallery widths="150px">
Building UI Icon.png|Inactive Icon
Building UI Icon.png|Inactive Icon
Line 8: Line 8:
</gallery>
</gallery>


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:
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.


{{Icon List|All Filter Icon.png, All
{{Icon List|All Filter Icon.png, All
Line 14: Line 14:
Production Filter Icon.png, Resource Production
Production Filter Icon.png, Resource Production
Food Filter Icon.png, Food Production
Food Filter Icon.png, Food Production
Goods Icon.png, Good Production
Goods Icon.png, Goods Production
Service Filter Icon.png, Service
Service Filter Icon.png, Service
Administration Filter Icon.png, Administration
Administration Filter Icon.png, Administration
Line 26: Line 26:
[[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 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
* Green arrows on the boundary - Access 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 ctrl is held this will change the movement mode to rotate on the Y-axis.
* 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.


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 two 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
* 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
Line 38: Line 38:
===Modular Buildings===
===Modular Buildings===


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]]) and the market. With exception to [[quarries]] and the builder's workshop, modular buildings start by designating a center point to start from building from. All modular buildings will have one or more mandatory requirements that will prevent the building from constructed if not provided; the [[Rustic Church]] must have a door, core and bell tower in order to be constructed.
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>
<gallery>
Line 46: Line 46:


===Decorations===
===Decorations===
Decorations are standalone objects that improve the desirability of the area in which they are placed.
{{Main|Decorations}}


{| class="wikitable"
Decorations are standalone objects that improve the desirability of the area in which they are placed. Decorations can be common or Estate-specific.
! Image !! Name !! Prerequisites !! Materials !! Cost
|-
| || Sheep Statue || 10 Serfs || 1 sculpture (20 tools, 50 polished stone) || 100
|-
| || Decorative Bush || 15 Serfs || || 2 Gold
|-
| || Fence || 15 Serfs || 1 Tools, 1 Plank || 5 Gold
|-
| || Decorative Tree || 1 Commoner || || 5 Gold
|-
| || Road Sign || 1 Commoner || 2 Wood ||
|-
| || Plant Arch || 1 Commoner || || 20 Gold
|-
| || Wooden Gate<sup>*</sup> || 15 Serfs || ||
|}
 
<sup>* Not a decoration by building category</sup>


==Resource Bundles==
==Resource Bundles==
Line 116: Line 98:


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.
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.
==Buildings Summary==
{{Building Table}}


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

Latest revision as of 15:04, 21 February 2024

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.

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 Filter Icon.png - AllLogistics Filter Icon.png - LogisticsProduction Filter Icon.png - Resource ProductionFood Filter Icon.png - Food ProductionGoods Icon.png - Goods ProductionService Filter Icon.png - ServiceAdministration Filter Icon.png - AdministrationDecoration Filter Icon.png - DecorationMasterpiece Filter Icon.png - MasterpieceTransportation Filter Icon.png - TransportationWall Filter Icon.png - WallMod Filter Icon.png - Mods

Building Placement

A lumber camp that 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
  • Green arrows on the boundary - Access 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.

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:

  • 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
  • Left Click + Drag on Vertical Arrows - This allows for the resizing of building parts. Only modular buildings are able to have their parts resized.

Modular Buildings

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) 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.

Decorations

Main Article: Decorations

Decorations are standalone objects that improve the desirability of the area in which they are placed. Decorations can be common or Estate-specific.

Resource Bundles

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.

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.

Where multiple bundles share a resource, resources brought to the site will be allocated in bundle order.

Maintenance Costs

Maintenance Cost.png

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.

Beginning a Settlement

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:

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 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.

For the required buildings alone the required resources are:

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.

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.

Buildings Summary

NamePrerequisitesProductionConstruction Requirements
ApiaryProduces:
Honey.pngHoney
Wax.pngWax
Tools.pngTools (5)
Planks.pngPlanks (30)
Bakery10 SerfsRequires:
Water.pngWater
Flour.pngFlour
Produces:
Bread.pngBread
Stone.pngStone (20)
Planks.pngPlanks (20)
Gold Coins.pngGold Coins (150)
Tools.pngTools (20)
Blacksmith10 SerfsRequires:
Coal.pngCoal
Iron Bar.pngIron
Produces:
Tools.pngTools
Stone.pngStone (20)
Tools.pngTools (20)
Gold Coins.pngGold Coins (200)
Logs.pngWood (20)
Brewery20 CommonersRequires:
Wheat.pngWheat
Hop.pngHops
Water.pngWater
Produces:
Beer.pngBeer
Tools.pngTools (10)
Planks.pngPlanks (15)
Gold Coins.pngGold Coins (200)
Polished Stone.pngPolished Stone (15)
Builder's workshopVillage CenterLogs.pngWood (5)
ButcheryRequires:
Boar.pngBoar
Produces:
Icon Meat.pngMeat
Tools.pngTools (3)
Planks.pngPlanks (10)
Gold Coins.pngGold Coins (10)
Stone.pngStone (10)
Candle workshop
Charcoal hut10 SerfsRequires:
Logs.pngWood
Produces:
Coal.pngCoal
Logs.pngWood (20)
Gold Coins.pngGold Coins (100)
Tools.pngTools (10)
Cheesemaker1 CommonerRequires:
Milk.pngMilk
Produces:
Cheese.pngCheese
Tools.pngTools (5)
Planks.pngPlanks (15)
Gold Coins.pngGold Coins (150)
Polished Stone.pngPolished Stone (10)
Church
Common wares workshop
Cooperage20 CommonersRequires:
Planks.pngPlanks
Iron Bar.pngIron
Tools.pngTools
Produces:
Barrel.pngBarrel
Tools.pngTools (10)
Planks.pngPlanks (30)
Gold Coins.pngGold Coins (300)
Polished Stone.pngPolished Stone (10)
Dairy farm1 CommonerProduces:
Milk.pngMilk
Tools.pngTools (5)
Planks.pngPlanks (25)
Gold Bar.pngGold (75)
Fisher's hut20 SerfsProduces:
Fish.pngFish
Gold Coins.pngGold Coins (20)
Logs.pngWood (40)
Forester campBuilder's workshopPlanks.pngPlanks (10)
Gathering hutBuilder's workshopProduces:
Berries.pngBerries
Gold Coins.pngGold Coins (20)
Logs.pngWood (10)
Glass smelter
Gold smelter
GranaryBuilder's workshopStone.pngStone (5)
Gold Coins.pngGold Coins (50)
Logs.pngWood (15)
Hop farm20 CommonersProduces:
Hop.pngHops
Tools.pngTools (10)
Planks.pngPlanks (30)
Gold Coins.pngGold Coins (100)
Polished Stone.pngPolished Stone (10)
HouseLogs.pngWood (10)
Hunter's hutLogs.pngWood (20)
Gold Coins.pngGold Coins (10)
Tools.pngTools (2)
Iron smelter10 SerfsRequires:
Iron Ore.pngIron Ore
Coal.pngCoal
Produces:
Iron Bar.pngIron
Stone.pngStone (10)
Planks.pngPlanks (20)
Gold Coins.pngGold Coins (150)
Tools.pngTools (10)
Jeweler's workshop
Lumber campBuilder's workshopProduces:
Logs.pngWood
Gold Coins.pngGold Coins (20)
Tools.pngTools (5)
Manor houseStone.pngStone (6)
Planks.pngPlanks (10)
MarketBuilder's workshopGold Coins.pngGold Coins (10)
Logs.pngWood (2)
MonasteryTools.pngTools (25)
Glass.pngGlass (10)
Polished Stone.pngPolished Stone (110)
Planks.pngPlanks (55)
QuarriesPlanks.pngPlanks (20)
Rustic church
SawmillBuilder's workshopRequires:
Logs.pngWood
Produces:
Planks.pngPlanks
Stone.pngStone (10)
Gold Coins.pngGold Coins (100)
Logs.pngWood (20)
Sheep farm1 CommonerProduces:
Wool.pngWool
Stone.pngStone (10)
Tools.pngTools (5)
Gold Coins.pngGold Coins (50)
Logs.pngWood (10)
Stone bridge
Stonecutter campBuilder's workshopProduces:
Stone.pngStone
Logs.pngWood (10)
Gold Coins.pngGold Coins (25)
Tools.pngTools (5)
Stonemason hut10 SerfsRequires:
Stone.pngStone
Produces:
Polished Stone.pngPolished Stone
Logs.pngWood (10)
Gold Coins.pngGold Coins (25)
Cloth.pngCloth (5)
Tailor's workshop1 CommonerRequires:
Cloth.pngCloth
Produces:
Common Clothes.pngCommon Clothes
Tools.pngTools (2)
Planks.pngPlanks (5)
Gold Coins.pngGold Coins (50)
Polished Stone.pngPolished Stone (5)
TavernTools.pngTools (25)
Planks.pngPlanks (40)
Gold Coins.pngGold Coins (150)
Village center
Warehouse10 Villagers
Labor Influence.png (1)
Stone.pngStone (10)
Planks.pngPlanks (15)
Gold Coins.pngGold Coins (10)
Weaver hut1 CommonerRequires:
Wool.pngWool
Produces:
Cloth.pngCloth
Stone.pngStone (10)
Planks.pngPlanks (10)
Gold Coins.pngGold Coins (100)
Tools.pngTools (5)
WellProduces:
Water.pngWater
Stone.pngStone (5)
Gold Coins.pngGold Coins (20)
Logs.pngWood (10)
Wheat farm10 SerfsProduces:
Wheat.pngWheat
Tools.pngTools (10)
Planks.pngPlanks (20)
Gold Coins.pngGold Coins (75)
Windmill10 SerfsRequires:
Wheat.pngWheat
Produces:
Flour.pngFlour
Stone.pngStone (10)
Planks.pngPlanks (10)
Gold Coins.pngGold Coins (100)
Tools.pngTools (10)
Wooden bridge10 VillagersPlanks.pngPlanks (10)
Wooden keepPlanks.pngPlanks (30)