Difference between revisions of "Buildings"

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== Modular Buildings ==
== 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.
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. They are built from collections of building parts which are often shared between modular sub-buildings in the building, if applicable.  


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]]). [[Church|Churches]] and [[Monument|Monuments]] such as [[Tavern|Taverns]], [[City Market|City Markets]], the [[Manor House]], the [[Monastery]] and the [[Castle]] 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.
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]]). [[Church|Churches]] and [[Monument|Monuments]] such as [[Tavern|Taverns]], [[City Market|City Markets]], the [[Manor House]], the [[Monastery]] and the [[Castle]] 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.
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Some Monuments ([[City Market|City Markets]], [[Tavern|Taverns]], [[Manor House|Manor Houses]], [[Monastery|Monasteries]] and [[Castle|Castles]]) 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.  
Some Monuments ([[City Market|City Markets]], [[Tavern|Taverns]], [[Manor House|Manor Houses]], [[Monastery|Monasteries]] and [[Castle|Castles]]) 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 Keep]] sub-building in the [[Castle]] uses some unique main building parts, which will be deleted if the player changes the function from Castle Keep to, for example, [[Barracks]]. <gallery>
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 Keep]] sub-building in the [[Castle]] uses some unique main building parts, which will be deleted if the player changes the function from Castle Keep to, for example, [[Barracks]].
 
Sub-buildings can either be similar to Individual Buildings above, in that they have only one part, or they can be modular, sharing the building parts collections of the parent building. <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.
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