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 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 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 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.

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

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

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
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:
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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