Difference between revisions of "Buildings"

Jump to navigation Jump to search
2,130 bytes removed ,  Yesterday at 07:14
Beginning a Settlement info moved to new tutorial page
(Beginning a Settlement info moved to new tutorial page)
 
(3 intermediate revisions by 2 users not shown)
Line 50: Line 50:
{{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 hte type of the building.
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.


==Resource Bundles==
==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.
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 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.
More advanced buildings and modular buildings will have multiple resource bundles to the construction. 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 share a 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.


==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 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]].
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]].
{{Clear}}


== 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:


{{Column|cols=3|
* {{Item|Wood|40}}
* {{Item|Tools|20}}
* {{Item|Berries|10}}
* {{Item|Cloth|10}}
* {{Item|Gold Coins|450}}
* [[Villagers]] (8)
}}


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:
INFO ON ASSIGNING WORKERS, BUILDING PARTS, SUB-BUILDINGS, CHANGING FUNCTIONS etc.
 
== Buildings Summary==
{{Column|cols=4|
* [[Forester Camp]]
* [[Gathering Hut]]
* [[Granary]]
* [[Lumber Camp]]
* [[Market]]
* [[Sawmill]]
* [[Stonecutter Camp]]
* [[Well]]
}}
 
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:
*{{Item|wood|30}}
*{{Item|planks|10}}
*{{Item|stone|15}}
*{{item|gold coins|90}}
 
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==
{{Building oTable}}
{{Building oTable}}


[[Category:Game Mechanics]]
[[Category:Game Mechanics]]
[[Category:Buildings| ]]
445

edits

Navigation menu