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 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

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
  Wax
5   Tools
30   Planks
Bakery10 SerfsRequires:
  Water
  Flour
Produces:
  Bread
20   Stone
20   Planks
150   Gold Coins
20   Tools
Blacksmith10 SerfsRequires:
  Coal
  Iron
Produces:
  Tools
20   Stone
20   Tools
200   Gold Coins
20   Wood
Brewery20 CommonersRequires:
  Wheat
  Hops
  Water
Produces:
  Beer
10   Tools
15   Planks
200   Gold Coins
15   Polished Stone
Builder's workshopVillage Center5   Wood
ButcheryRequires:
  Boar
Produces:
  Meat
3   Tools
10   Planks
10   Gold Coins
10   Stone
Candle workshopRequires:
  Wax
  Iron
  Tools
Produces:
  Candle
13   Tools
50   Planks
300   Gold Coins
30   Polished Stone
Charcoal hut10 SerfsRequires:
  Wood
Produces:
  Coal
20   Wood
100   Gold Coins
10   Tools
Cheesemaker1 CommonerRequires:
  Milk
Produces:
  Cheese
5   Tools
15   Planks
150   Gold Coins
10   Polished Stone
Church
Common wares workshop1 CommonerRequires:
  Iron
Icon does not exist
Produces:
  Common Wares
13   Tools
45   Planks
200   Gold Coins
25   Polished Stone
Cooperage20 CommonersRequires:
  Planks
  Iron
  Tools
Produces:
  Barrel
10   Tools
30   Planks
300   Gold Coins
10   Polished Stone
Dairy farm1 CommonerProduces:
  Milk
5   Tools
25   Planks
75   Gold
Fisher's hut20 SerfsProduces:
  Fish
20   Gold Coins
40   Wood
Forester campBuilder's workshop10   Planks
Gathering hutBuilder's workshopProduces:
  Berries
20   Gold Coins
10   Wood
Glass smelter
Gold smelter
GranaryBuilder's workshop5   Stone
50   Gold Coins
15   Wood
Hop farm20 CommonersProduces:
  Hops
10   Tools
30   Planks
100   Gold Coins
10   Polished Stone
House10   Wood
Hunter's hut20   Wood
10   Gold Coins
2   Tools
Iron smelter10 SerfsRequires:
  Iron Ore
  Coal
Produces:
  Iron
10   Stone
20   Planks
150   Gold Coins
10   Tools
Jeweler's workshop
Lumber campBuilder's workshopProduces:
  Wood
20   Gold Coins
5   Tools
Manor house6   Stone
10   Planks
MarketBuilder's workshop10   Gold Coins
2   Wood
Monastery25   Tools
10   Glass
110   Polished Stone
55   Planks
Quarries20   Planks
Rustic church
SawmillBuilder's workshopRequires:
  Wood
Produces:
  Planks
10   Stone
100   Gold Coins
20   Wood
Sheep farm1 CommonerProduces:
  Wool
10   Stone
5   Tools
50   Gold Coins
10   Wood
Stone bridge
Stonecutter campBuilder's workshopProduces:
  Stone
10   Wood
25   Gold Coins
5   Tools
Stonemason hut10 SerfsRequires:
  Stone
Produces:
  Polished Stone
10   Wood
25   Gold Coins
5   Cloth
Tailor's workshop1 CommonerRequires:
  Cloth
Produces:
  Common Clothes
2   Tools
5   Planks
50   Gold Coins
5   Polished Stone
Tavern25   Tools
40   Planks
150   Gold Coins
Village center
Warehouse10 Villagers
Icon does not exist
10   Stone
15   Planks
10   Gold Coins
Weaver hut1 CommonerRequires:
  Wool
Produces:
  Cloth
10   Stone
10   Planks
100   Gold Coins
5   Tools
WellProduces:
  Water
5   Stone
20   Gold Coins
10   Wood
Wheat farm10 SerfsProduces:
  Wheat
10   Tools
20   Planks
75   Gold Coins
Windmill10 SerfsRequires:
  Wheat
Produces:
  Flour
10   Stone
10   Planks
100   Gold Coins
10   Tools
Wooden bridge10 Villagers10   Planks
Wooden keep30   Planks