Difference between revisions of "Buildings"

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(Swapped out Template:Building Table for Template: Building oTable)
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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.
'''Buildings''' in ''[[Foundation]]'' are a necessity to growing the village. When starting a new game, the initial buildings (specifically the [[village center|Village Center]] and [[builder's workshop|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:
Construction of any building begins by opening the building menu:
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==Building Placement==
==Building Placement==
[[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 the CTRL key 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
* Left Click + Drag on Vertical Arrows - This allows for the resizing of building parts. Only modular buildings are able to have their parts resized.  
*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===


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.
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.
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{{Clear}}
{{Clear}}


==Beginning a Settlement==
== 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:
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:


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For the required buildings alone the required resources are:
For the required buildings alone the required resources are:
* {{Item|wood|30}}
*{{Item|wood|30}}
* {{Item|planks|10}}
*{{Item|planks|10}}
* {{Item|stone|15}}
*{{Item|stone|15}}
* {{item|gold coins|90}}
*{{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.
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.
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