Difference between revisions of "Buildings"

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Beginning a Settlement info moved to new tutorial page
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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 with the opening the building menu:
Construction of any building begins by opening the building menu:
<gallery widths="150px">
<gallery widths="150px">
Building UI Icon.png|Inactive Icon
Building UI Icon.png|Inactive Icon
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</gallery>
</gallery>


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:
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.


{{Icon List|All Filter Icon.png, All
{{Icon List|All Filter Icon.png, All
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Production Filter Icon.png, Resource Production
Production Filter Icon.png, Resource Production
Food Filter Icon.png, Food Production
Food Filter Icon.png, Food Production
Goods Icon.png, Good Production
Goods Icon.png, Goods Production
Service Filter Icon.png, Service
Service Filter Icon.png, Service
Administration Filter Icon.png, Administration
Administration Filter Icon.png, Administration
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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 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:
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
* Small white arrows around the boundary - entry 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 ctrl is held this will change the movement mode to rotate on the Y-axis.
*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 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 several 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
*Vertical arrows - allow for resizing of building parts on some modular buildings.
* 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 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===


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 start from building from. All modular buildings will have one or more mandatory requirements that will prevent the building from constructed if not provided; 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]] and a [[Stained Glass Workshop]]) and the Market. All modular buildings will 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. Players receive a notification if they attempt to begin construction on a building where the mandatory requirements have not been met.


<gallery>
<gallery>
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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.
</gallery>
</gallery>
===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 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:
 
{{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.
INFO ON ASSIGNING WORKERS, BUILDING PARTS, SUB-BUILDINGS, CHANGING FUNCTIONS etc.
== Buildings Summary==
{{Building oTable}}


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