Buildings: Difference between revisions

From Against the Storm Official Wiki
Kram (talk | contribs)
Added harpy houses
Buffed the first sections with screenshots, icons, a table of specializations, and clearer descriptions
Line 14: Line 14:
[[File:Buildings construction icons.png|thumb|500px|The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.]]
[[File:Buildings construction icons.png|thumb|500px|The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.]]
Buildings are constructed by selecting from the options at the bottom of the screen and then clicking on the game map where you wish it to be placed. From left to write, the construction icons contain the following options:
Buildings are constructed by selecting from the options at the bottom of the screen and then clicking on the game map where you wish it to be placed. From left to write, the construction icons contain the following options:
# [[File:Construct Roads.png|x20px|Roads|link=]] [[Roads]], which are not Buildings, but improve [[Villagers]]' ability to move between them
# [[File:Construct Roads.png|x32px|Roads|link=]] [[Roads]], which are not Buildings, but improve [[Villagers]]' ability to move between them
# [[File:Construct Camps.png|x20px|Camps|link=]] [[Camps]], and you start most maps with the same 4 options: [[Woodcutters' Camp]], [[Stonecutters' Camp]], [[Harvesters' Camp]], and [[Scavengers' Camp]] before being able to choose more [[Blueprints]]
# [[File:Construct Camps.png|x32px|Camps|link=]] [[Camps]], and you start most maps with the same 4 options: [[Woodcutters' Camp]], [[Stonecutters' Camp]], [[Harvesters' Camp]], and [[Scavengers' Camp]] before being able to choose more [[Blueprints]]
# [[File:Construct Food Production.png|x20px|Food Production|link=]] [[Food Production]], for example for farming and cooking [[Recipes]]
# [[File:Construct Food Production.png|x32px|Food Production|link=]] [[Food Production]], for example for farming and cooking [[Recipes]]
# [[File:Construct Housing.png|x20px|Housing|link=]] [[Housing]], and you start every map with at least the option for the basic [[Shelter]]
# [[File:Construct Housing.png|x32px|Housing|link=]] [[Housing]], and you start every map with at least the option for the basic [[Shelter]]
# [[File:Construct Industry.png|x20px|Industry|link=]] [[Industry]] Buildings, which produce [[Resources]], sometimes by themselves but usually with [[Recipes]]
# [[File:Construct Industry.png|x32px|Industry|link=]] [[Industry]] Buildings, which produce [[Resources]], sometimes by themselves but usually with [[Recipes]]
# [[File:Construct City Buildings.png|x20px|City Buildings|link=]] [[City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]], but will also contain Buildings which provide [[Services]] when you have choose their [[Blueprints]].
# [[File:Construct City Buildings.png|x32px|City Buildings|link=]] [[City Buildings]], which includes [[Hearths]], [[Warehouse]]s, and the [[Trading Post]], but will also contain Buildings which provide [[Services]] when you have choose their [[Blueprints]].
# [[File:Construct Decorations.png|x20px|Decorations|link=]] [[Decorations]], which are also not Buildings, but used to upgrade [[Hearths]]
# [[File:Construct Decorations.png|x32px|Decorations|link=]] [[Decorations]], which are also not Buildings, but used to upgrade [[Hearths]]
Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying Buildings, roads, or deposits.
Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying Buildings, roads, or deposits.


Line 34: Line 34:


Most [[Industry]] Buildings typically do not need to show any of these things. (The Mine is an exception). For example, when placing a [[Provisioner]], there are no overlays or icons shown.
Most [[Industry]] Buildings typically do not need to show any of these things. (The Mine is an exception). For example, when placing a [[Provisioner]], there are no overlays or icons shown.
=== Moving a Building ===
[[File:Moveable_building_from_construction_toolbar.png|thumb|x200px|The Woodcutters' Camp is a moveable Building.]]
[[File:Move_Icon.png|32px|link=|Move button]]
If a Building may be moved, the button to do so appears large, in blue, on the Building panel. Holding your mouse over the button will tell you whether the Building may be moved for free, like a [[Camps|Camp]]. Some Buildings can be moved for a cost, like a [[Shelter]] for 5 [[Wood]]. Most Buildings that produce goods using [[Recipes]] cannot be moved at all, and the icon will not appear on their Building panel.
You can see before constructing a Building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the Building before placing it for construction. In the screenshot to the right, notice the blue Move button on the Building's picture in its construction tooltip.




== Workers ==
== Workers ==
Most Buildings have space for two or more Villager to work. Selecting a Building open its panel on the right side of your game window. There, you can assign or dismiss Villagers as workers. In general, because of internal building storage,  
[[File:Worker_panel_example.png|thumb|300px|Example building panel showing 3 Workers with 3 different statuses.]]
Most Buildings have space for two or more [[Villager]] to work. Selecting a Building open its panel on the right side of your game window. There, you can assign or dismiss Villagers as [[Workers]].
 
Next to the Worker icon, like a [[Human]], a small icon will appear that indicates the status of the Worker. They may be the following:
* walking to the Building (shoe with wings)
* actively producing or gathering (gear)
* moving goods from the Building to a [[Warehouse]] or vice versa (chest)
* resting at the Hearth (coffee cup)
* idling, unable to work (exclamation point)
 
If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse) or if you must select one of the options of a [[Glade Event]] and press the '''Investigate''' button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling Worker may be wasting valuable time, however you are free to ignore these icons.
 
=== Specializations ===
 
Some Buildings will indicate that there are Specializations available with small, color-coded icons. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization. However, the name does not tell you which of the two types of Specializations it is. Specializations either grant bonus to [[Resolve]] or chance for double production. A Building like the [[Cookhouse]] with 4 Worker slots can be used to boost the Resolve of the [[Lizards]] by assigning four Lizards to it due to its [[Warmth|Warmth Specialization]].
 
{| class="wikitable sortable"
|+ Specializations, effects, and examples
! Specialization !! Type !!class="unsortable"| Effect !! Species !!class="unsortable"| Example Building
|-
| [[File:Icon Spec Alchemy 64x64.png|x48px|link=Alchemy]] [[Alchemy]] || '''Proficiency''' || +10% chance of doubling their yield || [[File:Harpy_circle.png|32px|link=Harpies]] [[Harpies]] || [[Apothecary]]
|-
| [[File:Icon Spec Brewing 64x64.png|x48px|link=Brewing]] [[Brewing]] || '''Comfortable''' || +5 to their Resolve || [[File:Human_circle.png|32px|link=Humans]] [[Humans]] || [[Brewery]]
|-
| [[File:Icon Spec Cloth 64x64.png|x48px|link=Cloth]] [[Cloth]] || '''Comfortable''' || +5 to their Resolve || [[File:Harpy_circle.png|32px|link=Harpies]] [[Harpies]] || [[Weaver]]
|-
| [[File:Icon Spec Gear 64x64.png|x48px|link=Engineering]] [[Engineering]] || '''Comfortable''' || +5 to their Resolve || [[File:Beaver_circle.png|32px|link=Beavers]] [[Beavers]] || [[Mine]]
|-
| [[File:Icon_Spec_Farm_64x64.png|x48px|link=Farming]] [[Farming]] || '''Proficiency''' || +10% chance of doubling their yield || [[File:Human_circle.png|32px|link=Humans]] [[Humans]] || [[Small Farm]]
|-
| [[File:Icon_Spec_Meat_64x64.png|x48px|link=Meat Production]] [[Meat Production]] || '''Proficiency''' || +10% chance of doubling their yield || [[File:Lizard_circle.png|32px|link=Lizards]] [[Lizards]] || [[Butcher]]
|-
| [[File:Icon_Spec_Fire_64x64.png|x48px|link=Warmth]] [[Warmth]] || '''Comfortable''' || +5 to their Resolve ||  [[File:Lizard_circle.png|32px|link=Lizards]] [[Lizards]] || [[Ancient Hearth]]
|-
| [[File:Icon_Spec_Wood_64x64.png|x48px|link=Woodworking]] [[Woodworking]] || '''Proficiency''' || +10% chance of doubling their yield || [[File:Beaver_circle.png|32px|link=Beavers]] [[Beavers]] || [[Woodcutters' Camp]]
|}
 
=== Empty Worker Slots ===
 
[[File:Worker_Circle_Widget.png|64px|link=]]
 
If a Building has space for more Workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which [[Species]] to add.
 
There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the Woodcutters' Camps of all of their Workers just before the [[Storm]] can lower the [[Hostility]] of [[The Forest|the Forest]] enough so you don't lose any [[Villagers]] during the Storm due to low [[Resolve]]. Another example is if your settlement is producing a good more quickly than it is needed, removing a Worker will slow down the rate of production.





Revision as of 05:44, 3 December 2022

Buildings are your main way of meeting the Needs of your Villagers by way of gathering, farming, production, and consumption. They occupy map tiles, constrain the movement of Villagers, and offer a variety of capabilities to help your settlement survive.

Blueprints & Construction

The Reputation icon shimmers when you can choose new Blueprints.

Buildings require you to obtain their Blueprint. You start the game with a few Blueprints, which you learn about during the Tutorial. You can choose additional Blueprints by gaining Reputation, buying from Traders, and from Glade Event rewards. A small number of Blueprints are Essential, meaning they will always be unlocked at the beginning of each settlement. You can buy upgrades in the Smoldering City to add a few more Blueprints as Essential for every map (for example, Human House, or be able to choose an Essential Blueprint when Embarking.

Builders

Buildings are constructed by Villagers that aren't assigned to work anywhere else, and they become Builders. If you need a Building built quickly, you will need to dismiss several workers from their workplaces. If no Builders are available, a hammer icon will appear above all Buildings that are awaiting construction, letting you know that you need to dismiss a worker somewhere or the construction will never finish.

Construction Toolbar

The construction toolbar at the bottom of the screen, also showing the tooltip over the second icon for Camps, which looks like a mushroom and leaf. Hold your mouse over an icon to see the tooltip.

Buildings are constructed by selecting from the options at the bottom of the screen and then clicking on the game map where you wish it to be placed. From left to write, the construction icons contain the following options:

  1. Roads Roads, which are not Buildings, but improve Villagers' ability to move between them
  2. Camps Camps, and you start most maps with the same 4 options: Woodcutters' Camp, Stonecutters' Camp, Harvesters' Camp, and Scavengers' Camp before being able to choose more Blueprints
  3. Food Production Food Production, for example for farming and cooking Recipes
  4. Housing Housing, and you start every map with at least the option for the basic Shelter
  5. Industry Industry Buildings, which produce Resources, sometimes by themselves but usually with Recipes
  6. City Buildings City Buildings, which includes Hearths, Warehouses, and the Trading Post, but will also contain Buildings which provide Services when you have choose their Blueprints.
  7. Decorations Decorations, which are also not Buildings, but used to upgrade Hearths

Next to the construction toolbar are the buttons for marking trees (the axe icons). To the far right is the button for destroying Buildings, roads, or deposits.

Range

Selecting the Ancient Hearth shows the range within which Housing must be placed to be functional.

Depending on the Building you've chosen to build (or move), the game may reveal one or more special overlay areas, highlighting, or icons:

  • the range of the Hearth may be shown when placing another Hearth, Houses, or Decorations
  • the range of gathering or farming when placing a Camp or Building that requires Fertile Soil
  • highlighting of tiles that contain Fertile Soil when placing Farms
  • icons of nearby relevant Resources when placing gathering Camps and Mines
  • highlighting of Trees that have been marked for cutting in a different color when in range of the Woodcutters' Camp

Most Industry Buildings typically do not need to show any of these things. (The Mine is an exception). For example, when placing a Provisioner, there are no overlays or icons shown.

Moving a Building

The Woodcutters' Camp is a moveable Building.

Move button

If a Building may be moved, the button to do so appears large, in blue, on the Building panel. Holding your mouse over the button will tell you whether the Building may be moved for free, like a Camp. Some Buildings can be moved for a cost, like a Shelter for 5 Wood. Most Buildings that produce goods using Recipes cannot be moved at all, and the icon will not appear on their Building panel.

You can see before constructing a Building whether it will be moveable. This appears on the same tooltip where you can preview the cost of the Building before placing it for construction. In the screenshot to the right, notice the blue Move button on the Building's picture in its construction tooltip.


Workers

Example building panel showing 3 Workers with 3 different statuses.

Most Buildings have space for two or more Villager to work. Selecting a Building open its panel on the right side of your game window. There, you can assign or dismiss Villagers as Workers.

Next to the Worker icon, like a Human, a small icon will appear that indicates the status of the Worker. They may be the following:

  • walking to the Building (shoe with wings)
  • actively producing or gathering (gear)
  • moving goods from the Building to a Warehouse or vice versa (chest)
  • resting at the Hearth (coffee cup)
  • idling, unable to work (exclamation point)

If the worker is unable to work, then their icon will be an exclamation point. This occurs when there are no more Resources to work with (whether from the nearby map tiles or from the Warehouse) or if you must select one of the options of a Glade Event and press the Investigate button. The Building will also receive an exclamation point icon above it on the map view (even with the Building panel closed) to get your attention since an idling Worker may be wasting valuable time, however you are free to ignore these icons.

Specializations

Some Buildings will indicate that there are Specializations available with small, color-coded icons. You can hold your mouse over these icons to see a tooltip that identifies the name of the Specialization. However, the name does not tell you which of the two types of Specializations it is. Specializations either grant bonus to Resolve or chance for double production. A Building like the Cookhouse with 4 Worker slots can be used to boost the Resolve of the Lizards by assigning four Lizards to it due to its Warmth Specialization.

Specializations, effects, and examples
Specialization Type Effect Species Example Building
Alchemy Proficiency +10% chance of doubling their yield Harpies Apothecary
Brewing Comfortable +5 to their Resolve Humans Brewery
Cloth Comfortable +5 to their Resolve Harpies Weaver
Engineering Comfortable +5 to their Resolve Beavers Mine
Farming Proficiency +10% chance of doubling their yield Humans Small Farm
Meat Production Proficiency +10% chance of doubling their yield Lizards Butcher
Warmth Comfortable +5 to their Resolve Lizards Ancient Hearth
Woodworking Proficiency +10% chance of doubling their yield Beavers Woodcutters' Camp

Empty Worker Slots

If a Building has space for more Workers, you click the black-and-white icon with a nondescript person and green plus sign to choose which Species to add.

There are noteworthy reasons to leave Worker slots empty in Buildings. For example, emptying the Woodcutters' Camps of all of their Workers just before the Storm can lower the Hostility of the Forest enough so you don't lose any Villagers during the Storm due to low Resolve. Another example is if your settlement is producing a good more quickly than it is needed, removing a Worker will slow down the rate of production.


Storage

Most buildings have internal storage, where (a) gathered or produced Resources are kept until a batch can be taken to the Warehouse or (b) input Resources are brought from the Warehouse for processing.


Hearth

Hearths are Warmth specialization buildings that reduce Hostility and cannot be built close to other Hearths. Every few minutes, workers take breaks and return to a nearby Hearth to eat and rest. During a break, they consume at least one item of food and try to fulfill all their needs. If a villager has multiple needs tied to complex food, they will consume more than one meal.

If the fire goes out all villagers will lose 20 Resolve. To keep up the flame, a Firekeeper and a steady supply of Fuel are needed. You can decide which type of fuel will be burned in the Hearth by selecting it and using the checkboxes next to the fuel types in the selection UI.

Hearths allow up to 3 additional fuel to be sacrificed to gain additional bonuses:

  • 40 Wood per minute can be sacrificed to give -50 Hostility
  • 20 Coal per minute can be sacrificed to give -80 Hostility
  • 20 Sea Marrow per minute can be sacrificed to give +25% Glade Event working speed
  • 15 Oil per minute can be sacrificed to give +25% global production speed

Every settlement starts with an Ancient Hearth and can construct additional Hearths from the city buildings menu.

Main Storage

The Main Storage is one of the two starting buildings and stores a large amount of goods and protects them from the rain. Workers always deliver and take goods from the Storage nearest to them.

Every building has its internal storage, where produced and gathered goods are temporarily stored. When the internal storage reaches its limit, the goods in it are transported to the Main Storage by a worker. While transporting, it’s important to keep in mind that villagers have a limited carry capacity (depending on their profession and active perks), so they might need to walk multiple times between their workplace and the Main Storage.

Goods kept in the building’s internal storage are inaccessible to other villagers or production buildings, and have to first be transported to the Main Storage before they can be further distributed or consumed.

Roads

Roads increase the speed of all villagers traveling on it. Each square requires 2 seconds to be built.

Road Cost Speed increase Description
Path Free 5% A simple path.
Paved Road 1 Stone 15% A road made out of stone.
Reinforced Road 1 Copper Ore 25% A road reinforced with copper.'

Camps

Camps are starting points for villagers to gather resources from deposits in an area around them. Attempting to place a camp will highlight its collection area and the resource nodes that can be harvested. All camps take 14 or 15 seconds to be constructed and are freely movable.

Woodcutters' Camps can be set to cut only marked trees or to avoid opening glades.

Camp Cost Specialization Resources gathered
Woodcutters' Camp 2 Parts Woodcutting Wood
Harvesters' Camp 10 Wood
3 Parts
None Reeds
Plant Fiber
Scavenger' Camp 10 Wood
3 Parts
None Eggs
Roots
Stonecutters' Camp 10 Wood
3 Parts
None Clay
Sea Marrow
Stone
Foragers' Camp 10 Wood
3 Parts
Farming Grain
Insects
Vegetables
Trappers' Camp 10 Wood
3 Parts
Meat Production Eggs
Insects
Meat
File:Herbalist’s Camp icon.png Herbalist’s Camp 10 Wood
3 Parts
Alchemy Herbs
Berries
Mushrooms

Food Production

Farm fields can only be constructed on fertile soil around food production buildings. Food production buildings receive Farming specialization bonuses.

Building Size Cost Specialization Effects
Small Farm 2x2 2 Planks Farming Can produce Vegetables and Grain from a small area of farm fields nearby
Smokehouse 3x3 5 Planks
2 Fabric
Meat Production
Warmth
Can produce Jerky, Pottery, Incense

Housing

Housing buildings have to be constructed near the Hearth and satisfy the need for Shelter and usually Housing. All housing buildings take 40 seconds to be constructed.

Housing Cost Shelter places Housing places
Shelter 10 Wood 3 0
Big Shelter 4 Planks 6 0
Beaver House 8 Planks 2 2 Beavers
Human House 4 Planks
2 Bricks
2 2 Humans
Lizard House 2 Fabric
2 Bricks
2 2 Lizards
Harpy House 4 Fabric 2 2 Harpies

Industry

Industry buildings can produce various Recipes.

  • Brewery has the Brewing specialization
Building Cost Recipes
Crude Workstation 5 Wood Bricks
Fabric
Planks
Brewery 2 Bricks
2 Fabric
2 Planks
Ale
Pack of Crops
Pickled Goods
Makeshift Post 5 Wood Pack of Building Materials
Pack of Crops
Pack of Provisions
Smithy 5 Planks
2 Bricks
File:Simple Tools.png Simple Tools
Coats
File:Trade Goods.png Pack of Trade Goods

City Buildings

Blights Posts and Hydrants can only be constructed if the game difficulty is at least Veteran.

Building Cost Effects
Small Hearth 5 Bricks
5 Planks
1 Wildfire Essence
Same effects as the Ancient Hearth. Can't be constructed close to other Hearths.
Storage 2 Bricks
2 Plant Fiber
1 Parts
Stores a large amount of goods and protects them from the rain. Workers always deliver and take goods from the Storage nearest to them.
Trading Post 10 Wood Traders from the Smoldering City can station here and offer their wares.
Tavern 20 Planks
8 Fabric
4 Bricks
Satisfies Leisure, Brawling. Gives the Gleeman's Tales perk.
Blight Post 3 Bricks
4 Planks
2 Parts
Produces and uses Purging Fire.
Hydrant 1 Bricks
3 Planks
Stores Purging Fire.

Decorations

Decorations are used to advance hubs. All decorations take 10 seconds to be constructed.

Decoration Bonus Cost
Bench Comfort 2 Wood
Barrels
Fence
Fence Corner
Bush Aesthetics 1 Planks
Flower Bed
Fire Shrine Harmony 1 Planks
1 Fabric
1 Bricks
Lizard Post