Construction: Difference between revisions

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! Requires knowledge
! Requires knowledge
|-
|-
| [[File:Hostel.png|50px]] Dormitory || [[File:Wood.png|25px]] 30 Wood || 10 || Peasants || || No
| [[File:Hostel.png|50px]] Dormitory || [[File:Wood.png|25px]] 30 Wood || 10 || Peasants || || No
|-
|-
| [[File:Noble house.png|50px]] Lord's House || [[File:Wood.png|25px]] 20 Wood<br>[[File:Iron.png|25px]] 5 Iron || 1 || Lords || Can be upgraded for 5 Iron once the required knowledge is obtained || No
| [[File:Noble house.png|50px]] Lord's House || [[File:Wood.png|25px]] 20 Wood<br>[[File:Iron.png|25px]] 5 Iron || 1 || Lords || || No
|-
|-
| [[File:House.png|50px]] Peasant's House || [[File:Wood.png|25px]] 15 Wood || 2 || Peasants || Gives the "Separate housing" thought (+10 Mood) || Yes
| [[File:House.png|50px]] Peasant's House || [[File:Wood.png|25px]] 15 Wood || 2 || Peasants || Gives the "Separate housing" thought (+10 Mood) || Yes

Revision as of 18:47, 30 June 2024

The construction menu
A broken, a burning and a burned building

Buildings are constructed by Builders, which are employed at the Hall and Warehouses and will construct them or carry resources to the construction site during working hours. They are generally constructed in the order they were placed. Buildings can be moved at the cost of 5 Wood. They can also be removed but this will not refund any construction materials.

Buildings can also be upgraded, which will add space for another worker and increase productivity by 10%. Upgrading a building beyond level 3 requires a lord to have the second level of building knowledge. Buildings will continue functioning while they are being upgraded.

Certain buildings require knowledge to be constructed. If a book containing the required knowledge is stored the building will appear in the construction menu but will be greyed out until a lord gains its knowledge. If the last lord with the knowledge to construct a building dies all already constructed buildings that require the said knowledge will no longer function.

Buildings require Tools and a lord with the knowledge required for its construction for repairs. If a building hasn't been repaired in a long time it may catch fire.

Buildings can be given priority via a button in the bottom-left corner when the building is selected. If a building is given priority workers will be automatically reassigned from other buildings to it in case of a shortage of workers and if the manager does not give instructions all day another free lord will do it.

Hall

The Hall

Every city starts with a Hall, which hires 3 Builders, 2 Servants and serves the same storage and wage functions as a Warehouse. The Hall starts managed by the king but the manager can be changes as with every other building. The Hall is also the target for some rebellions.

The Hall cannot be manually destroyed.

Resources buildings

Resources buildings produce basic resources and are operational between 9 AM and 6 PM. All resources buildings require a manager.

The resource production of fields scales with how much of the building is located on fertile soil. Fertile soil is visible on the map and will be highlighted in green when constructing a field. Fields are harvested every 3 days and may perish without sufficient rain. Every 10 days the fields must be fertilized using Wood equal to half of the field's construction cost.

Mines can only be constructed over iron deposits. An arrow will point to the deposits when trying to construct Mine.

Building Cost Produces Workers Upgrade cost Requires knowledge
Level 2 Level 3
Lumbermill 15 Wood Wood 1 20 Wood 15 Wood
5 Iron
No
Rutabaga Field 40 Wood Rutabaga 3 Cannot be upgraded Cannot be upgraded No
Rye Field 80 Wood Rye 3 Cannot be upgraded Cannot be upgraded Yes
Hop Field 40 Wood Hops 3 Cannot be upgraded Cannot be upgraded Yes
Mine 30 Wood Iron 1 80 Wood 100 Wood
10 Tools
Yes
Herbalist 25 Wood Herb 1 10 Wood
5 Iron
10 Wood
2 Tools
Yes
Pig Farm 40 Wood Meat 1 30 Wood
10 Iron
50 Wood
10 Iron
Yes

Production buildings

Production buildings refine basic resources into more advanced resources and are operational between 9 AM and 6 PM. All of them have space for only one worker unless upgraded and require a manager.

Building Cost Produces Upgrade cost Requires knowledge
Level 2 Level 3 Level 4
Brewery 20 Wood Moonshine
Beer (requires knowledge)
Flavorful Ale (requires knowledge)
20 Wood
3 Iron
20 Wood
5 Iron
10 Wood
15 Iron
No
Mill 20 Wood Flour 20 Wood
3 Iron
25 Wood
5 Iron
10 Wood
5 Tools
Yes
Workshop 25 Wood Tools
Dagger
30 Wood 25 Wood
5 Iron
20 Wood
10 Iron
Yes
Alchemist Lab 40 Wood
5 Iron
Medicinal Salve
Nectar (requires knowledge)
40 Wood
10 Iron
20 Wood
10 Tools
10 Wood
15 Tools
Yes
Coal Furnace 30 Wood Coal 25 Wood
5 Iron
35 Wood
5 Iron
45 Wood
5 Iron
Yes
Paper Workshop 30 Wood
1 Tools
Paper 35 Wood
1 Tools
40 Wood
1 Tools
45 Wood
1 Tools
Yes
Armor Forge 20 Wood
10 Iron
Shield
Light Armor
Heavy Armor (requires knowledge)
15 Wood
15 Iron
10 Wood
5 Tools
15 Wood
5 Tools
Yes
Weapon Forge 20 Wood
10 Iron
Mace
Spear
Axe (requires knowledge)
Sword (requires knowledge)
10 Iron
3 Tools
5 Iron
7 Tools
5 Iron
10 Tools
Yes
Melting Furnace 60 Wood Iron 50 Wood
10 Iron
70 Wood
10 Iron
90 Wood
10 Iron
Yes

Service buildings

Service buildings either allow characters to satisfy some of their needs or are required to unlock additional actions. They cannot be upgraded and are operational between 5 PM and 11 PM. Service buildings that sell resources can be ordered to not sell a certain resource or to sell them only to soldiers or peasants.

Building Cost Effect Workers Requires knowledge
Tavern 25 Wood Sells alcohol 1 No
Drug Den 15 Wood Sells nectar 1 No
Market 25 Wood Sells food resources, medicinal salves and daggers
Resources can manually be disallowed from being sold
1 No
Altar 30 Wood Praying at an Altar replenishes 10% of Piety 0 No
Warehouse 15 Wood People deposit and take resources from a Warehouse (this does not require workers)
Peasants receive their wage at a Warehouse (this does not require workers)
Workers construct buildings
3 No
Library 40 Wood Required to learn and rewrite books
Only one building can be constructed
0 No
Temple 100 Wood
10 Iron
Praying at the Temple restores 30% Piety
Praying at the Temple gives the "Morning service" thought (+8 Mood) for 8 hours
Each building can support 40 people
Priests perform weddings and funerals and visit the sick
Homeless people will sleep in the temple
Lords can deliver sermons whose effectiveness scales with the lord's Persuasion
  • Sermon of Faith can turn agonistic characters into believer and believer characters into fanatic
  • Sermon of Doubt can turn fanatic characters into believer and believer characters into agonistic
1 Yes
Scaffold 20 Wood
5 Iron
Enables Punish actions (this does not require workers)
Workers search for criminals and sentence them with the selected punishment
Each worker can intimidate one vagabond, preventing them from committing crimes next day
People who are around the building when a punishment is carried out will gain the "Execution spectacle" thought, which gives a Mood bonus that scales with the punishment
Has a Terror option which can be set for a certain culture or everyone, and has the following effects:
  • Workers will punish everyone in the following order: vagabonds, unemployed, peasants
  • Average happiness and migration will decrease
  • Unhappy peasants will not become vagabonds and vagabonds will not become cutthroats
3 Yes
Chancellery 50 Wood
5 Tools
Workers can be assigned as managers to other buildings
Requires the constant presence of a lord to function
Each worker uses 1 Paper per assigned building
Workers from other chancelleries can be used in place of a lord but management bonus will be reduced by 20%
5 Yes

Army buildings

Army buildings are used to support the army. All of them are available from the start and cannot be upgraded.

Building Cost Effect
Barracks 30 Wood
5 Iron
Provides sleeping space for 10 warriors
Training Ground 10 Wood
10 Iron
Allows training warriors
Requires a manager
Night Patrol Free Marks a circle area around it for patrolling during evening
Constructed and moved instantly
Best placed near warehouses and housing buildings
Day Patrol Free Marks a circle area around it for patrolling during daytime
Constructed and moved instantly
Best placed near lumberjacks, herbalists and buildings that use prisoners

Housing buildings

Housing buildings provide living space to a certain category of people.

Building Cost Living space Houses Notes Requires knowledge
Dormitory 30 Wood 10 Peasants No
Lord's House 20 Wood
5 Iron
1 Lords No
Peasant's House 15 Wood 2 Peasants Gives the "Separate housing" thought (+10 Mood) Yes
Prisoner Ward 25 Wood 21 Prisoners Contains an Altar inside
Requires a worker
Required to give resources to prisoners
Yes

Roads

A city making use of roads

All roads cost 4 Gold per square and increase the movement speed of all characters on it by 30%. Multiple pieces can be constructed at once by holding down the mouse button. Holding Shift at the same time will ensure the road in constructed in a straight line.

Decor buildings

Decor buildings do not cost anything to build or move, are constructed instantly, can be placed inside other buildings and do not have any effects. They are divided into 5 subcategories: Plants, Lighting, Statues, Intimidation and Other. Floors can be constructed repeatedly by holding down the mouse button.