Construction: Difference between revisions

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== Resources buildings ==
== Resources buildings ==
Resources buildings produce basic resources and are operational between 8 AM and 6 PM. All resources buildings require a manager.
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.
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.
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== Production buildings ==
== Production buildings ==
Production buildings refine basic resources into more advanced resources and are operational between 8 AM and 6 PM. All of them have space for only one worker unless upgraded and require a manager.
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.
{| class="wikitable"
{| class="wikitable"
! rowspan=2 | Building
! rowspan=2 | Building

Revision as of 16:18, 17 June 2024

The construction menu

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. 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.

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.

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.

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
Rye Field 80 Wood Rye 3 Cannot be upgraded Yes
Hop Field 40 Wood Hops 3 Cannot be upgraded Yes
Rutabaga Field 40 Wood Rutabaga 3 Cannot be upgraded No
Lumbermill 15 Wood Wood 1 20 Wood No
Mine 30 Wood Iron 1 50 Wood
5 Tools
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
Mill 20 Wood Flour 20 Wood
3 Iron
25 Wood
5 Iron
10 Wood
5 Tools
Yes
Brewery 20 Wood Moonshine
Beer (requires knowledge)
Flavorful Ale (requires knowledge)
20 Wood
3 Iron
20 Wood
5 Iron
10 Wood
15 Iron
No

Service buildings

Service buildings either allow characters to satisfy some of their needs or are required to unlock additional actions. All of them are available from the start, 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.

The Hall also serves the same function as a Warehouse.

Building Cost Effect Workers
Tavern 25 Wood Sells alcohol 1
Den 15 Wood Sells nectar 1
Market 25 Wood Sells food resources, medicinal salves and daggers 1
Altar 30 Wood Praying at an Altar replenishes 30% of Piety 0
Warehouse 15 Wood People deposit and take resources and receive their wage at a Warehouse (this does not require workers)
Workers construct buildings
3
Library 30 Wood Required to learn and rewrite books
Only one building can be constructed
0

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
Patrol Banner Free Marks a circle area around it for patrolling
Constructed and moved instantly

Housing buildings

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

Building Cost Living space Houses Notes
Peasant's House 15 Wood 2 Peasants Gives the "Separate housing" thought (+10 Mood)
Dormitory 30 Wood 10 Peasants
Lord's House 30 Wood 1 Lords Can be upgraded for 5 Iron once the required knowledge is obtained
Slave Barn 25 Wood 20 Slaves Contains an Altar inside
Requires a worker
Required to give resources to Slaves

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: Floors, Plants, Lighting, Statues and Other. Floors can be constructed repeatedly by holding down the mouse button.