Buildings: Difference between revisions
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They are constructed by villagers that aren't assigned to work in a building. Most buildings require at least one villager to work in it. Selecting a building will allow villagers to be assigned and unassigned from it. Workers from species that are specialized in the building will show spinning cartwheel around them. | They are constructed by villagers that aren't assigned to work in a building. Most buildings require at least one villager to work in it. Selecting a building will allow villagers to be assigned and unassigned from it. Workers from species that are specialized in the building will show spinning cartwheel around them. | ||
Buildings can be constructed after their Blueprient has been obtained. Blueprints can be obtained from Reputation, Traders or Glade Event choices. | Buildings can be constructed after their Blueprient has been obtained. Blueprints can be obtained from Reputation, Traders or Glade Event choices. A small number of Blueprients are Essential, meaning they will always be unlocked. Some Blueprients can be made essential via Smoldering City upgrades or deeds. | ||
== Main Storage == | == Main Storage == |
Revision as of 13:49, 30 October 2022
They are constructed by villagers that aren't assigned to work in a building. Most buildings require at least one villager to work in it. Selecting a building will allow villagers to be assigned and unassigned from it. Workers from species that are specialized in the building will show spinning cartwheel around them.
Buildings can be constructed after their Blueprient has been obtained. Blueprints can be obtained from Reputation, Traders or Glade Event choices. A small number of Blueprients are Essential, meaning they will always be unlocked. Some Blueprients can be made essential via Smoldering City upgrades or deeds.
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 | 20% | A road made out of stone. |
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.
Woodcutters' Camps can be set to cut only marked trees or to avoid opening glades.
Food Production
Farm fields can only be constructed on fertile soil around food production buildings. Food production buildings receive Farming specialization bonuses.
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 |
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 |
Industry
Industry buildings can produce various Recipes.
- Brewery has the Brewing specialization
City Buildings
Hearth
Hearths are Warmth specialization buildings that reduce Hostility and cannot be built close to other Hearths. Every settlement starts with a Hearth. 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
Decorations
Decirations are used to advance hubs. All decorations take 10 seconds to be constructed.