Buildings/es

La construcción solo puede ser realizada por familias sin labores asignadas. Además, se requiere al menos un buey para transportar materiales como la Madera.

Algunos edificios tienen Tamaños Flexibles, identificados con un cuadrado de bordes en el menú de construcción. Coloca los 4 puntos para designar un área. Los dos primeros puntos marcan el frente del edificio. Las líneas son rectas pero se curvarán alrededor de las calles.

Una vez colocado, a cada edificio se le puede dar una prioridad de construcción diferente para que sea construido antes o después de otros edificios.

Muchos edificios se pueden actualizar para aumentar su funcionalidad. Algunas actualizaciones requieren de desarrollarse primero en el árbol de desarrollo de tu región.

Todos los edificios pueden ser demolidos, lo que te devolverá todos sus costes de construcción.

Carreteras
Algunos edificios permiten a los aldeanos usar carros de mano para transportar hasta 10 mercancías a la vez. Sin embargo, tirar de un carro fuera de la carretera es extremadamente lento, así que asegúrese de conectar sus edificios a las carreteras.

Cada mapa comienza con una carretera existente llamada Camino Real. Este camino no se puede eliminar y los puestos comerciales deben estar conectados a él para atraer a los comerciantes ambulantes.

Los edificios se conectarán automáticamente a las carreteras. Esta función se puede desactivar en el menú de construcción.



Tiendas de gente sin hogar
Cada región comenzará con tiendas de campaña para personas sin hogar. Desaparecerán una vez que todas las familias tengan alojamiento. Este campamento se pueden actualizar por 1 de madera y convertirse en un campamento de trabajadores que proporcionará 5 espacios habitables.



Acopio


Minería
Mining buildings must be constructed near resource deposits. Each one can employ up to 4 families and store up to 50 resources.

With the Deep Mining development branch the Mining Pit can be upgraded to a Deep Mine if it is placed over a Rich Deposit at the cost of 10 Planks and 50 Regional Wealth. This will allow it to produce resources indefinitely.



Logística
{| class="wikitable" ! Building ! Cost ! Effects ! Workplaces ! Relocation
 * Granary || 2 Timber 10 Stone || Stores up to 500 food resources or Ale. Workers collect, store and distribute goods using the Pantry. If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots. Can be upgraded to Large Granary for 5 Timber, 10 Planks and 5 Stone, which increases the resources capacity to 2500. || 5 || No
 * Storehouse || 2 Timber || Stores up to 250 non-food resources. Workers collect, store and distribute goods using Generic Storage. If needed, they will also automatically set up stalls on the marketplace to distribute the stored goods to Burgage Plots. Can manually restrict what resources are stored inside. Protects resources from weather if weather events are enabled. Can be upgraded to a Large Storehouse for 5 Timber and 10 Planks, which increases the resources capacity to 2500. || 2 || No
 * Pack Station || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region. Employ Mules to transport up to 20 goods per trip. Provides 2 Stable Space. Can order mules. || 1 || No
 * Hitching Post || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics. Can order horses or oxen. Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. || 2 ||Yes|}
 * Pack Station || 1 Timber || Can choose 1 resource to send and 1 resource to receive from another owned region. Employ Mules to transport up to 20 goods per trip. Provides 2 Stable Space. Can order mules. || 1 || No
 * Hitching Post || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics. Can order horses or oxen. Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. || 2 ||Yes|}
 * Hitching Post || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics. Can order horses or oxen. Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. || 2 ||Yes|}
 * Hitching Post || 1 Timber || Provides 1 Stable Space. Assigned families become permanent Ox Guides, which speeds up logistics. Can order horses or oxen. Can be upgraded to Small Stable for 2 Planks to increase Stable Space by 1. || 2 ||Yes|}



Residencial
Marketplaces should be placed close to Burgage Plots and storage buildings to maximize their efficiency. The placement of other buildings does not matter and one is sufficient for the entire region.



Señoríos


Burgage plots are the primary buildings in Manor Lords. They are flexible plots, costing 2 Timber for each building that fits on the plot. Each Burgage Plot provides 1 Living Space. If they have some space sideways but not sufficient for another Burgage Plots then they can be expanded to grant another 1 Living Space at the cost of 2 Timber. New families will only join if there is unused Living Space and Approval is high enough. Burgage Plots cannot be moved. Burgage Plots start at level 1.
 * Upgrading them to level 2 requires the Small Village settlement level, costs 4 Timber and will generate 1 Regional Wealth per family per month.
 * Upgrading them to level 3 requires the Medium Village settlement level, costs 4 Timber, 8 Planks, 4 Roof Tiles and 25 Regional Wealth and will generate 2 Regional Wealth per family per month. It also increases Living Space by 1, or 2 for expanded buildings.



Agroganadería
Farming buildings cannot be relocated.



Industria
Industry buildings refine resources. All of them can store 50 resources with the exception of the Clay Furnace which can store 250. Industry buildings cannot be relocated.



Comercio
Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.



Administración
Administration buildings cannot be relocated and fulfills special gameplay needs.
 * Settlers Camp can only be placed in regions that has been claimed but has no buildings. It needs at least 250 Treasury to be placed and once placed you can choose to pay 250, 500 or 750 Treasury to determine that starting resources in the new region. Once placed it will immediately be converted into a Homeless People's Tents.
 * Manor costs 5 Timber, 20 Planks and 25 Stone. Once constructed it grants 250 Influence, rises the Administration Level by 1 and enables taxing people. It requires Fuel resources. Only one Manor can be constructed per region. After building the first Manor the Retinue will be recruited. Manors have an area around them where they can be upgraded with various modules:
 * Walls cost 2 Planks per segment. If they cross a road it will create a Gate that costs 2 Timber.
 * Outer Towers cost 10 Timber and 5 Stone each and provides 10 Garrison Space.
 * The Garrison Tower costs 10 Timber, 15 Planks and 10 Stone and increases maximum Retinue size by 12. Only one can be constructed.
 * Tax Offices cost 4 Timber. At present, this building is purely cosmetic; it is undergoing a rework.