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The game has been released in Early Access on 26th of April, 2024.
Please keep in mind that any information provided on this Wiki may be incomplete or subject to change as the game progresses.
Buildings/es: Difference between revisions
Kalen Sensei (talk | contribs) (Created page with "{| class="wikitable" ! width=1% | Construcción ! width=7% | Coste ! Effects ! width=1% | Espacio de Trabajo ! width=9% | Almacenamiento ! width=1% | Reubicación ! width=1% | Rama de Desarrollo |- | '''Campamento Maderero''' || 2 Madera || Convierte árboles en troncos. || 3 || 28 Madera || {{Sí}} || |- | '''Cabaña de Leñadores''' || 1 Madera|| Convierte Árboles en Leña. || 3 || 50 Leña || {{Sí}} || |- | '''Aserradero''' || 2 Madera|| Convierte la madera en tab...") |
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| '''Cabaña de Reforestación''' || 2 Madera|| Planta árboles. || 2 || || {{Sí}} || | | '''Cabaña de Reforestación''' || 2 Madera|| Planta árboles. || 2 || || {{Sí}} || | ||
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| '''Carbonera''' || 2 Madera|| Transforma 1 de Leña en 2 de Carbón. || 3 || 50 Carbón|| {{ | | '''Carbonera''' || 2 Madera|| Transforma 1 de Leña en 2 de Carbón. || 3 || 50 Carbón|| {{Yes}} || Quema de Carbón | ||
|- | |- | ||
| '''Campamennto de Caza''' || || Convierte animales en Carne y Pieles.<br>Se puede establecer un límite de animales cazados, lo que hará que cese la caza cuando los animales no superen el número límite. || 2 || 12 Pieles<br>36 Carne|| {{Sí}} || | | '''Campamennto de Caza''' || || Convierte animales en Carne y Pieles.<br>Se puede establecer un límite de animales cazados, lo que hará que cese la caza cuando los animales no superen el número límite. || 2 || 12 Pieles<br>36 Carne|| {{Sí}} || |
Revision as of 13:26, 6 May 2024
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
Construcción | Coste | Effects | Espacio de Trabajo | Almacenamiento | Reubicación | Rama de Desarrollo |
---|---|---|---|---|---|---|
Campamento Maderero | 2 Madera | Convierte árboles en troncos. | 3 | 28 Madera | Template:Sí | |
Cabaña de Leñadores | 1 Madera | Convierte Árboles en Leña. | 3 | 50 Leña | Template:Sí | |
Aserradero | 2 Madera | Convierte la madera en tablones. Se pued fijar una reserva de madera para construcción, lo que hará que el aserradero solo emplee la madera si su reserva es superior al límite. |
2 | 50 Tablones | Template:Sí | |
Cabaña de Reforestación | 2 Madera | Planta árboles. | 2 | Template:Sí | ||
Carbonera | 2 Madera | Transforma 1 de Leña en 2 de Carbón. | 3 | 50 Carbón | Quema de Carbón | |
Campamennto de Caza | Convierte animales en Carne y Pieles. Se puede establecer un límite de animales cazados, lo que hará que cese la caza cuando los animales no superen el número límite. |
2 | 12 Pieles 36 Carne |
Template:Sí | ||
[[Almacén de Bayas/es|Almacén de Bayas] | 1 Madera | Recolecta bayas de los depósitos cercanos de la región. Puedo ser mejorado con Jardín Herbario for 2 Tablones y 25 Riquezas de la Región, permitiendo la producción de hierbas. |
4 | 50 Bayas | Template:Sí | |
Apiario | 2 Tablones | Produce Miel. Cada región puede tener hata 2 apiarios por defecto. Colocar más no aumentará la producción. |
4 | 5 Miel |
|
Apicultura |
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.
Building | Cost | Produces | Required deposit | Relocation |
---|---|---|---|---|
Stonecutter Camp | 2 Timber | Stone | Fieldstone deposit | |
Mining Pit | 1 Timber | Iron Ore | Iron deposit |
|
Clay | Clay deposit |
Logística
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 |
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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 |
|
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 |
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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 |
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.
Building | Cost | Effects | Relocation | Development branch |
---|---|---|---|---|
Well | 1 Timber | Provides Drinking Water to Burgage Plots. Enables Firefighting. If well placement in game settings was set to unconstrained it can be built anywhere. If well placement in game settings was set to underground water it requires underground water. |
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Marketplace | Provides space for families to set up stalls and distribute their produce to the Burgage Plots. A healthy supply and demand ratio of goods is needed to fulfill Residential Requirements and keep Approval high. Each stall can store 50 resources. |
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Firewood Cart | Turns 1 Regional Wealth into 1 Firewood. Can store 15 Firewood. Region does not pay the Transport Fee. Must be placed in the Marketplace. |
Foreign Suppliers | ||
Food Cart | Turns 4 Regional Wealth into 1 Bread. Can store 15 Bread. Region does not pay the Transport Fee. Must be placed in the Marketplace. |
Foreign Suppliers | ||
Tavern | 5 Timber | Fulfills 1 level of Entertainment requirement for the Burgage Plots. Needs Ale to function. Can store 100 Ale. |
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Wooden Church | 5 Timber 20 Planks 10 Stone |
Fulfills the Faith requirement equal to its level for the Burgage Plots. Provides Hallowed Ground for Burial of the dead villagers. Workers become Gravediggers. Church bell sound effect can be changed at any point. Can be upgraded to Small Stone Church for 5 Timber, 20 Stone, 10 Planks and 10 Roof Tiles to satisfy level 2 needs. |
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Corpse Pit | Not all deserve to be buried on consecrated ground. Use this building to get rid of any raider corpses quickly. Workers become Gravediggers. |
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Señoríos
- Main article: {{{2}}}.
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.
Building | Cost | Effects | Workplaces | Storage |
---|---|---|---|---|
Field | Space to grow Wheat, Barley, Flax, or Fallow. To employ peasants on the fields, you need to build a Farmhouse. Larger fields are more effective but also take longer to plow by hand. All crops reduce Fertility, which can be combated by rotating crops or growing Fallow for a year. Resources are collected in September. All fields can be given a priority, which determines they order they are worked on. With the Fertilization development branch it can be upgraded with a fence for 5 Planks, which improves Fallow crop. |
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Farmhouse | 3 Timber | Used to employ families on the Field. Farm workers plow the fields as soon as the Winter passes, but no later than November. Then they sow them. Harvest happens around September. Then the crops are transported to the Farmhouse, and Wheat is turned to Grain. Can store up to 1200 resources. With the Heavy Plow development branch it can be upgraded with a plowing station for 1 Timber, which allows oxen to work here. |
8 | 1200 Crops |
Pasture | Provides Pasture Space. | |||
Sheep Farm | 1 Timber | Collects Wool from grazing Sheep. Sheep must first be imported via the Livestock Trader. Provides 5 Pasture Space. |
3 | 50 Wool |
Windmill | 4 Timber | Turns Grain into Flour. Efficiency increases with distance from trees and buildings. |
3 | 250 Flour |
Communal Oven | 2 Timber | Turns Flour into Bread. | 3 | 50 Bread |
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.
Building | Cost | Requires | Produces | Workplaces | Needs fuel |
---|---|---|---|---|---|
Bloomery | 2 Timber | Iron Ore | Iron Slabs | 2 | |
Smithy | 2 Timber | Iron Slabs | Tools | 2 | |
Clay Furnace | 2 Timber 5 Stone |
Clay | Roof Tiles | 5 | |
Malthouse | 4 Timber | Barley | Malt | 2 | |
Tannery | 4 Timber | Hides | Leather | 3 |
|
Weaver Workshop | 4 Timber | Wool | Yarn | 3 |
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Flax | Linen | ||||
Dyer's Workshop | 2 Timber | Berries | Dyes | 4 |
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Comercio
Trade buildings can be set to export and import with other regions in exchange for Regional Wealth. They cannot be relocated.
Building | Cost | Trades | Notes | Workplaces |
---|---|---|---|---|
Trading Post | 4 Timber | Resources | 1 family member travels to the nearest possible destination to conduct trade while rest manage the inventory If needed, assigned families will automatically set up stalls on the marketplace to sell imported goods. Can store 500 resources Can order horses |
4 |
Livestock Trading Post | 2 Timber | Animals | Provides 4 Pasture Space Provides 2 Stable Space |
3 |
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.