Construction
Here you can give commands to your people about what kind of
buildings you would like to be built in your country. There are several
buildings of various kinds, each for a different purpose. It is up to you to decide
what buildings you need in your country.
Topics:
Construction, Demolition
Construction
To construct a building, your people need raw materials, money and
time. If you do not have enough of any of these, your people reject the
work. The construction table (see below) lists how many raw materials are
needed to construct a building.
Anther important factor is time. Generally your people need 18
rounds to construct a building. You can motivate your people to work
overtime: If you pay double money for each building, the time of
construction will be half of the normal one.
The need for raw materials and money changes during
the country's life. The bigger your country is, the higher the costs and the raw
materials needs are. If you lose territory because of an attack, the needs will
decrease.
Raw materials are essential; you can obtain them in four ways:
You can build your mines here in the construction menu, too. But mines cannot be
built anywhere: just on their specific quarries. The quarries you have, are
listed at the bottom of the construction table (see below).
The need for raw materials is not constant. It increases with your country's
size. This increase stops when your country's territory reaches 1000 acres. For example:
Need for raw materials is the same at 1000 acres as at 5000 acres.
When your country's size gets bigger then 600 acres,
or you level up from the 5th level, you must pay maintenance fee for your
buildings. This is 10 gold coins in every round for each building.
If you have enough barren land, money and raw
materials, you can build as many buildings as you like in one round. You can
even construct and demolish at the same time.
Demolition
There might come a time, when some of your buildings become unnecessary. You can
demolish these needless buildings quickly. The demolition process is similar to the
construction, but you do not need time and raw materials.
When you demolish a building, you can build another one in its
place. Important! When you demolish a mine, you get barren land, not the
original quarry! You can build normal buildings here, but not mines anymore! When
you demolish a building or a mine, you
do not get raw materials back. Important! If you want to build a normal
building on a quarry, you must build up the mine first, demolish it, then
build up the normal building.
Construction table
To help you navigate through the construction table, we explain in detail what
each column is.
- Name of buildings.
- This is how many you have of this type of building.
- Number of buildings under construction.
- This is where you enter how many buildings of this type you would like to build.
- The number you see in parentheses is how many buildings of this type you
can build at this moment (have enough materials, money and barren land for).
- This is where you enter how many buildings of this type you would like to demolish.
- Stone needed to build one building of this type.
- Wood needed to build one building of this type.
- Clay needed to build one building of this type.
- If you want to build overtime (buildings are constructed twice as fast),
this is how many buildings you have money for (costs are double also).
- This is how many buildings you have money for, if you build them at
normal speed.
- This is how many barren acres you have, also showing the number of
quarries.
To give out the orders, simply fill in the table, and click the
"Build/Demolish" button.
Buildings, Mines
Buildings only work when there are enough people to support them.
15 people work in each building, except for the market where 50 people work,
and the houses which do not need anyone to work. If you do not have enough
people:
- You can increase your country's population,
- You can set the order of importance of your buildings in the priority
menu (see Priority help).
If a building does not have enough employees (15, 50), it will not work.
Mines
Mines can only be built on their special quarries. Every mine
produces 7 units of their specific raw material. (This is different for some
races.)
Wood-yard |
Produces wood, which is essential for construction. Its specific quarry is the forest. You can obtain forests by conquering or exploration.
|
Clay pit |
Produces clay for the constructions. You need
a clay quarry to build it up. You can obtain clay
quarries the same way as forests. |
Stone mine |
Produces stone for the constructions. You need
a stone quarry to build it up. You can obtain stone
quarries by conquering or exploration. |
Metal mine |
Produces metal for the smithies which make weapons
from it. You need a metal quarry to build it up.
You can obtain metal quarries the same way as forests. |
Gem mine |
The Emperor needs gems to build up his palace. Every
gem can be sold to him. (See Treasury
help.) You need
a gem quarry to built it up, which can be obtained the same way
as forests.
|
Numbers
Every country has a unique combination of chances for finding
quarries. In most cases, there is one particular type of quarry that has a
higher chance of being found than all others. When you level, the
combination changes: you will have a higher chance for another quarry.
|
Other Buildings
Here you can read about the other buildings which are important in
your country. Some produce food, some give accommodation for your people and
army, or help defend your land etc.
House |
People can live on barren lands too, 8 on each acre. However, houses are
where they feel comfortable. 50 people can live in each
house. More people can live in one house if they are familiar with
housing science. (See Science Help.)
Important! If you do not build enough houses, your people will leave the
country!
Important! When your people are starving, public mood is bad, your country
has a plague or there is a raging storm, immigration to your country will
stop! |
Barrack |
Provides accommodation for your army. 40 military units can live in each barrack,
but if your people are familiar with housing science, this number can be higher.
(See Science Help.)
Important! If you do not build enough barracks, your soldiers will leave
your country because of lack of proper accommodation. |
Farm |
Produces food for your civilians and soldiers. One farm produces 50 bushels
of grain in one round. 5 civilians or soldiers consume 1 bushel of grain in
one round. Rate of the production also depends on: your race modifier, your
people's familiarity with agricultural science and some magic attacks on
your country. |
Store |
This is where you store your food, weapons and raw materials.
Capacity of the store:
Goods |
|
Capacity of 1 store |
Food | | 1000 |
Wood | | 300 |
Clay | | 300 |
Stone | | 300 |
Metal | | 300 |
Gems | | 300 |
Weapon | | 100 |
Important! If you do not build any stores, your produced raw materials can
not be stored anywhere, so they will be lost.
Do not forget: if your stores do not work, all your stored goods are lost!
|
Fort |
Helps defend your land. Working forts increase your country's defensive
force with a certain percentage. This percentage is the double of what forts
occupy of your total country, but cannot exceed 30%. This can be different
for some races. When your country is being attacked, every fort gives shelter
to 40 archers. (Housing science modifies this.) Defensive force of the archers
double when they find shelter in a fort. |
Temple |
Produces runes for spells, and gives accommodation for your mages.
10 runes are produced in each temple in a round. 100 mages live in a temple.
This may be different for some races, and is also
modified by your people's familiarity with housing science. |
Hospital |
Cures your ill people, and increases immigration. If
there is a hospital for every 300 people, immigration will be 1% higher.
Hospitals play their main role in curing your people from a plague.
See Plague help. |
Market |
Plays a main role in the employment, because they employ 50 people in contrast
to other buildings and mines, which only employ 15. Only employed people pay
taxes, so it is useful to keep the employment rate high.
Important! If the unemployment rate is high in your country, it has a bad
influence on the public mood. |
Smithy |
Makes weapons from metal. Every smithy which works properly, produces 3
weapons in each round. Each weapon needs 1 lump of metal.
Weapons are essential to the training of your military units. If you do not have
weapons, you can not train your soldiers. (See Military Help.) Every military
units has their weapon needs:
Military unit |
|
Weapons needed |
Common soldier | | 1 |
Defender | | +1 |
Attacker | | +1 |
Archer | | +2 |
Horseman | | +2 |
Elite | | +3 |
|
Library |
Centre of the scientific life. Clerks write scientific scrolls here all day to
accumulate knowledge. One library produces 100 scrolls in 20 rounds. (See
Science Help.) |
Inn |
Place for local revelry. Soldiers and workers come here to drink and have a
good time; therefore inns increase both the public and the military mood.
Inns also give accommodations to your thieves. 40 thieves can live in one
inn. (Your people's familiarity with housing science modifies this.) |
Bank |
Protects your gold against thievery attacks. Because of the great
physical advantage, they cannot give protection against military pillage.
Every bank protects 20 percent of your money as follows:
If you have one bank, enemy thieves only access 80% of your money, this is all
they can steal from. If you have a second bank, enemy thieves only access the
80% of the
80%, therefore they can only steal from 64% of all the money. In short, just
multiply your money by 0.8 as many times as many banks you have. The
result is what enemy thieves can steal from.
For example:
Number of banks |
|
Total money |
| Stealable money* |
0 | | 1.000.000 | | 1.000.000 |
1 | | 1.000.000 | | 800.000 |
2 | | 1.000.000 | | 640.000 |
3 | | 1.000.000 | | 512.000 |
4 | | 1.000.000 | | 409.600 |
5 | | 1.000.000 | | 327.680 |
... | | ... | | ... |
* This is not how much can be stolen with one action, but how much money is
the base of all thievery actions. As if you had no banks, but only this much
money.
If a half-elf steals from you, then the above table is a lot different!
Half-elves are a very talented thief race, and they can steal through the
protection of the banks a lot easier. Against a half-elf, banks only protect
a maximum of 10% of your money. Maximum, because the protection is 10% only
if the banks occupy at least 5% of your total area. The less area they
occupy, the less protection each single bank gives against a half-elf.
|
Role of races in construction
Remember, your chosen race also plays a role in construction. It can alter the cost, construction time,
and/or need for raw materials.
See
Races help.
Role of personalities in construction
Remember, your chosen personality also plays a role in construction. It can alter the cost, construction time,
and/or need for raw materials. It may even give you some materials back
after demolishing buildings.
See
Personality help.