facilities

Facilities

Buildings which have special functionality, by adding or expanding features, are facilities. Access to their abilities is decided by leadership, and can used by everyone, citizens, or just leadership. You can see what access levels are set to what buildings under the Benefits section in a town menu.

Room destruction uses engineering and can be started at any time by a person older than 13, if you have a battering ram and it can be done inside and outside. When starting the project, a message is sent into the room to make those inside aware. If destruction completes, all items and people within will be exposed to the outside area and the room will be permanently removed along with any locks inside. Any rooms connected to the one which was destroyed will have outside exposure.

For example, say there is a building which looks like this: Entrance -> Living Room -> Kitchen. If you destroy the entrance, you will expose the living room . If you destroy the living room you will expose the kitchen. It takes half the amount of time to destroy a room as it does to build one. When a room has been destroyed, events will show who was revealed from the room and what items were inside.

If a town hall is destroyed at a location where other buildings exist that require it to be built, the functionality of those buildings will cease as well (IE you will not be able to craft alchemy tools even if there is an apothecary if there is no town hall). Similarly, all the ability based buildings also lose their functionality without a town hall - characters will no longer be set as guards, you cannot use the watchtower, etc.

Note: There is no total building limit per location.

  • Town Hall: Allows for town establishment, which gives access to the political menu. It cannot be built on a location adjacent to another location with a town hall on it, or on a location with a ruin biome on it.

Basic Structures
No town hall required.

  • Residence (wood or stone): Average furniture quality helps you recover from damage more quickly, but you must have at least 5 pieces. Unlimited per location.
  • Room (wood or stone): Must be built inside a building. Average furniture quality helps you recover from damage more quickly, but you must have at least 5 pieces. Unlimited per location.
  • Monument: A highly visible large structure that cannot be entered. The original description can never be changed. Unlimited per location.
  • Workshop: Allows the creation of furniture. One allowed per location.
  • Warehouse: Massive initial capacity for storage. Can hold up to 50000 weight in goods. Requires 150 wood, 150 stone, and a hammer. One per location.

Production Boosters
One of any of these per location. No town hall required.

  • Mine: Increases the production of all ore by 50%. Can only be built on location with access to ore.
  • Farm: Increases the production of all ingredients by 50%. Can only be built on location with access to crops.
  • Garden: Increases the production of all herbs by 50%. Can only be built on location with access to herbs.
  • Barn: Increases production speed of ranching projects from domesticated animals by 50%. Increases regen of tamed animals from +6 health per real day to +12.
  • Lumber Mill: Increases production from wood harvesting by 50%. Can only be built on location with access to wood.
  • Dock: Increases production from fishing by 50%. Can only be built on location with access to fish.
  • Quarry: Increases production from stone harvesting by 50%. Can only be built on location with access to stone.

Factories
One of any of these per location. No town hall required.

  • Factory: Efficiency booster. Allows the creation of multiple crafts on one project at once so that you don't have to craft them one at a time., for a specific item category. Types include: food, weapons, armor, alchemy, clothing, jewelry, furniture, tools, metal, and machines.

Crafting Expansions
One of each type per location. Town hall required

  • Apothecary: Allows creation of alchemical equipment.
  • Library: Allows the creation of books.

Ability Expansions
A town hall is required and only one is allowed per location, except for the castle.

  • Walls: Significantly reduces the risk of animal attacks and spawning. It reduces attacks to 3% chance per tick. It eliminates attacks on tamed animals altogether.
  • Bank: Allows employers to pay employees without being on site. Access to bank accounts which keep their money, enabling inheritance. You may have up to 10 separate accounts with different heirs. To set someone as an heir to an account, the person must be with you in the bank when you want to create it. If there is no heir listed, or if the heir is not alive either, then the money will be moved to the treasury of the town. Banks do have a 7 day delay following a death for inheritance. Also allows the unlimited creation of currency after completed minting project. Minting does not use a skill for speed, it is always one per hour and minting projects do not provide experience.
  • Watchtower: Allows town residents to see people on an adjacent tile. When inside the building, you can click on a map tile to see if there are people present on it, and if anyone is on the adjacent roads. You will also get a personal event inside a watchtower any time someone arrives at a map tile adjacent to town if present in the watchtower during arrival. If the building functionality has been restricted, you will be temporarily blinded when trying to look out from the watch tower. Watchtowers do not notify when someone leaves a tile, only when they arrive.
  • Market: Marketplaces allow towns to set up areas where others can freely trade with the town supply without leaders having to necessarily be present. The marketplace requires a warehouse to be built first, which will hold the inventory of goods intended for trade. While in a marketplace, leadership can set prices of buy and sell for the goods in the warehouse. Only goods in the warehouse entrance will be able to be priced, but extra rooms can be added onto the storage to house items that are not for sale. For non-leadership, the marketplace will show the list of available goods for sale, and a list of goods with a price the town is willing to buy. If a non-leadership character has an item the town has listed as an offer, they will be able to sell it for the stated price automatically. You cannot sell what you cannot carry. Only works with coins. Buying and selling from the town in this manner is automatic, with the movement of goods carried out by numerous small creatures that seem to live in every warehouse.
  • Guard Barracks: Allows leaders to manage guards which allow an area to have some extra amount of protection even if the players are not online.
  • Castle: A huge fortification that is completely resistant to crowbar and lockpick break-ins. It can be forcefully entered only by siege with a battering ram. Acts as a residence. It still requires a town hall, but you can have multiple in the same location.

Regeneration Boosters
These are listed above but also provide advanced healing if certain conditions are met.

  • Castle
  • Apothecary
  • Stone or Wood Residence
  • Internal Room: A room built inside another building that is not listed in this section; such as a watchtower.

Kobold Dens
These are a racial perk unique to Kobolds and only Kobolds can travel in them. They can be built on any tile and inside or outside buildings.

  • Dens cost stone to build
  • Dens can then be connected to each other via underground tunnels cross tile.
  • Kobolds cannot be seen by watchtowers while travelling between dens.
  • You cannot bring mounts, but travel speed does scale with dexterity and it is faster than walking.
  • One den can only be connected to one other den at a time. Multiple dens can be built on one tile.
  • Anyone 14 or over can destroy a Kobold den without tools, resulting in anything inside the den falling out and any Kobolds travelling at the time of destruction will be exposed and subdued.
  • Building Name Pre-Requisit Benefit Wood Needed Stone Needed Tool Needed Effort
    Alchemy Factory None Stacked Projects 100 100 None 100
    Apothecary Town Hall Craft: Alembic 100 0 Hammer 100
    Armor Factory None Stacked Projects 100 100 None 100
    Bank Town Hall Store Coins 100 100 Hammer & Saw 200
    Barn None Animal Benefits 300 0 Hammer 50
    Castle Town Hall Secure from Crowbars/Lockpicks 500 1000 Hammer & Saw 500
    Clothing Factory None Stacked Projects 100 100 None 100
    Container Factory None Stacked Projects 100 100 None 100
    Dock Location with Fish Faster Gathering 300 0 Saw 50
    Farm Ingredient Biome Faster Gathering 100 0 Hoe 50
    Food Factory None Stacked Projects 100 100 None 100
    Furniture Factory None Stacked Projects 100 100 None 100
    Garden Herb Biome Faster Gathering 150 0 Hoe 50
    Guard Barracks Town Hall Guard System 100 200 Hammer & Saw 200
    Jewelry Factory None Stacked Projects 100 100 None 100
    Kobold Den Kobold Race Racial Perk 0 50 None 50
    Library Town Hall Craft: Books 100 0 Hammer 100
    Lumber Mill Wood Biome Faster Gathering 300 0 Hammer 50
    Machine Factory None Stacked Projects 100 100 None 100
    Metal Factory None Stacked Projects 100 100 None 100
    Marketplace MISSING DATA Coin System 250 0 Hammer 200
    Mine Metal Vein Biome Faster Gathering 0 200 Pickaxe 50
    Monument None Aesthetic 0 100 Hammer 50
    Quarry Stone Biome Faster Gathering 300 0 Hammer 50
    Stone Residence None Healing Benefit 0 250 None 150
    Tool Factory None Stacked Projects 100 100 None 100
    Town Hall None Town Settlement 150 150 Saw 300
    Walls Town Hall Animal Benefits 0 300 None 100
    Warehouse None Large Storage & Coin System 150 150 Hammer 150
    Watchtower Town Hall Advanced Sight 200 100 Saw 100
    Weapon Factory None Stacked Projects 100 100 None 100
    Wooden Residence None Healing Benefit 250 0 None 150
    Workshop None Craft Furniture 100 0 Hammer 100

  • facilities.txt
  • Last modified: 2020/10/25 00:51
  • by poldora