facilities

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facilities [2020/02/03 11:03]
poldora added reg
facilities [2020/02/03 15:00]
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 <li> 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.</li> <li> 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.</li>
 <li> 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. </li> <li> 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. </li>
-<li> Guard Barracks: Allows leaders to manage <a href="/web/20190610162236/http://www.wiki.marosia.com/index.php?title=Guards" title="Guards">guards</a> which allow an area to have some extra amount of protection even if the players are not online.</li>+<li> Guard Barracks: Allows leaders to manage <a href="https://www.marosia.com/doku/doku.php?id=guards" title="Guards">guards</a> which allow an area to have some extra amount of protection even if the players are not online.</li>
 <li> 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.</li></ul> <li> 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.</li></ul>
 <p><b>Regeneration Boosters</b><br> <p><b>Regeneration Boosters</b><br>
  • facilities.txt
  • Last modified: 2021/03/26 21:04
  • by poldora