Timber Works | |
| Wood is by far the most extensively used material in the game. It is necessary in absolutely any building construction. Below you will see the construction / improvement costs for the vegetable farms. |
| | | | | | Influence |
Level 1 | 0 | 0 | 10 | 0 | 3h | - |
Level 2 | 0 | 0 | 20 | 10 | 6h | - |
Level 3 | 10 | 0 | 30 | 20 | 9h | - |
Level 4 | 20 | 10 | 40 | 30 | 12h | - |
Level 5 | 30 | 20 | 50 | 40 | 15h | - |
|
|
|
Iron Works | |
| Iron works are used to manufacture iron. Iron is used particularly for training troops or in the production of artillery items. Below you will see the construction / improvement costs for the vegetable farms. |
| | | | | | Influence |
Level 1 | 0 | 0 | 10 | 0 | 3h | - |
Level 2 | 0 | 0 | 20 | 10 | 6h | - |
Level 3 | 10 | 0 | 30 | 20 | 9h | - |
Level 4 | 20 | 10 | 40 | 30 | 12h | - |
Level 5 | 30 | 20 | 50 | 40 | 15h | - |
|
|
|
The Stone Quarry | |
| Stone quarries are used to extract stone. Stone is intensively used in the construction of buildings or roads. Below you will see the construction / improvement costs for the vegetable farms. |
| | | | | | Influence |
Level 1 | 0 | 0 | 10 | 0 | 3h | - |
Level 2 | 0 | 0 | 20 | 10 | 6h | - |
Level 3 | 10 | 0 | 30 | 20 | 9h | - |
Level 4 | 20 | 10 | 40 | 30 | 12h | - |
Level 5 | 30 | 20 | 50 | 40 | 15h | - |
|
|
|
The Clay Quarry | |
| Clay quarries are used to extract clay. Clay is intensively used in the construction of roads, in addition to stone, or in the construction of high level buildings. Below you will see the construction / improvement costs for the vegetable farms. |
| | | | | | Influence |
Level 1 | 0 | 0 | 10 | 0 | 3h | - |
Level 2 | 0 | 0 | 20 | 10 | 6h | - |
Level 3 | 10 | 0 | 30 | 20 | 9h | - |
Level 4 | 20 | 10 | 40 | 30 | 12h | - |
Level 5 | 30 | 20 | 50 | 40 | 15h | - |
|
|
|
The Gold Mine | |
| Gold mines are by far the most profitable buildings. They are used to extract gold. In order to build or extract gold you need a degree of happiness of at least 50%. Below you will see the construction / improvement costs for the vegetable farms. |
| | | | | | Influence |
Level 1 | 0 | 0 | 10 | 0 | 3h | - |
Level 2 | 0 | 0 | 20 | 10 | 6h | - |
Level 3 | 10 | 0 | 30 | 20 | 9h | - |
Level 4 | 20 | 10 | 40 | 30 | 12h | - |
Level 5 | 30 | 20 | 50 | 40 | 15h | - |
|
|
|
|
Basic Services |
Service buildings are generally used to provide influence to other buildings, but they also have additional functions, such as product storage (warehouses), citizen housing (dwellings), worker training (school) or the cemeteries. There are 8 essential service buildings : Dwellings, Warehouses, Cemeteries, the Market, the Fire Station, the Hospital, the Police Precinct and the School. |
|
Dwellings | |
| Dwellings are used to house citizens. They make for one of the most important buildings in town. A dwelling can accommodate between 2 and 20 citizens. If all the houses are full, you can no longer recruit new citizens. Additionally, the town’s degree of happiness is calculated based on the level of the dwellings. They are the only buildings that can be improved to level 10. Houses do not require employees. |
| | | | | | Influence |
Level 1 | 10 | 0 | 0 | 0 | 3h | - |
Level 2 | 20 | 0 | 10 | 0 | 6h | Market |
Level 3 | 30 | 10 | 20 | 0 | 9h | Police Station |
Level 4 | 40 | 20 | 30 | 10 | 12h | Firehall |
Level 5 | 50 | 30 | 40 | 20 | 15h | Hospital |
Level 6 | 60 | 40 | 50 | 30 | 18h | Restaurant |
Level 7 | 70 | 50 | 60 | 40 | 21h | Church |
Level 8 | 80 | 60 | 70 | 50 | 24h | Bank |
Level 9 | 90 | 70 | 80 | 60 | 27h | Casino |
Level 10 | 100 | 80 | 90 | 70 | 30h | Brothel |
|
|
|
Raw Material Warehouse |
| Warehouses store raw materials. A level 1 warehouse can store up to 600 raw material units. Its capacity increases with 600 units / level, up to 3000 units at level 5. The town’s storage capacity is the aggregated capacity of the warehouses. If you have2 level 5 warehouses and a level 3 one, the storage capacity shall be 7800 raw material units. Material warehouses use up to 5 employees. If all the warehouses are full, you will no longer be able to store raw materials. |
| | | | | | Influence |
Level 1 | 15 | 0 | 0 | 0 | 3h | - |
Level 2 | 30 | 0 | 15 | 0 | 6h | Firehall |
Level 3 | 45 | 15 | 30 | 0 | 9h | Police Station |
Level 4 | 60 | 30 | 45 | 15 | 12h | Hospital |
Level 5 | 75 | 45 | 60 | 30 | 15h | Restaurant |
|
|
|
The Cemetery |
| When a citizen dies, they are not immediately erased from the system, but “deposited” in a cemetery, where they will remain 10 days. 10 days later, the citizen is completely erased and the cemetery spot cleared. A cemetery can “accommodate” between 5 and 25 citizens, depending on the level. Should all the cemeteries be full, you can no longer recruit new citizens. In order to see the effective capacity of the cemeteries and the occupancy degree, click on a cemetery. You will see in the lower right corner the occupancy degree of all the cemeteries in the entire town. |
| | | | | | Influence |
Level 1 | 15 | 0 | 0 | 0 | 3h | - |
Level 2 | 30 | 0 | 15 | 0 | 6h | Church |
Level 3 | 45 | 15 | 30 | 0 | 9h | Firehall |
Level 4 | 60 | 30 | 45 | 15 | 12h | Police Station |
Level 5 | 75 | 45 | 60 | 30 | 15h | Restaurant |
|
|
|
The Market |
| Markets are exclusively used to provide influence for level 2 houses. They have up to 5 employees (unskilled workers) and 5 development levels. Costs are presented below. |
| | | | | | Influence |
Level 1 | 15 | 0 | 0 | 0 | 3h | - |
Level 2 | 30 | 0 | 15 | 0 | 6h | Police Station |
Level 3 | 45 | 15 | 30 | 0 | 9h | Firehall |
Level 4 | 60 | 30 | 45 | 15 | 12h | Hospital |
Level 5 | 75 | 45 | 60 | 30 | 15h | Restaurant |
|
|
|
The Fire Station |
| Fire Stations are exclusively used to provide influence for other service buildings. They have up to 5 employees (firemen) and 5 development levels. Costs are presented below. |
| | | | | | Influence |
Level 1 | 15 | 0 | 0 | 0 | 3h | - |
Level 2 | 30 | 0 | 15 | 0 | 6h | Police Station |
Level 3 | 45 | 15 | 30 | 0 | 9h | Church |
Level 4 | 60 | 30 | 45 | 15 | 12h | Hospital |
Level 5 | 75 | 45 | 60 | 30 | 15h | Restaurant |
|
|
|
The Hospital |
| Hospitals provide influence for most of the other service buildings. They have up to 5 employees (doctors) and can be improved up to level 5. Costs are presented below. |
| | | | | | Influence |
Level 1 | 15 | 0 | 0 | 0 | 3h | - |
Level 2 | 30 | 0 | 15 | 0 | 6h | Police Station |
Level 3 | 45 | 15 | 30 | 0 | 9h | Firehall |
Level 4 | 60 | 30 | 45 | 15 | 12h | Restaurant |
Level 5 | 75 | 45 | 60 | 30 | 15h | Church |
|
|
|
The Police Precinct |
| Police precincts provide influence for most of the other service buildings. They have up to 5 employees (policemen) and can be improved up to level 5. Costs are presented below. |
| | | | | | Influence |
Level 1 | 15 | 0 | 0 | 0 | 3h | - |
Level 2 | 30 | 0 | 15 | 0 | 6h | Firehall |
Level 3 | 45 | 15 | 30 | 0 | 9h | Hospital |
Level 4 | 60 | 30 | 45 | 15 | 12h | Restaurant |
Level 5 | 75 | 45 | 60 | 30 | 15h | Church |
|
|
|
School |
| Schools represent some of the most important buildings. Schools turn unskilled workers into specialists, such as doctors, firemen, policemen, etc. They use up to 5 employees (unskilled workers) and can be improved up to level 5. Costs are presented below. |
| | | | | | Influence |
Level 1 | 15 | 0 | 0 | 0 | 3h | - |
Level 2 | 30 | 0 | 15 | 0 | 6h | Police Station |
Level 3 | 45 | 15 | 30 | 0 | 9h | Firehall |
Level 4 | 60 | 30 | 45 | 15 | 12h | Hospital |
Level 5 | 75 | 45 | 60 | 30 | 15h | Restaurant |
|
|
|
|
Luxury Services |
Service buildings are generally used to provide influence for dwellings, from level 5 up. There are 8 essential service buildings : the Restaurant, the Casino, the Bank, the Brothel and the church. |
|
Restaurant |
| Restaurants provide influence to a wide range of level 5 buildings. They use up to 5 employees (cooks) and can be improved up to level 5. Costs are presented below. |
| | | | | | Influence |
Level 1 | 15 | 0 | 0 | 0 | 3h | - |
Level 2 | 30 | 0 | 15 | 0 | 6h | Police Station |
Level 3 | 45 | 15 | 30 | 0 | 9h | Firehall |
Level 4 | 60 | 30 | 45 | 15 | 12h | Hospital |
Level 5 | 75 | 45 | 60 | 30 | 15h | Restaurant |
|
|
|
Casino |
| Casinos provide influence to high level dwellings. They use up to 5 employees (bankers) and can be improved up to level 5. Costs are presented below. |
| | | | | | Influence |
Level 1 | 15 | 0 | 0 | 0 | 3h | - |
Level 2 | 30 | 0 | 15 | 0 | 6h | Police Station |
Level 3 | 45 | 15 | 30 | 0 | 9h | Firehall |
Level 4 | 60 | 30 | 45 | 15 | 12h | Hospital |
Level 5 | 75 | 45 | 60 | 30 | 15h | Restaurant |
|
|
|
Bank |
| Banks provide influence to high level dwellings. They use up to 5 employees (bankers) and can be improved up to level 5. Costs are presented below. |
| | | | | | Influence |
Level 1 | 15 | 0 | 0 | 0 | 3h | - |
Level 2 | 30 | 0 | 15 | 0 | 6h | Police Station |
Level 3 | 45 | 15 | 30 | 0 | 9h | Firehall |
Level 4 | 60 | 30 | 45 | 15 | 12h | Hospital |
Level 5 | 75 | 45 | 60 | 30 | 15h | Restaurant |
|
|
|
|
|
|
|
|
Military Buildings |
|
|
|
|
|
|
|
|
|
|
|
|
|
Post a Comment