Buildings

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Several buildings in Eressea offer distinct advantages to your faction. Except for castles, all of these buildings require maintenance in some form to ensure they are functioning and will not collapse from disuse. This maintenance can take the form of silver, stone, wood, even horses, and often more than one type of item.

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Maintenance

Maintenance costs are independent of the size of the building (excpet for taverns), and must be paid at the beginning of a round between the GIVE command and the long orders. Thus a unit is not able to collect taxes first and then pay for the building's maintenance. If you do not have enough money at the beginning of a turn, the building will not work. If you have enough money at the end of the turn, the building will remain unharmed, although you have not benefited from it this turn. If you still do not have enough money, then any allied factions using the HELP SILVER command may have enough silver on hand to save the building. Otherwise, it will collapse and kill some of the units inside. (Note: This is not the case any more.) Maintenance costs are charged to the owner of the building, i.e. the first unit in the building.

Maintenance costs have to be paid as soon as the construction has begun (except for the turn a MAKE command starts the construction of a new building).

Units and Buildings

A building only has an effect on a unit if the unit fits entirely into the building. This means that units with too many men to fit into a building do not receive the benefit even if they are the only unit in the building.

If there are several units inside a building, they will be checked from top to bottom in the order listed on your report. The first unit which is too large for the building prevents all following units (even if those would fit) from receiving the benefits of the building.

Like units on a ship, units in a building are indented beneath the building's name in your .nr report. As previously mentioned, the first unit in a building is the owner. It decides which other units may enter the building, it can name and describe the building and its faction must pay the maintenance upkeep for the building. The owner of the largest castle in a region may also rename and describe the region.

Construction

Production points are calculated for masonry just like for any other production skill. For each production point (unit skill x unit size / minimum skill of the building type) a unit can extend a building by one size point (one stone in the case of castles). The required raw materials depend on the type of building.

Castles

Castles can be build by giving a unit the MAKE CASTLE order. Only stone is required to build a castle, or enlarge an existing castle.

Other buildings

Other buildings can be built using the MAKE <building type> and can be enlarged by using the MAKE <building type> <building id.> order. For example: MAKE lighthouse or MAKE smithy 3df1. For each building, a different minimum skill level of masonry is needed, which is given in the tables below. There are several buildings which have an upper size limit. Different building types require differnet amounts and types of raw material.

For a list of all building types see Types of buildings.

See

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