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* Allows ships larger than a boat to land in regions which are not plains or forests. | * Allows ships larger than a boat to land in regions which are not plains or forests. | ||
* A region with a harbour can be used as a " canal region ", i.e. a ship in the harbour can sail away in any other ocean direction. | * A region with a harbour can be used as a " canal region ", i.e. a ship in the harbour can sail away in any other ocean direction. | ||
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* The owner also receives (2*Trade)% of all luxury items which are on board of incoming ships. Unless the unit which carries the goods has a hiding level higher than the harbour master's perception level, or the ship's captain is allied with the Harbor owner. | * The owner also receives (2*Trade)% of all luxury items which are on board of incoming ships. Unless the unit which carries the goods has a hiding level higher than the harbour master's perception level, or the ship's captain is allied with the Harbor owner. | ||
* In a region with a harbour, the prices of goods will increase with a probability of 20% instead of the normal 10%. | * In a region with a harbour, the prices of goods will increase with a probability of 20% instead of the normal 10%. | ||
* A harbour will only work if it is completely built. There can be only one harbour per region. The one who finishes a harbour first is the | * A harbour will only work if it is completely built. There can be only one harbour per region. The one who finishes a harbour first is the winner. The half-finished harbour can be destroyed with the order [[Special:MyLanguage/ZERSTÖRE|DESTROY]]. | ||
<span id="akademie"></span> | <span id="akademie"></span> |
Version vom 5. März 2024, 11:53 Uhr
Buildings are built with the MAKE "building type" order and can be enlarged with MAKE "building type" ID-building. Examples: MAKE Lighthouse or MAKE Harbour xyz. These buildings require a minimum level in Masonry skill, which is indicated in the table. Some buildings are of a specific size.
Here is a summarised table, more detailed explanations follow below.
Buildings | Building costs | Skill | Upkeep | Max. | Capacity | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Stone | Wood | Iron | Silver | Silver | Resource | ||||||
Lighthouse | 2 | 1 | 1 | 100 | 3 | 100 | -/- | none | 4 persons | ||
Mine | 5 | 10 | 1 | 250 | 4 | 500 | -/- | none | size | ||
Quarry | 1 | 5 | 1 | 250 | 2 | 250 | -/- | none | size | ||
Sawmill | 5 | 5 | 3 | 200 | 3 | 250 | -/- | none | size | ||
Smithy | 5 | 5 | 2 | 200 | 3 | 300 | 1 wood | none | size | ||
Stable | 2 | 4 | 1 | 100 | 2 | 150 | -/- | none | size | ||
Harbour | 5 | 5 | -/- | 250 | 3 | 250 | -/- | 25 | size | ||
Caravanserai | 1 | 5 | 1 | 500 | 2 | 3000 | 2 horses | 10 | size | ||
Academy | 5 | 5 | 1 | 500 | 3 | 1000 | -/- | 25 | size | ||
Mage Tower* | 5 | 3 | 3 | 500 | 5 | 1000 | -/- | 50 | 2 Personen | ||
Dam | 5 | 10 | 1 | 500 | 4 | 1000 | 3 wood | 50 | size | ||
Tunnel | 10 | 5 | 1 | 300 | 6 | 100 | 2 stones | 100 | size | ||
Inn | 4 | 3 | 1 | 200 | 2 | 5*size | -/- | none | size | ||
Monument | 1 | 1 | 1 | 400 | 4 | -/- | -/- | none | size | ||
Stonecircle | 5 | 5 | -/- | -/- | 2 | -/- | -/- | 100 | 3 Persons | ||
|
1 | 1 | -/- | -/- | 3 | 200 | -/- | 10 | size |
Lighthouse
Costs per point of size: | 2 stones, 1 wood, 1 iron, 100 Silver |
Skill required: | 3 |
Maintenance per turn: | 100 Silver |
Maximum size: | none |
Capacity: | 4 units |
Size | Perception | Visibility |
10 | 3 | 1 |
10 | 6 | 2 |
100 | 9 | 3 |
1000 | 12 | 4 |
etc |
- Beginning from size 10, a lighthouse reduces the possibility that a ship drifts off. This effect extends log10(size of the lighthouse)+1 regions around the building.
- The lighthouse gives the occupants (only up to 4 units) information about ship sightings in all ocean regions within a radius of log10(lighthouse size)+1 regions. The unit must have a perception of at least distance×3. A report from an ocean region three hexes away can only be obtained if the lighthouse is at least size 100 and the unit has at least perception 9.
E3A | Es wird kein Wahrnehmungstalent benötigt, damit der Leuchtturm funktioniert. |
Schiffe mit Leuchturmschutz können durch Stürme immer noch aufgehalten werden. Sie treiben dann aber nicht in eine Nachbarregion. |
Mine
Costs per point of size: | 5 stones, 10 wood, 1 iron, 250 Silver |
Skill required: | 4 |
Maintenance per turn: | 500 Silver |
Maximum size: | none |
Capacity: | 1 person per 1 size |
- Only half of the iron mined by units inside the mine is deducted from the region's supply. This effect works cumulatively together with any corresponding racial advantages.
- Units inside a mine extract as they have +1 on their mining skill, but it doesn’t apply to the mining level needed to reach a deeper layer.
- To produce laen you must be inside a mine.
1 human unit for 2 persons level 4. They produce 8 iron and subtract 8 iron on the region stock. In a mine the same unit, produce 10 iron (4+1*2) and subtract only 5 iron (10/2).
2 dwarfs level 4. They produce 8 iron and subtract 5 iron on the region stock (special dwarves ability 60%). In the mine, the same dwarven unit, produce 10 iron (4+1*2) and subtract only 3 iron (10*60%/2).
Quarry
Costs per point of size: | 1 stone, 5 wood, 1 iron, 250 Silver |
Skill required: | 2 |
Maintenance per turn: | 250 Silver |
Maximum size: | none |
Capacity: | 1 person per 1 size |
- Only half of the stone mined by units inside the mine is deducted from the region's supply. This effect works cumulatively together with any corresponding racial advantages.
- Units inside a quarry extract as they have +1 on their Quarrying level, but it doesn’t apply to the mining level needed to reach a deeper layer
10 trolls produce 40 stones in a region. Due to the special ability of the trolls the supply of the region is only reduced by 30 stones.
If the trolls are inside a quarry, the supply will be reduced by 15 Stones. If there are only 7 stones left in the region, the trolls can only produce 9 stones but 18 in a quarry.
Sawmill
Costs per point of size: | 5 stone, 5 wood, 3 iron, 200 Silver |
Skill required: | 3 |
Maintenance per turn: | 250 Silver |
Maximum size: | none |
Capacity: | 1 person per 1 size |
- Only half of the wood/saplings/mallorn produced by units inside a sawmill is subtracted from the supply in the region. This number is rounded up (i.e. if a unit, in a sawmill, makes 11 woods, 6 trees are cut).
- Units inside a sawmill get a +1 modifier to their forestry skill.
Smithy
Costs per point of size: | 5 stone, 5 wood, 2 iron, 200 Silver |
Skill required: | 3 |
Maintenance per turn: | 300 Silver, 1 wood |
Maximum size: | none |
Capacity: | 1 person per 1 size |
- Units only need half the normal amount of iron to make iron weapons and armour. Laen is not saved.
- Units inside a smithy receive a +1 modifier to their weaponsmithing and armoursmithing skills.
Stable
Costs per point of size: | 2 stone, 4 wood, 1 iron, 100 Silver |
Skill required: | 2 |
Maintenance per turn: | 150 Silver |
Maximum size: | none |
Capacity: | 1 person per 1 size |
- Units inside a stable can reproduce horses by using the order GROW HORSES. For this the unit needs the skill Taming and at least 2 horses (in its possession).
- The chance to breed horses corresponds to the unit's skill. In addition, the unit has several attempts according to his skill. If a unit is T5, he has 5 attempts at 5% each to breed a horse.
- For each breeding attempt, the unit needs one horse. If not enough horses are available, the attempts are forfeited.
E3A | In einer Pferdezucht können mit Pferdedressur 4, 1 Eisen, 200 Silber und einem Pferd Streitrösser gezüchtet werden. |
Harbour
Costs per point of size: | 5 stone, 5 wood, 250 Silver |
Total cost: | 125 stone, 125 wood, 6250 Silver |
Skill required: | 3 |
Maintenance per turn: | 250 Silver |
Maximum size: | 25 |
Capacity: | persons according to size, unlimited ships |
- Allows ships larger than a boat to land in regions which are not plains or forests.
- A region with a harbour can be used as a " canal region ", i.e. a ship in the harbour can sail away in any other ocean direction.
- In both cases, the prerequisite is that the Harbour owner is a member of the same faction or has HELP GUARD set with the Captain faction.
- The owner of the harbour receives 10% of all the silver earned through trade, in addition to the possible income through castles.
- The owner also receives (2*Trade)% of all luxury items which are on board of incoming ships. Unless the unit which carries the goods has a hiding level higher than the harbour master's perception level, or the ship's captain is allied with the Harbor owner.
- In a region with a harbour, the prices of goods will increase with a probability of 20% instead of the normal 10%.
- A harbour will only work if it is completely built. There can be only one harbour per region. The one who finishes a harbour first is the winner. The half-finished harbour can be destroyed with the order DESTROY.
Academy
Costs per point of size: | 5 stone, 5 wood, 1 iron, 500 Silver |
Total cost: | 125 stone, 125 wood, 25 iron, 12500 Silver |
Skill required: | 3 |
Maintenance per turn: | 1000 Silver |
Maximum size: | 25 |
Capacity: | persons according to size |
- Units in an academy can learn with a chance of 1/3 once extra in this week, if they have a teacher even with a chance of 2/3.
- Learning in an academy costs 50 silver per person for skills which can be normally learned without any costs and the double amount of silver for skills which cost something to learn them.
- Teachers who teach pupils in an academy also get a chance to learn, which is up to 1/3 depending on the number of their pupils. They do not have to be in an academy themselves for this.
- An academy will only work if it is completely built!
Mage Tower
Costs per point of size: | 5 stone, 3 wood, 3 iron, 2 mallorn, 2 laen, 500 Silver |
Total cost: | 250 stone, 150 wood, 150 iron, 100 mallorn, 100 laen, 25000 Silver |
Skill required: | 5 |
Maintenance per turn: | 1000 Silver |
Maximum size: | 50 |
Capacity: | 2 Persons |
- In a mage tower, a mage regenerates 75% more aura.
- The power of every spell casted inside a mage tower is increased as if the spell was cast one level higher.
- Fizzles happen much less often.
- Magical places, such as a mage tower, often increase protection against foreign magic.
- A mage tower will only work if it is completely built!
Caravanserai
Costs per point of size: | 1 stone, 5 wood, 1 iron, 500 Silver |
Total cost: | 10 stone, 50 wood, 10 iron, 5000 Silver |
Skill required: | 2 |
Maintenance per turn: | 3000 Silver, 2 horses |
Maximum size: | 10 |
Capacity: | persons according to size |
- A caravanserai allows you to build roads in deserts. If the caravanserai is damaged or destroyed, half of the roads will also be destroyed. A completed road remains if the building maintenance is not paid.
- In deserts, double the possible trade volume. The owner receives a part of the trade as in castles rules (see this Table).
- A caravanserai will only work if it is completely built!
Dam
Costs per point of size: | 5 stone, 10 wood, 1 iron, 500 Silver |
Total cost: | 250 stone, 500 wood, 50 iron, 25000 Silver |
Skill required: | 4 |
Maintenance per turn: | 1000 Silver, 3 wood |
Maximum size: | 50 |
Capacity: | persons according to size |
- Dam allows you to build roads in swamps. If the dam is damaged or destroyed, half of the roads will also be destroyed. A completed road remains if the building maintenance is not paid.
- Dam will only work if it is completely built!
Tunnel
Costs per point of size: | 10 stone, 5 wood, 1 iron, 300 Silver |
Total cost: | 1000 stone, 500 wood, 100 iron, 30000 Silver |
Skill required: | 6 |
Maintenance per turn: | 100 Silver, 2 stone |
Maximum size: | 100 |
Capacity: | persons according to size |
- A tunnel allows you to build roads in glacier. If the tunnel is damaged or destroyed, half of the roads will also be destroyed. A completed road remains if the building maintenance is not paid.
- Tunnel will only work if it is completely built!
Inn
Costs per point of size: | 4 stone, 3 wood, 1 iron, 200 Silver |
Skill required: | 2 |
Maintenance per turn: | 5 Silver per 1 size |
Maximum size: | none |
Capacity: | 1 person per 1 size |
- Units in a Inn regenerate 50% faster.
- All persons inside an Inn need 14 silver per week to live instead of the normal 10 silver.
Monument
Costs per point of size: | 1 stone, 1 wood, 1 iron, 400 Silver |
Skill required: | 4 |
Maintenance per turn: | none |
Maximum size: | none |
Capacity: | 1 person per 1 size |
- The name and the description of the monument can only be entered once. This can never be changed again.
- The monument has no functionality.
Stonecircle
Costs per point of size: | 5 stone, 5 wood |
Total cost: | 500 stone, 500 wood |
Skill required: | 2 |
Maintenance per turn: | none |
Maximum size: | 100 |
Capacity: | 3 persons |
- A stonecircle can be blessed by a powerful spell. This then develops some strange effects. Among other things, it seems to attract the extremely rare elf horses. In addition, magicians in the building can interrupt the connection between the astral space and the real world.
- In a blessed stonecircle, a mage regenerates 50% more aura.
- The power of any spell cast in a blessed stonecircle increases as if the spell had been cast with one more level.
- Magical places, such as a blessed stonecircle, often increase protection against foreign magic.
- Stonecircle will only work if it is completely built and blessed!
E3A Markt
Baukosten pro Größenpunkt: | 1 Steine, 1 Holz |
Baukosten gesamt: | 10 Steine, 10 Holz |
Mindestbautalent: | 3 |
Unterhalt pro Runde: | 200 Silber |
Größenbegrenzung: | 10 |
Kapazität: | Personen entsprechend Größe |
Der Marktplatz sammelt Kräuter und Handelsgüter aus den angrenzenden Regionen. Der Marktbesitzer bekommt diese automatisch, wenn der Unterhalt bezahlt wird. Es ist kein Talent zum Betreiben des Marktplatzes erforderlich. Dieses Gebäude gibt es nur in E3 und E4.
See also
Continue reading: | Faction Pool |