Gebäude/en: Unterschied zwischen den Versionen
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Maintenance is due in full as soon as the building is built; but not in the turn it is started with the order <tt>[[Special:MyLanguage/MACHE|MAKE ''Building_type'']]</tt>. The consequence of this is that buildings that are completed in a single turn do not function during the construction week, as no maintenance was paid for at the start of the week. | Maintenance is due in full as soon as the building is built; but not in the turn it is started with the order <tt>[[Special:MyLanguage/MACHE|MAKE ''Building_type'']]</tt>. The consequence of this is that buildings that are completed in a single turn do not function during the construction week, as no maintenance was paid for at the start of the week. | ||
If there is a shortage of Silver, or if a certain building is not used during a week and you wish to save on its maintenance, the unit controlling the building (see next section) can ensure that maintenance is not paid for that turn by using the order <tt>[[Special:MyLanguage/BEZAHLE NICHT|PAY NOT]]</tt>. The building then, of course, has no use during that week. | |||
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Version vom 12. März 2024, 15:36 Uhr
There are a number of different buildings in Eressea that offer different benefits. Apart from castles and monuments, all buildings have a recurring maintenance cost to keep them running.
Maintenance
These maintenance costs are generally independent of the size of the building and must be paid at the start of the turn by the building owner, between the GIVE order and long orders (see orders sequence). So a unit cannot collect taxes and then pay for its maintenance with the money collected. If there is no money at the time, the building does not function.
Maintenance is due in full as soon as the building is built; but not in the turn it is started with the order MAKE Building_type. The consequence of this is that buildings that are completed in a single turn do not function during the construction week, as no maintenance was paid for at the start of the week.
If there is a shortage of Silver, or if a certain building is not used during a week and you wish to save on its maintenance, the unit controlling the building (see next section) can ensure that maintenance is not paid for that turn by using the order PAY NOT. The building then, of course, has no use during that week.
Einheiten und Gebäude
Unter einem Gebäude sind die Einheiten eingerückt, die sich in dem betreffenden Gebäude befinden. Die erste Einheit hat das Kommando über das Gebäude. Sie bestimmt, welche anderen Einheiten das Gebäude betreten dürfen, und sie darf das Gebäude umbenennen und beschreiben. Die Besitzereinheit der größten Burg einer Region darf sogar die Region, über die sie herrscht, umbenennen und beschreiben.
Die Wirkung von Gebäuden (auch von Burgen) wird einheitenweise angerechnet. Einheiten, die also - auch nur teilweise - nicht mehr in die noch freie Kapazität passen, bekommen keinen Bonus durch das Gebäude - auch dann, wenn sie die einzige Einheit sind!
Sind mehrere Einheiten in einem Gebäude, werden diese der Reihe nach von oben nach unten abgefragt. Die erste zu große Einheit "sperrt" das Gebäude dann für weitere, auch dann, wenn kommende Einheiten passen würden, wenn die zu große nicht dort wäre. Der SORTIERE-Befehl kann hier abhelfen.
Bau
Gebäude werden mit dem MACHE-Befehl gebaut und erweitert. Wie bei anderen Produktionsbefehlen ist die Bauleistung von Talent (Burgenbau) und Größe der Baumeistereinheit und vom erforderlichen Mindesttalent abhängig. Eine Einheit kann pro Runde (Talentstufe x Personen / Mindesttalent) Größenpunkte bauen; du kannst also mit einer hinreichend guten Einheit und genug Steinen problemlos in einer Woche einen Turm bauen.
Siehe auch
Continue reading: | Burgen |