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Die Seite wurde neu angelegt: „{| class="wikitable" |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 |}“
Die Seite wurde neu angelegt: „* 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!“
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* 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.
* Ermöglicht Straßenbau in Wüsten. Wird die Karawanserei beschädigt oder zerstört, wird die Hälfte der Straße vernichtet. Eine fertige Straße bleibt bestehen, wenn der Gebäudeunterhalt nicht bezahlt wird.
* In deserts, double the possible trade volume. The owner receives a part of the trade as in castles rules (see [[Special:MyLanguage/Burgen|this]] Table).
* Verdoppelt in Wüsten das dort mögliche Handelsvolumen. Der Besitzer erhält einen Erlösanteil vom Handel entsprechend den Burgen (siehe [[Special:MyLanguage/Burgen|diese]] Tabelle).
* A caravanserai will only work if it is completely built!
* Die Karawanserei funktioniert nur, wenn sie voll ausgebaut ist!
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Version vom 24. Februar 2024, 13:38 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
Builging; see also table Building Castle
The capacity refers only to the persons who can benefit from the building.
*: also 2 Mallorn and 2 Laen per size point
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
E3AMarkt
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.
E3AEs wird kein Wahrnehmungstalent benötigt, damit der Leuchtturm funktioniert.
Player experience: Bruck
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.
E3AIn 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 owner. 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!

Damm

Baukosten pro Größenpunkt: 5 Steine, 10 Holz, 1 Eisen, 500 Silber
Baukosten gesamt: 250 Steine, 500 Holz, 50 Eisen, 25000 Silber
Mindestbautalent: 4
Unterhalt pro Runde: 1000 Silber, 3 Holz
Größenbegrenzung: 50
Kapazität: Personen entsprechend Größe
  • Ein Damm ermöglicht den Straßenbau in Sümpfen. Wird der Damm beschädigt oder zerstört, so wird die Hälfte der Straße vernichtet. Eine fertige Straße bleibt bestehen, wenn der Gebäudeunterhalt nicht bezahlt wird.
  • Der Damm funktioniert nur, wenn er voll ausgebaut ist!

Tunnel

Baukosten pro Größenpunkt: 10 Steine, 5 Holz, 1 Eisen, 300 Silber
Baukosten gesamt: 1000 Steine, 500 Holz, 100 Eisen, 30000 Silber
Mindestbautalent: 6
Unterhalt pro Runde: 100 Silber, 2 Steine
Größenbegrenzung: 100
Kapazität: Personen entsprechend Größe
  • Ein Tunnel ermöglicht den Straßenbau in Gletschern. Wird der Tunnel beschädigt oder zerstört, so wird die Hälfte der Straße vernichtet. Eine fertige Straße bleibt bestehen, wenn der Gebäudeunterhalt nicht bezahlt wird.
  • Der Tunnel funktioniert nur, wenn er voll ausgebaut ist!

Taverne

Baukosten pro Größenpunkt: 4 Stein, 3 Holz, 1 Eisen, 200 Silber
Mindestbautalent: 2
Unterhalt pro Runde: 5 Silber pro Größenpunkt
Größenbegrenzung: keine
Kapazität: Personen entsprechend Größe
  • Einheiten in einer Taverne regenerieren 50% schneller.
  • Einheiten in einer Taverne verbrauchen 14 Silber als Unterhalt!

Monument

Baukosten pro Größenpunkt: 1 Stein, 1 Holz, 1 Eisen, 400 Silber
Mindestbautalent: 4
Unterhalt pro Runde: Kein Unterhalt
Größenbegrenzung: keine
Kapazität: Personen entsprechend Größe
  • Sind Name und Beschreibung eines Monumentes gesetzt, können sie nicht mehr geändert werden, auch vom Eigentümer nicht.
  • Das Monument hat keine Funktion.

Steinkreis

Baukosten pro Größenpunkt: 5 Stein, 5 Holz
Baukosten gesamt: 500 Steine, 500 Holz
Mindestbautalent: 2
Unterhalt pro Runde: Kein Unterhalt
Größenbegrenzung: 100
Kapazität: 3 Personen
  • Ein Steinkreis kann durch einen mächtigen Zauber gesegnet werden. Dieser entfaltet dann einige sonderbare Wirkungen. Unter anderem scheint er die überaus seltenen Elfenpferde anzulocken. Außerdem können Magier in dem Gebäude die Verbindung zwischen Astralraum und Realwelt unterbrechen.
  • Ein Steinkreis funktioniert nur, wenn er voll ausgebaut und gesegnet ist!
  • In einem gesegneten Steinkreis regeneriert ein Magier 50% mehr Aura.
  • Die Stärke jedes Zaubers, der von einem gesegneten Steinkreis aus gesprochen wird, erhöht sich, als wäre der Zauber mit einer Stufe mehr gezaubert worden.
  • Magische Orte, wie ein gesegneter Steinkreis, erhöhen oft den Schutz gegen fremde Magie.

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.

Siehe auch


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