| Chapter IV: Buildings |
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| Unbuilt Acres |
All acres, both build and unbuilt, house 10 serfs and 10 vassals. An unbuilt acre
is best converted into a built acre.
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| Huts |
Huts are lower quality dwellings built to house serfs in great density (see Basics > Population). Each hut is capable of housing a maximum of 35 serfs. Note that space within huts is required for serf based military units (see Basics > Military). While stationed at home a serf based military unit will require one living space in a hut. However, serf based military out on assignment only require one living space between 4 units, this space is used simply as a storage area for their personal belongings.
Main points:
Huts house serfs. |
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| Manors |
Vassals require a style of housing that is not provided by basic
huts (see Basics > Population). The more luxurious homes of vassals
are known as manors. A manor may house up to 30 vassals in relative
comfort. Manor space is used by vassal based military units. Each
vassal based unit at home requires one living space in a manor,
while every 4 units out on an operation require one living space
for storage.
Main points:
Manors house vassals, vassals produce income. |
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| Markets |
Your people are creative and dedicated in their lives, it is naïve
to think each individual produces all products necessary for his
or her survival. The population specialises as they see fit, their
survival rests on trading resources with those producing other goods.
Such trading will occur regardless of the presence of markets, however
using markets the process can be used to generate income. Providing
and leasing areas to your citizens can be combined with trade taxes
to produce an effective source of revenue. Constructing an increasing
number of markets will even reduce building costs as those wishing
to sell lumber and building services face increased competition.
Main points:
Markets produce gold and reduce building costs |
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| Barracks |
Barracks are places of discipline and training. It is within these
areas that your military units are trained. Constructing extra barracks
allows the simultaneous training of more units. More barracks also
provide a greater range of facilities allowing training to be completed
sooner and at a reduced cost.
Main points:
Barracks allow you to train more units at a time while also
reducing training costs and training times. |
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| Temples |
Produce followers... (improved description pending)...
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| Monoliths |
Increase magic resistances... (improved description pending)...
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| Hospitals |
Each hospital maintains a number of medics. Medics work whenever
and wherever they are required. For any offensive operation your
hospitals will each contribute 3 medics to tend the battle. Each
of these 3 medics may then use his or her skill to save one unit
from death. In any defensive battle 4 medics will be assigned by
each hospital with each able to save one wounded unit. Many units
may not be saved due to the severity of their injuries but with
an increased number of hospitals you will gain an increased medical
knowledge and be able to save units from more serious injuries.
Population growth rates in the Dystopian world are hindered mostly
by mortality rates rather than a lack of reproduction. The provision
of hospitals saves countless serfs and vassals from unnecessary
deaths. A greater number of hospitals will allow more of the unfortunate
to be saved and hence increase your vassal and serf growth rates
further.
Main points:
Hospitals house medics who are capable of saving units wounded
in battle who would otherwise die More hospitals will allow
more units to be saved..Hospitals also encourage population
growth. More hospitals increase growth more and more. |
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| Cannontowers |
These are tall structures that assist in territory defense. A
cannontower requires trained sentries to operate. Full operation
is only achieved with 30 sentries to man each cannontower.
Main points:
Cannontowers kill attacking units, 30 sentries are required
to fully operate each cannontower. |
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| Farms (Faery only) |
Farms are simply areas of land dedicated to caring for animals.
There are no fences involved in Faery farms, the animals choose
to stay as all the needs a creature has will be catered for. A greater
number of farms will allow a faery to summon and house more animals.
Great numbers of small creatures may be housed in a single farm.
Larger more powerful creatures require more farms to tend their
needs and are consequently housed in far lower numbers.
Main points:
Farms are faery only building that house wild animals when
summoned by a mage. |
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| Sacrificial Pits (Phantom only) |
Phantom serfs and vassals are mortal beings living in the hope
that they will one day be chosen to join the immortal. There are
two routes to immortality, one is through drafting into the military
which involves time consuming and extremely costly sacrifice rituals.
The second is a far less sophisticated ritual that converts some
of the intended sacrifices into immortal skeletons (not true phantom
spirits). The process is entirely hit and miss but costs no gold
to perform. Sacrificial pits are simply structures available to
support the massive number of sacrifices necessary to produce units
through this weak method. Each pit may only contain so many sacrificed
bodies before it overflows. An overflown pit will empty in time
- the forces of decay and decomposition here are tireless. A greater
number of sacrificial pits will increase the accuracy of the sacrifice
ritual and yield a higher percentage of skeletons for sacrifices.
Additionally more pits provide more pit space for sacrificed bodies
allowing larger numbers of serfs and vassals to be sacrificed.
Main points:
Sacrificial pits allow a phantom to sacrifice serfs and/or
vassals in the hope of gaining skeleton military units (1/1).
More sacrificial pits allow for greater numbers to be sacrificed
and increase the peasant to skeleton conversion rate. |
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