In this final part of short series of posts on Resource Gameplay we will focus on different types of buildings that exist in the game. Understanding them will help you make the most of location you are spawned on at the beginning of your journey. In this post we will not uncover some hidden logic; instead, we will list all the types and explain, how and when they can be used.
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This types of buildings do not take part in production process and have special dedicated purpose. For example, Walls are used to protect your settlement from foes, while Bridge will help you bypass water barriers. While some of these buildings might not require maintenance resources, if they do, then they will consume one amount of resources indicated in Maintenance Block each production cycle.
These buildings contain specific type of resource, that is restored to initial capacity if not taken by other building. For example, Wheat Field contains 1,000 units of wheat upon construction, which can be taken by Windmill to produce Flour. However, if Windmill has taken 200 units and stopped, Wheat Field will be gradually replenishing its capacity to initial 1,000 units. Building maximum capacity will be indicated in Basic Block, while rate of restoring - in Production Block.
In fact, villages are specific type of self-restoring buildings with special restoring function. When you build village, it contains zero settlers; however, if there is enough maintenance resources, number of settlers will begin to grow logarithmically (i.e. with decreasing speed) until it reaches its maximum capacity. However, if there is lack of maintenance resources, the growth will slow down to zero first, and then begin to decline. Villages are also very special type of buildings because they produce Population, which is used as workers.
These buildings have special area called Production Range. Within this range, building is taking control over cells and use them to extract and/or produce resources. For example, Lumberjack Hut will collect Wood from cells within Production Range that have forest biome, while Windmill will collect Wheat from Wheat Fields within range to produce Flour. Size of Production Range is indicated in Basic Block, while which buildings or biomes are required for production can be guessed by studying Production Block. Final output of ranged production buildings depends only on amount of workers assigned (so, if there is 1 forest biome within Production Range at one Lumberjack Hut, and 6 at another, they will have the same output if there is equal number of workers assigned). Production Range border is visible once the building is placed.
Some buildings require to be placed atop resources they are producing. For example, Quarry can be only placed on cells with small rocks biomes, while Mine can be placed only at cells with high rocks biomes that have caves. You won’t be able to place such buildings on cells others than required; conversely, special cells will allow to build only special buildings. Such cells have standardize look, so there will be no ambiguity in guessing whether this is a right cell to place a building or not.
The final type is simply buildings that take some resource as an input and produce another resource as output. For example, Bakery consumes Flour (produced by Windmill) to produce Bread, while Sawmill produces Wooden Planks from Wood (collected by Lumberjack Hut). Such types of buildings can be placed almost everywhere.
For now, these are all types of buildings present in the game, though there might be new additions in future releases. There is lots of other things hidden in the core of Resource Gameplay - keep an eye on them in next blog posts.
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