Infrastucture and Development
One of the basic commodities of the game is land. Land is divided up into plots in the cities and fertile areas. Land may be purchased from its owner for an agreed upon price. Clicking on a plot of land will reveal who owns it and, if they are willing to sell it, the price. Players with enough wealth simply click a button agreeing to the amount and the land is theirs. If possessions are stored on the land they will become, effectively, property of the new owner so you wouldn't want to pre-authorize a sale for an area in which you store your characters belongings. Land may be developed. Some improvements are available only to the government, while others are there for any able to afford them. Building an improvement must be performed by a character with an engineering skill high enough for the improvement type. The engineering skill may be used to craft blueprints for universally available types of construction, while government only projects require plans which may only be acquired from the Public Works Officer.
Every civilization has a different look to its buildings, and every civilization has multiple appearances and types for buildings which all perform the same function. Engineers will be able to choose from among these. All buildings have upkeep cost which come from the owner. This will insure players cannot indefinitely increase their holdings unless they are profitting by those they have.
Many improvements have an effect on the Non-Player Character population of the area. The following is a rough outline. All are government only unless otherwise specified.
Granary
Granaries are storehouses for food. Only the government may build them. Each has a limit to its total storage capacity. When the rate of food production in the area exceeds the rate of basic consumption food piles up in the granary for protection against later shortages, or for sale to merchants who may export it. A small percentage of the food in the granary goes bad every day. Having a granary can affect the population's loyalty in a positive way, so long as there is food in it. Granaries reassure the populace that their well being is looked after. The greater the excess food supply is the higher the population growth rate will climb.
Mines and Quarries
Players may extract iron and stone from some locations. Building a mine, or quarry increases the quality of the material extracted by players. Higher quality iron ore helps craftsmen make higher quality iron products.
Aqueduct
By making the availability of clean drinking water more certain, an aqueduct slightly increases the loyalty of the population, and increases the public's health. It is a prerequisite of Public Baths, and Irrigation.
Public Baths
A culture of cleanliness increases substantially the average health of the populace.
Irrigation
Building a public irrigation system is a prerequisite for the irrigation improvement for private farms. Ultimately, irrigation yields a great increase in the agricultural productiveness of a society.
Hospital
Hospitals act as recovery centers. Characters who are badly wounded (since no one is actually killed) wake up in the nearest hospital, badly injured and looking forward to a long recovery time. If there is no hospital in the area characters reappear at the control point, barely alive and in need of a much longer recovery. Characters inside of a hospital recover faster than those outside. Increases the average health of the population.
Temple
A temple is always dedicated to the gods of the current ruler. An area just conquered has very low loyalty and if the new ruler has a different religion, very low faith and zeal ratings. In the long run, as the populace is converted, the shared faith of the populace and the ruler bouys the peoples loyalty to their ruler. Increases the zeal of the population and converts the public to the rulers faith.
Fortifications
Fortifications can be made of wood, or stone. These, if properly constructed and located, will increase the effectiveness of military forces.
Marketplace
Can be built by the government, or privately. Creates a market full of NPC merchants, bringing the total number in the area up, and merchants with higher quality goods. Increases the average wealth of the populace thereby raising tax revenues.
Bridge
A bridge can shorten travel distances, or make new areas accessible. Bridges, or their absence, can have an effect on military capabilities.
Farms
Available to everyone. Farms produce food and employ the majority of the workforce.
Farm Irrigation
Available to farm owners. Increases the yield of farmland significantly.
Library
Increases the average wealth of the population slightly and is a prerequisite for the university.
University
The presence of a university increases the average wealth of the public, but decreases their loyalty and their religious zeal.
Military Academy
Increases the morale of NPC soldiers.
Government Offices and Palaces
Acts as the Control Point for an area, gives a ruler control of the territory within a certain range. This means he may tax the people living there. It is also the direct object of conquest.
Stables
A place to breed and store horses. Keep members of both sexes here and the horses will reproduce occasionally.
Dock
Iron Smelter
Shipyard
Arena
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