Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
facilities [2020/02/03 11:03] poldora added reg |
facilities [2024/09/20 01:30] (current) poldora Out of Date |
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For example, say there is a building which looks like this: Entrance -> Living Room -> Kitchen. If you destroy the entrance, you will expose the living room . If you destroy the living room you will expose the kitchen. It takes half the amount of time to destroy a room as it does to build one. When a room has been destroyed, events will show who was revealed from the room and what items were inside. | For example, say there is a building which looks like this: Entrance -> Living Room -> Kitchen. If you destroy the entrance, you will expose the living room . If you destroy the living room you will expose the kitchen. It takes half the amount of time to destroy a room as it does to build one. When a room has been destroyed, events will show who was revealed from the room and what items were inside. | ||
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<li> Farm: Increases the production of all ingredients by 50%. Can only be built on location with access to crops.</ | <li> Farm: Increases the production of all ingredients by 50%. Can only be built on location with access to crops.</ | ||
<li> Garden: Increases the production of all herbs by 50%. Can only be built on location with access to herbs.</ | <li> Garden: Increases the production of all herbs by 50%. Can only be built on location with access to herbs.</ | ||
- | <li> Barn: Increases production from domesticated animals by 50%. Increases regen of tamed animals from +6 health per real day to +12.</ | + | <li> Barn: Increases production |
<li> Lumber Mill: Increases production from wood harvesting by 50%. Can only be built on location with access to wood.</ | <li> Lumber Mill: Increases production from wood harvesting by 50%. Can only be built on location with access to wood.</ | ||
<li> Dock: Increases production from fishing by 50%. Can only be built on location with access to fish.</ | <li> Dock: Increases production from fishing by 50%. Can only be built on location with access to fish.</ | ||
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<i>A town hall is required and only one is allowed per location, except for the castle.</ | <i>A town hall is required and only one is allowed per location, except for the castle.</ | ||
</p> | </p> | ||
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<li> Bank: Allows employers to pay employees without being on site. Access to bank accounts which keep their money, enabling inheritance. You may have up to 10 separate accounts with different heirs. To set someone as an heir to an account, the person must be with you in the bank when you want to create it. If there is no heir listed, or if the heir is not alive either, then the money will be moved to the treasury of the town. Banks do have a 7 day delay following a death for inheritance. Also allows the unlimited creation of currency after completed minting project. Minting does not use a skill for speed, it is always one per hour and minting projects do not provide experience.</ | <li> Bank: Allows employers to pay employees without being on site. Access to bank accounts which keep their money, enabling inheritance. You may have up to 10 separate accounts with different heirs. To set someone as an heir to an account, the person must be with you in the bank when you want to create it. If there is no heir listed, or if the heir is not alive either, then the money will be moved to the treasury of the town. Banks do have a 7 day delay following a death for inheritance. Also allows the unlimited creation of currency after completed minting project. Minting does not use a skill for speed, it is always one per hour and minting projects do not provide experience.</ | ||
<li> Watchtower: Allows town residents to see people on an adjacent tile. When inside the building, you can click on a map tile to see if there are people present on it, and if anyone is on the adjacent roads. You will also get a personal event inside a watchtower any time someone arrives at a map tile adjacent to town if present in the watchtower during arrival. If the building functionality has been restricted, you will be temporarily blinded when trying to look out from the watch tower. Watchtowers do not notify when someone leaves a tile, only when they arrive.</ | <li> Watchtower: Allows town residents to see people on an adjacent tile. When inside the building, you can click on a map tile to see if there are people present on it, and if anyone is on the adjacent roads. You will also get a personal event inside a watchtower any time someone arrives at a map tile adjacent to town if present in the watchtower during arrival. If the building functionality has been restricted, you will be temporarily blinded when trying to look out from the watch tower. Watchtowers do not notify when someone leaves a tile, only when they arrive.</ | ||
<li> Market: Marketplaces allow towns to set up areas where others can freely trade with the town supply without leaders having to necessarily be present. The marketplace requires a warehouse to be built first, which will hold the inventory of goods intended for trade. While in a marketplace, | <li> Market: Marketplaces allow towns to set up areas where others can freely trade with the town supply without leaders having to necessarily be present. The marketplace requires a warehouse to be built first, which will hold the inventory of goods intended for trade. While in a marketplace, | ||
- | <li> Guard Barracks: Allows leaders to manage <a href="/ | + | <li> Guard Barracks: Allows leaders to manage <a href="https:// |
<li> Castle: A huge fortification that is completely resistant to crowbar and lockpick break-ins. It can be forcefully entered only by siege with a battering ram. Acts as a residence. It still requires a town hall, but you can have multiple in the same location.</ | <li> Castle: A huge fortification that is completely resistant to crowbar and lockpick break-ins. It can be forcefully entered only by siege with a battering ram. Acts as a residence. It still requires a town hall, but you can have multiple in the same location.</ | ||
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+ | <th onclick=" | ||
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+ | </ | ||
+ | </ | ||
+ | </ | ||
+ | </ | ||
+ | <script type=" | ||
+ | function sortTable(n, | ||
+ | var shouldSwitch, | ||
+ | var table = document.getElementById(tableId); | ||
+ | var switching = true; | ||
+ | |||
+ | var dir = " | ||
+ | |||
+ | while (switching) { | ||
+ | switching = false; | ||
+ | var rows = table.rows; | ||
+ | |||
+ | for (var i = 1; i < (rows.length - 1); i++) { | ||
+ | shouldSwitch = false; | ||
+ | |||
+ | var x = rows[i].getElementsByTagName(" | ||
+ | var y = rows[i + 1].getElementsByTagName(" | ||
+ | |||
+ | if (dir == " | ||
+ | if ((!isNaN(x.innerHTML) && parseFloat(x.innerHTML) > parseFloat(y.innerHTML)) || | ||
+ | (isNaN(x.innerHTML) && x.innerHTML.toLowerCase() > y.innerHTML.toLowerCase())) { | ||
+ | shouldSwitch = true; | ||
+ | break; | ||
+ | } | ||
+ | } else if (dir == " | ||
+ | if ((!isNaN(x.innerHTML) && parseFloat(x.innerHTML) < parseFloat(y.innerHTML)) || | ||
+ | (isNaN(x.innerHTML) && x.innerHTML.toLowerCase() < y.innerHTML.toLowerCase())) { | ||
+ | shouldSwitch = true; | ||
+ | break; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | if (shouldSwitch) { | ||
+ | rows[i].parentNode.insertBefore(rows[i + 1], rows[i]); | ||
+ | switching = true; | ||
+ | switchCount++; | ||
+ | } else { | ||
+ | if (switchCount == 0 && dir == " | ||
+ | dir = " | ||
+ | switching = true; | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | } | ||
+ | / | ||
</ | </ |