Both sides previous revision
Previous revision
Next revision
|
Previous revision
|
facilities [2020/10/14 00:00] poldora added table |
facilities [2024/09/20 01:30] (current) poldora Out of Date |
</div> | </div> |
<h1 id="firstHeading" class="firstHeading" lang="en">Facilities</h1> | <h1 id="firstHeading" class="firstHeading" lang="en">Facilities</h1> |
| <center><p style="border:3px; border-style:solid; border-color:#FF0000; padding: 1em;"><b>This info might be out of date.</b><br> Please proceed with caution while we work on getting it updated. <br>September 2024</p></center> |
</div> | </div> |
| <div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><div class="mw-parser-output"><div id="toc" class="toc"><div class="toctitle"><h2>Contents</h2></div> |
| <ul> |
| <li class="toclevel-1 tocsection-1"><a href="#Access"><span class="tocnumber">1</span> <span class="toctext">Access</span></a></li> |
| <li class="toclevel-1 tocsection-2"><a href="#Destruction"><span class="tocnumber">2</span> <span class="toctext">Destruction</span></a></li> |
| <li class="toclevel-1 tocsection-3"><a href="#Facilities"><span class="tocnumber">3</span> <span class="toctext">Facilities</span></a></li> |
| <li class="toclevel-1 tocsection-4"><a href="#Building Build Requirements"><span class="tocnumber">4</span> <span class="toctext">Building Build Requirements</span></a></li> |
| </ul> |
| </div> |
<div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><div class="mw-parser-output"><h2><span class="mw-headline" id="Access">Access</span></h2> | <div id="mw-content-text" lang="en" dir="ltr" class="mw-content-ltr"><div class="mw-parser-output"><h2><span class="mw-headline" id="Access">Access</span></h2> |
<p>Buildings which have special functionality, by adding or expanding features, are facilities. Access to their abilities is decided by leadership, and can used by everyone, citizens, or just leadership. You can see what access levels are set to what buildings under the Benefits section in a town menu. | <p>Buildings which have special functionality, by adding or expanding features, are facilities. Access to their abilities is decided by leadership, and can used by everyone, citizens, or just leadership. You can see what access levels are set to what buildings under the Benefits section in a town menu. |
</p> | </p> |
<h2><span class="mw-headline" id="Destruction">Destruction</span></h2> | <h2><span class="mw-headline" id="Destruction">Destruction</span></h2> |
<p>Room destruction uses engineering and can be started at any time by a person older than 13, if you have a battering ram and it can be done inside and outside. When starting the project, a message is sent into the room to make those inside aware. If destruction completes, all items and people within will be exposed to the outside area and the room will be permanently removed along with any locks inside. Any rooms connected to the one which was destroyed will have outside exposure. | <p>Room destruction uses engineering and can be started at any time by a person older than 13, if you have a battering ram and it can be done inside and outside. When starting the project, a message is sent into the room to make those inside aware. If destruction completes, all items and people within will be exposed to the outside area, individuals will be subdued and the room will be permanently removed along with any locks inside. Any rooms connected to the one which was destroyed will have outside exposure. |
<br><br> | <br><br> |
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. |
<li> Farm: Increases the production of all ingredients by 50%. Can only be built on location with access to crops.</li> | <li> Farm: Increases the production of all ingredients by 50%. Can only be built on location with access to crops.</li> |
<li> Garden: Increases the production of all herbs by 50%. Can only be built on location with access to herbs.</li> | <li> Garden: Increases the production of all herbs by 50%. Can only be built on location with access to herbs.</li> |
<li> Barn: Increases production from domesticated animals by 50%. Increases regen of tamed animals from +6 health per real day to +12.</li> | <li> Barn: Increases production speed of ranching projects from domesticated animals by 50%. Increases regen of tamed animals from +6 health per real day to +12.</li> |
<li> Lumber Mill: Increases production from wood harvesting by 50%. Can only be built on location with access to wood.</li> | <li> Lumber Mill: Increases production from wood harvesting by 50%. Can only be built on location with access to wood.</li> |
<li> Dock: Increases production from fishing by 50%. Can only be built on location with access to fish.</li> | <li> Dock: Increases production from fishing by 50%. Can only be built on location with access to fish.</li> |
<h2><span class="mw-headline" id="Building Build Requirements">Building Build Requirements</span></h2> | <h2><span class="mw-headline" id="Building Build Requirements">Building Build Requirements</span></h2> |
<div class="table-responsive"> | <div class="table-responsive"> |
<table id="animalTable" class="table table-bordered table-striped table-hover"> | <table id="buildingTable" class="table table-bordered table-striped table-hover"> |
<thead> | <thead> |
<tr> | <tr> |
<th onclick="sortTable(0, 'animalTable')" scope="col">Building Name</th> | <th onclick="sortTable(0, 'buildingTable')" scope="col">Building Name</th> |
<th onclick="sortTable(1, 'animalTable')" scope="col">Pre-Requisit</th> | <th onclick="sortTable(1, 'buildingTable')" scope="col">Pre-Requisit</th> |
<th onclick="sortTable(2, 'animalTable')" scope="col">Benefit</th> | <th onclick="sortTable(2, 'buildingTable')" scope="col">Benefit</th> |
<th onclick="sortTable(3, 'animalTable')" scope="col">Wood Needed</th> | <th onclick="sortTable(3, 'buildingTable')" scope="col">Wood Needed</th> |
<th onclick="sortTable(4, 'animalTable')" scope="col">Stone Needed</th> | <th onclick="sortTable(4, 'buildingTable')" scope="col">Stone Needed</th> |
<th onclick="sortTable(5, 'animalTable')" scope="col">Tool Needed</th> | <th onclick="sortTable(5, 'buildingTable')" scope="col">Tool Needed</th> |
<th onclick="sortTable(6, 'animalTable')" scope="col">Effort</th> | <th onclick="sortTable(6, 'buildingTable')" scope="col">Effort</th> |
</tr> | </tr> |
</thead> | </thead> |
<td>None</td> | <td>None</td> |
<td>100</td> | <td>100</td> |
| </tr> |
| <tr> |
| <td>Dock</td> |
| <td>Location with Fish</td> |
| <td>Faster Gathering</td> |
| <td>300</td> |
| <td>0</td> |
| <td>Saw</td> |
| <td>50</td> |
</tr> | </tr> |
<tr> | <tr> |
<tr> | <tr> |
<td>Marketplace</td> | <td>Marketplace</td> |
<td>MISSING DATA</td> | <td>Warehouse</td> |
<td>Coin System</td> | <td>Coin System</td> |
<td>MISSING DATA</td> | <td>250</td> |
<td>MISSING DATA</td> | <td>0</td> |
<td>MISSING DATA</td> | <td>Hammer</td> |
<td>MISSING DATA</td> | <td>200</td> |
</tr> | </tr> |
<tr> | <tr> |
<td>Saw</td> | <td>Saw</td> |
<td>300</td> | <td>300</td> |
| </tr> |
| <tr> |
| <td>Walls</td> |
| <td>Town Hall</td> |
| <td>Animal Benefits</td> |
| <td>0</td> |
| <td>300</td> |
| <td>None</td> |
| <td>100</td> |
</tr> | </tr> |
<tr> | <tr> |