Category:Buildings: Difference between revisions
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Should you choose to build only a single level of a building at first, it can be expanded later on up to the maximum allowed by the construction material chosen by simply placing another of the same type of building on top of it. | Should you choose to build only a single level of a building at first, it can be expanded later on up to the maximum allowed by the construction material chosen by simply placing another of the same type of building on top of it. | ||
Before constructing a building, you are able to see what materials are required to construct it, as well as which [[ | Before constructing a building, you are able to see what materials are required to construct it, as well as which [[Commodities]] said building can produce. You may also choose which Commodity the building should start producing, or if it should actually produce anything at all. Note that factories and other resource-gathering buildings set to do nothing are useless, and as such they should always be producing something. | ||
==Building Destruction== | ==Building Destruction== |
Revision as of 14:26, 22 May 2015
Construction Menu |
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The construction menu, with Farm selected |
Buildings are essential to getting your city up and running. Every building in Shores of Hazeron can be built using either logs, lumber, stones, metal, vulcium or magmium. Some buildings may even allow you to build additional levels depending on the material used. Logs will generally only allow you to build one or two levels, lumber will allow you to build up to four levels, stone up to 8 and so on, ending with vulcium which allows you to build up to 32 levels high.
To increase the amount of levels you wish to build, simply scroll the mouse wheel or + and - keys before placing the building and a number on your mouse pointer will show how many levels will be built. Should you choose to build only a single level of a building at first, it can be expanded later on up to the maximum allowed by the construction material chosen by simply placing another of the same type of building on top of it.
Before constructing a building, you are able to see what materials are required to construct it, as well as which Commodities said building can produce. You may also choose which Commodity the building should start producing, or if it should actually produce anything at all. Note that factories and other resource-gathering buildings set to do nothing are useless, and as such they should always be producing something.
Building Destruction
Buildings can be damaged and destroyed. Military buildings have 10x the armor factors of civilian buildings made of the same building material. Hit points are based on primary construction material and the amount of that material used to construct the building. Other ancillary materials do not contribute to hit points. Spot a building to see its hit points. You must spot the actual building, not the ground at the building site.
Buildings that use no primary construction material are indestructible. i.e. Town Square, Military Flags, Mines, Logging Camps. These buildings will not report any hit points when spotted. Citizen population works to repair buildings when the city is no longer under attack. That is about 15 minutes after the last building was damaged or citizen was injured. Building repairs do not take materials, just time.
Buildings that are destroyed will appear as an imprint of the building outline on the ground, just like when it is first built, except the ground isn't textured like a construction zone.
Destroyed buildings retain information about their undestroyed condition, including all manufacturing processes. Citizens do not perform construction or manufacturing jobs at destroyed buildings. Destroyed buildings are not counted when tallying city facilities so they will not show up on the city report of buildings. Destroyed buildings do not contribute homes, jobs or fire fighting potential.
Citizens do perform construction and manufacturing jobs at damaged buildings. Buildings operate at their full potential until destroyed. The first bit of repairs conducted on a destroyed building causes it to no longer be destroyed, just heavily damaged. Damaged buildings cannot have additional levels constructed onto them. The damage must be repaired first. There is no way for a player to repair a damaged building. Damage is only repaired by citizens.
Fire
Buildings can catch fire when attacked. Probability of catching fire is based on the construction material, weapon effect, and damage inflicted in the hit. Heat/fire and electric weapon effects have a higher probability of lighting a fire. Hits have a higher probability of causing a fire as the amount of damage increases.
Once lit, a building will burn itself to the ground unless the fire is extinguished. All available Fire Stations attempt to extinguish fires. Every Fire Station level is counted. Up to 4 levels of Fire Station will be committed to fight each active fire. One citizen is needed to operate each Fire Station level to fight fires. This does not take people away from other jobs; it just limits the available Fire Station levels to the current population of the city.
Fire fighters fight fires even when the city is under attack.
Buildings continue to manufacture things and perform construction when burning.
Repairs are not performed on burning buildings. The fire must be extinguished first.
There is no way for a player to put out a burning building. Fires are only fought by citizens using Fire Stations.
Buildings
Government & Military
- Town Square
- Capitol
- Military Weapon System
- Military Flag
- Military Guard Tower
- Military Shield Generator
Roads
Roads are needed to place any kind of building, with one exception: the town square.
Food & Drink
Housing
Power Plants
- Hydroelectric Power Plant
- Solar Power Plant
- Wind Power Plant
- Coal Power Plant
- Natural Gas Power Plant
- Nuclear Power Plant
- Gasoline Power Plant
- Hydrogen Power Plant
Manufacture
- Mine
- Treatment Plant
- Well
- Logging Camp
- Smelter
- Refinery
- Lumber Mill
- Textile Mill
- Explosives Factory
- Rocket Motor Factory
Tools & Weapons
- Carpenter
- Machine Shop
- Plastics Factory
- Electronics Factory
- Computer Factory
- Pharmaceutical Lab
- Clothing Factory
- Jeweler
- Armorer
- Munitions Factory
- Weapon Smith
Commercial
- Cantina
- Grocery
- Retail Store
- Broker
- Bank
- Warehouse
- Fire Station
- Police Station
- Hospital
- Church
- Park
- University
- Arena
- Casino
- Zoo
Transportation
- Airport Terminal
- Airport Repair Shop
- Aircraft Factory
- Shipyard
- Vehicle Factory
- Spacecraft Factory
- Hangar
- Design Studio
- Observatory
Jobs utilization
The section has been moved to it's own page for better readability.
Subcategories
This category has the following 11 subcategories, out of 11 total.
Pages in category "Buildings"
The following 107 pages are in this category, out of 107 total.