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Types of buildings

There are many types of buildings in this game: sesterce-producing buildings, crafting buildings, storage buildings, food-producing buildings, resource-producing buildings, villager houses, and other buildings. They all have different purposes. Some of these buildings are already present at the start - all others have to be bought, built and upgraded.


Sesterce-producing buildings

Buildings that generate sesterces are the butcher, fish market and tavern in each village. In Alexandria, no building produces sesterces. Sesterces are produced in cycles. A cycle for the butcher is 3 minutes. A cycle for the fish market is 30 minutes. A cycle for the tavern is 45 minutes. These buildings will produce sesterces until they reach the maximum capacity they can hold. At this point, these buildings will stop producing sesterces. The sesterces must be collected from these buildings so that further sesterces can be generated. Certain upgrades increase the amount of sesterces each cycle, increase the building's maximum capacity, or open up commodity slots that can then be used to earn more sesterces.

Things to note: If goods are used in a building that cause the building to reach maximum capacity at the end of its cycle, any excess sesterces will be lost. Example: 2 turkeys in the butcher shop give 2,000 sesterces. However, if the maximum capacity is only 1,500 sesterces and the sesterces are not picked up in the meantime, 500 sesterces (in addition to the sesterces normally produced in a cycle) will expire.


Craft Buildings

Craft buildings are the carpenter's shop, the stonemason, the blacksmith's shop, the leatherworker and the tailor's shop in the village. In Alexandria it is Numerobis' workshop. These buildings are used to craft anything used in the game that is not a drop or buy-only item. Each crafting building upgrade opens a new crafting recipe, gives up to a 25% chance to drop a small amount of sesterces, reduces the crafting time for that building, or gives a chance to drop an item useful for that building. When a new recipe is made available through an upgrade, it must be unlocked with sesterces in order to be used. Up to 3 identical items can be commissioned in each building at the same time. These are made one after the other. Different items in the same building can not be commissioned.


Storage building

Storage buildings are the stone storage, the wood storage, the straw storage and the food storage in the village and in Alexandria. The buildings in the village and in Alexandria are independent of each other and must be upgraded separately. Only as much of a given resource can be stored as there is storage space available. Anything beyond what can be saved is lost. The food storage buildings are an exception.If the fields are hunted, fished, or gathered, that food is lost when the food store is full. Excess food from leveling up and ending Roman legions will show as surplus in the food storage when it is full instead of being lost. Food from the food-producing buildings cannot be collected when the food store is full.

A special case is when a player leaves a guild that has purchased bonuses to storage size. If the quantity in stock is greater than the quantity WITHOUT these bonuses, the excess goods will also be sent by mail, so they will not expire!


Food producing buildings

Food producing buildings are the village farm and the southern farm in the village. In Alexandria it is the Egyptian farm. The Village Farm and Egyptian Farm produce 1 food at 5 minute intervals. The Southern Farm produces 1 food in 15 minute intervals. Upgrading these buildings only increases the maximum capacity of the buildings by +1 for each upgrade. Nothing in the game increases the speed at which these buildings produce food.


Resource generating buildings

Resource producing buildings are the Quarry, Wooden Hut, and Iron Mine in the village. In Alexandria it is the Pier. The Quarry and Pier produce stone. The Wooden Hut produces wood. The Iron Mine produces Iron Ore. All of them have a small chance to drop other items related to their respective resource (Buildings that produce stone can drop Coal, Salt, Iron Ore and Gold Ore etc.) and will drop RP each time collected from them. Each of these can be upgraded to increase the maximum capacity of the building. Upgrades do not increase the speed at which these buildings produce resources, nor do they increase the chance that any of these buildings will drop other items.


Village houses

The houses of the villagers are

  • the house of Pointandklix (the tower)
  • the house of Lunatix - the eldest
  • the house of Democratix - the chief
  • the house of Ironix - the blacksmith
  • the house of Baltix - the fishmonger
  • the house of Lyrix - the bard
  • the house of Statistix - the druid
  • the garden of Gardenia - Ironix's wife

Upgrading houses for villagers (except Statistix) increases villager strength by +1 each. Upgrading Statistix's house will open up more potion recipes. In Alexandria, the villagers' houses are the Egyptian workers' tents.

Other buildings

Other buildings are the Druid Circle and the boxing ring in the village. In Alexandria, this is the palace. The Druid Circle creates potions, and upgrading unlocks more potion recipes. The boxing ring is for village brawls only and has no upgrades. The palace requires a lot of work to build before it produces RP. It needs to be repaired regularly every 14 days, but the rewards are worth it.


Construct buildings

... in Gaul

At the beginning of the game there are already:

  • Village farm
  • Southern farm
  • all resource storage
  • House of Pointandklix
  • Butcher

Other buildings in the village are unlocked as the game progresses and must be constructed by the player using resources. Resource buildings, the Southern Farm, and the Druid Circle become available when the Roman camps blocking them are defeated. As the game progresses, quests will prompt players to construct specific buildings. To do this, the debris must first be removed from the building sites. The debris heaps with 20 "units" of debris are on the construction sites for production buildings, those with 10 "units" on the spaces for residential buildings. When removing the debris, one wood, stone, straw or food is randomly awarded per unit.

If the debris has been removed from a building site, a wooden sign will appear in its place. If you click on this sign, the construction menu appears. All buildings that can be built on this square are located here. "Grayed out" buildings cannot be erected yet. Once a village has reached the required level, the building can be clicked on to buy it (provided there are enough sesterces). A construction site will now appear at the place of the sign. If you click on the construction site, the building can be erected provided the required raw materials are available.


... in Egypt

At the beginning of the game you already have:

  • Egyptian farm
  • all resource storage
  • the food store
  • Edifis' workshop
  • Well in the oasis
  • Tent of worker 1

The tents of the other workers (2-5) can be unlocked as the game progresses. To do this, certain levels must be reached. An increasing number of sesterces, wood, straw, stone blocks and linen cloth are required for construction.

In contrast to the buildings in Gaul, the places are fixed and cannot be exchanged.


Swap buildings

In the village there are two types of building plots on which buildings can be erected, for residential and production buildings respectively, indicated by different wooden signs: "Building plot for a residential building" and "Building plot for a production building". (One property space for production buildings remains free)

The position of a building can be exchanged with another building of the same type for an individual village layout. The function can be found in the radial menu of the buildings and costs 400 sesterces per process.
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