Buildings common to all towns: Difference between revisions

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{{Common buildings}}  
{{buildings}}
'''Buildings common to all towns''' (or just '''common buildings''') are structures that can be built in all [[town]]s. This also includes ''blacksmiths'' and ''resource silos'', although in the {{roe}} manual they are classified as town specific buildings because their function varies.


'''Buildings common to all towns''' (or just '''common buildings''') contains strucures that can be build to all [[town]]s. This includes also ''blacksmiths'' and ''resource silos'', although in original {{roe}} manual they are classified as town specific buildings beacause their functions vary in different towns. Other common buildings are halls, castles, mage guilds, marketplace and tavern.
* [[Halls]]
* [[Fortifications]]
* [[Mage Guild]]
* [[Marketplace]]
* [[Tavern]]
* [[Thieves' Guild]]
* [[Blacksmith]]
* [[Resource Silo]]


== Halls ==
[[Category:Buildings common to all towns]]
As described in the manual, the hall is the center of leaderhip, that provide the kingdom with income in the form of [[gold]] ({{G}}). There are four types of halls available for every faction. The smallest one is called Village Hall, which is always present in every town providing 500 {{G}} per day. The upgraded version of Village Hall is Town Hall, which provides the kingdom 1000 {{G}} per day. The largest hall every city can have is City Hall with an income of 2000 {{G}} per day. Additionally, the kingdom may upgrade one City Hall into Capitol, which will provide 4000 {{G}} per day. If the enemy captures the Capitol, and they already own a Capitol, it is automatically downgraded into City Hall.  Otherwise it is retained.
 
== Castles ==
As stated in the manual, castles provide increased security for towns. Fort adds [[wall]] to town's defenses. The wall is unpassable by enemy creatures (without flying), but has a a drawbridge for defending creatures to pass through, back and forth if needed. Fort is also prerequisite for all [[creature dwelling]]s. Additionally, building a Fort to a town changes the town's appearance on the [[Adventure Map]].
 
The upgrade to Fort is Citadel, which adds primary [[arrow tower]] to town's defenses, and also adds a [[moat]] in front of the wall. However, [[Tower]] towns do not have a moat; insted building a Citadel adds [[Land Mine]]s in front of the wall. One of the greatest advantages of the moat is, that ground units end their movement to it, and cannot move further until their next round (see additional features [[Moat]] page). Note that this also works for defending creatures trying to cross the moat. Additionally, Citadel increases the creature dwellings' growth by 50%.
 
The final defense structure is Castle, which adds two more (secondary) arrow towers and strengthens the wall. The two arrow towers have half the strength of the primary tower added by Citadel. Further, production of creature dwellings is increased by 100%.
 
== Mage guilds ==
A place in a town where heroes can learn new [[spells]] and purchase [[Spell Book]]s.
 
A fully built Mage Guild will teach
*5 [[First Level Spells]]
*4 [[Second Level Spells]]
*3 [[Third Level Spells]] '''Note:'''''This is the highest level available in the [[Fortress]] and [[Stronghold]]''
*2 [[Fourth Level Spells]] '''Note:'''''This is the highest level available in the [[Castle]]''
*1 [[Fifth Level Spells|Fifth Level Spell]]
 
A [[Tower]] with a [[Library]] built will teach one extra spell of each level.
A [[Conflux]] with an [[Aurora Borealis]] will teach every non-banned spell.
 
A mapmaker can disable so many spells that some or all the slots can't be filled.
 
In addition to any disabling from the mapmakers side, the following spells won't appear in the mage guilds. (Spells that can't appear due to the Guild not being buildable to its level omitted):
*[[Castle]]: [[Bloodlust]], [[Curse]], [[Death Ripple]], [[Animate Dead]], [[Armageddon]]
*[[Rampart]]: [[Bloodlust]], [[Curse]], [[Death Ripple]], [[Animate Dead]], [[Armageddon]], [[Air Elemental]], [[Fire Elemental]], [[Sacrifice]]
*[[Tower]]: [[Bloodlust]], [[Death Ripple]], [[Animate Dead]], [[Armageddon]], [[Fire Elemental]], [[Sacrifice]]
*[[Fortress]]: [[Curse]], [[Disguise]], [[Death Ripple]], [[Animate Dead]], [[Protection from Earth]]
*[[Stronghold]]: [[Curse]], [[Death Ripple]], [[Animate Dead]]
*[[Conflux]]: [[Curse]], [[Death Ripple]], [[Animate Dead]], [[Armageddon]], [[Sacrifice]]
*[[Necropolis]]: [[Bless]], [[Cure]], [[Destroy Undead]], [[Hypnotize]], [[Prayer]], [[Fire Elemental]], [[Magic Mirror]], [[Water Elemental]] '''Note:'''''Surprisingly enough, [[Resurrection]] is available''
*[[Inferno]]: [[Bless]], [[Death Ripple]], [[Ice Bolt]], [[Animate Dead]], [[Frost Ring]], [[Prayer]], [[Air Elemental]], [[Magic Mirror]], [[Water Elemental]]
*[[Dungeon]]: [[Death Ripple]], [[Animate Dead]], [[Prayer]], [[Air Elemental]]
 
If a hero runs low on spell points he can refill at a Magic Well or he may stay overnight in a town with a Mage Guild.
 
== Marketplace ==
{{Marketplace}}
 
Marketplace is structure where a player can trade [[resources]] to other resources, or give resources to other players. The number of owned marketplaces also denotes how much information is shown in [[Buildings common to all towns#Thieves' Guild|Thieves' Guild]] – with five marketplaces a player recieves all possible infromation. The number of marketplaces also denotes trading rates in [[Artifact Merchants]], which can only be build in [[Tower]], [[Dungeon]], and [[Conflux]] towns, as well as trading rate in [[Freelancer's Guild]], which can be build in [[Stronghold]] towns. Like in resource trading, the cheapest trading rate in these special buildings is reached with nine or more marketplaces.
 
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== Tavern ==
{|cellspacing=3 style="border:1px solid grey; font-size:90%; width:150px; margin: 0 1em 0 0; float:left"
| align=center | [[File: Tavern.gif]]
|-
| Tavern as seen on [[Adventure Map]].
|}
=== General purpose ===
Tavern is a building where a player may hire [[heroes]], visit Thieve's Guild and hear [[rumor]]s. It also increases [[morale]] of the defending hero's army by +1 . Additionally, Taverns can also be found on [[Adventure Map]], where they have the same functions except the morale increase. In original {{roe}}, the heroes available for hiring in a Tavern on Adventure Map were different than the ones in towns' taverns. However, this was changed somewhere along the updates.
 
=== Hiring heroes ===
Heroes can be hired to the service of kingdom at the price of 2500 {{G}}. There are always two new heroes available for hire, and if one is hired, a new one will appear. However, at the beginning of each week (including the beginning of the map), the two heroes have a random number of creatures with them associated with the town type they represent. After either one is hired, the new hero appearing will only have one non-upgraded first level creature in his army. Additionally, at the beginning of each week, at least one of the heroes (left one) will be from the town the player represents. In original {{roe}}, heroes always had a new set of creatures with them, which lead to tactics where players hired several heroes in order to speed up the beginning.
 
=== Hearing rumors ===
In the tavern screen above the heroes is a small rectangle where bar keeper whispers rumors. The game has a bunch of built-in rumors, but the map maker can enter own rumors as many of as he sees fit. This in mind, rumors can be extremely helpful or completely nonsense. Default rumors can for example reveal the [[terrain]] of which the [[grail]] is buried or which player has the most artifacts.
 
=== Thieves' Guild ===
[[Image:Thieves_Guild.png‎|thumb|right|300px|In game footage of the thieves' guild. Player has acquired four towns and thereby unlocked eight different statistics. (Note: five towns are required to see income statistics.)]]
Thieves' Guild is in-build part of the tavern. It provides information on the relative strength of all the players and heroes. Each player is portrayed by a flag of their color which is placed further to the left depending on their rank regarding listed information. The information available in Thieves' Guilds are dependent on the number of towns a player controls.
 
{| style="border: 1px solid #000000; text-align: center; color: white; background:#A0A0A0; float;" cellspacing=0 cellpadding=2 align=left
|- bgcolor=707070 
| rowspan=2  | '''Statistics'''
| colspan=5 | '''Number of towns'''
|- bgcolor=707070 style="border-width: 5px;"
| width=20 | '''1'''
| width=20 | '''2'''
| width=20 | '''3'''
| width=20 | '''4'''
| width=20 | '''5'''
|-
| align=left bgcolor=707070 | '''Number of towns'''
| X
| X
| X
| X
| X
|-
| align=left bgcolor=707070 | '''Number of heroes'''
| X
| X
| X
| X
| X
|-
| align=left bgcolor=707070 | '''Gold'''
|
| X
| X
| X
| X
|-
| align=left bgcolor=707070 | '''Wood & ore'''
|
| X
| X
| X
| X
|-
| align=left bgcolor=707070 | '''Mercury, sulfur, crystal & gems'''
|
|
| X
| X
| X
|-
| align=left bgcolor=707070 | '''Obelisks Found'''
|
|
| X
| X
| X
|-
| align=left bgcolor=707070 | '''Artifacts Found'''
|
|
|
| X
| X
|-
| align=left bgcolor=707070 | '''Kingdom army strength'''
|
|
|
| X
| X
|-
| align=left bgcolor=707070 | '''Income'''
|
|
|
|
| X
|-
| align=left bgcolor=707070 | '''Best hero'''
| X*
| X**
| X
| X
| X
|-
| align=left bgcolor=707070 | '''Personality'''
|
|
| X
| X
| X
|-
| align=left bgcolor=707070 | '''Best monster'''
|
|
|
| X
| X
|- align=left style="font-size: 80%; background: white; color: black;"
| colspan=6 font-size=80%| ''* Only portrait and name'' <br>''** Primary skills''
|}
 
Heroes stationed inside towns, are not included in the best hero category. However, this is not true in the strongest monster category.
 
The number of taverns you own modifies what you can see when right-clicking an opponent's town on the adventure map.  If you have no taverns, an opponent's town will appear to have no garrisoned creatures.  With one tavern, the creature stacks are shown but not their numbers.  With two taverns, the creature stacks and their approximate numbers are shown.
 
== Blacksmiths & Resource Silos ==
 
[[Category: Buildings]]

Latest revision as of 18:30, 11 December 2023

Buildings
Halls
Village Hall
Town Hall
City Hall
Capitol
Fortifications
Fort
Citadel
Castle
Common
Blacksmith
Mage Guild
Marketplace
Resource Silo
Tavern
Specific
Artifact Merchants
Shipyard
Horde buildings
Grail buildings
Towns
Castle Rampart Tower
Inferno Necropolis Dungeon
Stronghold Fortress Conflux
Cove Factory

Buildings common to all towns (or just common buildings) are structures that can be built in all towns. This also includes blacksmiths and resource silos, although in the Restoration of Erathia manual they are classified as town specific buildings because their function varies.