Buildings common to all towns: Difference between revisions

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{{Common buildings}}  
{{Common buildings}}  


'''Buildings common to all towns''' (or sometimes just '''common buildings''') contains strucures that can be build to all [[town]]s and have the same functions regardless of the town type. These common buildings are halls, castles, mage guilds, marketplace and tavern. Additionally, [[Blacksmith]] and [[Resource Silo]] are strucutres that can be build in every town, but their function vary between town types, and therefore are listed in town specific buildings.
'''Buildings common to all towns''' (or sometimes 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 are halls, castles, mage guilds, marketplace and tavern.  


== Halls ==
== Halls ==
Line 167: Line 167:
Heroes stationed inside towns, are not included in the best hero category. However, this is not true in the strongest monster category.
Heroes stationed inside towns, are not included in the best hero category. However, this is not true in the strongest monster category.


== Blacksmiths & Resource Silos ==


[[Category: Buildings]]
[[Category: Buildings]]

Revision as of 09:35, 9 August 2014

Halls Fortifications Miscellaneous Mage Guilds Banned spells
Village Hall Village Hall
(existing)
Fort Fort
Wood
20
Mercury
Ore
20
Sulfur
Crystal
Gem
Gold
5000
Tavern Tavern
 Wood
5
           Gold
500
Mage Guild level 1 Mage Guild level 1
 Wood
5
   Ore
5
       Gold
2000
File:Town Hall large.gif Town Hall
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
2500
Citadel Citadel
Wood
Mercury
Ore
5
Sulfur
Crystal
Gem
Gold
2500
Marketplace Marketplace
 Wood
5
           Gold
500
Mage Guild level 2 Mage Guild level 2
 Wood
5
 Mercury
4
 Ore
5
 Sulfur
4
 Crystal
4
 Gem
4
 Gold
1000
City Hall City Hall
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
5000
Castle Castle
Wood
10
Mercury
Ore
10
Sulfur
Crystal
Gem
Gold
5000
Resource Silo Resource Silo ()
     Ore
5
       Gold
5000
Mage Guild level 3 Mage Guild level 3
 Wood
5
 Mercury
6
 Ore
5
 Sulfur
6
 Crystal
6
 Gem
6
 Gold
1000
Capitol Capitol
Wood
Mercury
Ore
Sulfur
Crystal
Gem
Gold
10000
Blacksmith
Blacksmith
Wood
5
Mercury
Ore
Sulfur
Crystal
Gem
Gold
1000
link={{{smith}}}
link={{{smith}}}
Mage Guild level 4 Mage Guild level 4
 Wood
5
 Mercury
8
 Ore
5
 Sulfur
8
 Crystal
8
 Gem
8
 Gold
1000
Mage Guild level 5 Mage Guild level 5
 Wood
5
 Mercury
10
 Ore
5
 Sulfur
10
 Crystal
10
 Gem
10
 Gold
1000
Total Common Buildings:
 Wood
45
   Ore
40
       Gold
37000 
Total Mage Guild:
 Wood
15
 Mercury
10
 Ore
15
 Sulfur
10
 Crystal
10
 Gem
10
 Gold
4000
 Wood
20
 Mercury
18
 Ore
20
 Sulfur
18
 Crystal
18
 Gem
18
 Gold
5000
 Wood
25
 Mercury
28
 Ore
25
 Sulfur
28
 Crystal
28
 Gem
28
 Gold
6000

Buildings common to all towns (or sometimes just common buildings) contains strucures that can be build to all towns. This includes also Blacksmiths and Resource Silos, although in original Restoration of Erathia manual they are classified as town specific buildings beacause their functions vary in different towns. Other common are halls, castles, mage guilds, marketplace and tavern.

Halls

As described in the manual, the town's hall is its center of leaderhip, that provide the kingdom with incom in the form of gold. 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 Gold per day. The upgraded version of Village Hall is Town Hall, which provides the kingdom 1000 Gold per day. The largest hall every city can have is City Hall with an income of 2000 Gold per day. Additionally, the kingdom may upgrade one City Hall into Captiol, which will provide 4000 Gold per day. If the enemy captures the Capitol, it is automatically downgraded into City Hall.

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 dwellings. 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 Mines 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 Books.

A fully built Mage Guild will teach

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):

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

Rates of trade
 # 
 1 
 2 
 3 
 4 
 5 
 6 
 7 
 8 
 9+ 
 GoldBasic resource 
 2500  → 
 1667  → 
 1250  → 
 1000  → 
 833  → 
 714  → 
 625  → 
 556  → 
 500  → 
 GoldMagical resource 
 5000  → 
 3333  → 
 2500  → 
 2000  → 
 1667  → 
 1429  → 
 1250  → 
 1111  → 
 1000  → 
 Basic resourceGold 
 1  →  25 
 1  →  37 
 1  →  50 
 1  →  62 
 1  →  75 
 1  →  88 
 1  →  100 
 1  →  112 
 1  →  125 
 Basic resourceBasic resource 
 10  → 
 7  → 
 5  → 
 4  → 
 3  → 
 3  → 
 3  → 
 2  → 
 2  → 
 Basic resourceMagical resource 
 20  → 
 13  → 
 10  → 
 8  → 
 7  → 
 6  → 
 5  → 
 4  → 
 4  → 
 Magical resourceGold 
 1  →  50 
 1  →  75 
 1  →  100 
 1  →  125 
 1  →  150 
 1  →  175 
 1  →  200 
 1  →  225 
 1  →  250 
 Magical resourceBasic resource 
 5  → 
 3  → 
 3  → 
 2  → 
 2  → 
 1  → 
 1  → 
 1  → 
 1  → 
 Magical resourceMagical resource 
 10  → 
 7  → 
 5  → 
 4  → 
 3  → 
 3  → 
 3  → 
 2  → 
 2  → 
 Legend: Basic resource for basic resources: Wood & Ore;  Magical resource for magical resources: Mercury, Sulfur, Crystal & Gem

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 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.


Tavern

Tavern as seen on Adventure Map.

General purpose

Tavern is a building where a player may hire heroes, visit Thieve's Guild and hear rumors. 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 Restoration of Erathia, 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 Gold. 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 Restoration of Erathia, 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

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.

Statistics Number of towns
1 2 3 4 5
Number of towns X X X X X
Number of heroes X X X X X
Gold X X X X
Wood & ore X X X X
Mercury, sulfur, crystal & gems X X X
Obelisks Found X X X
Artifacts Found X X
Kingdom army strength X X
Income X
Best hero X* X** X X X
Personality X X X
Best monster X X
* Only portrait and name
** Primary skills

Heroes stationed inside towns, are not included in the best hero category. However, this is not true in the strongest monster category.

Blacksmiths & Resource Silos