Buildings common to all towns: Difference between revisions
(Transfered table to Template: Common buildings) |
|||
Line 7: | Line 7: | ||
== Castles == | == Castles == | ||
As stated in the manual, castles provide increased security for towns. Fort adds [[wall]] to town's defenses, while Citadel attaches primary [[arrow tower]] to it. Furthermore Castle strengthens the wall and adds two secondary arrow towers with half the strength of the primary tower. Additionally, Citadel increases the creature dwellings' growth by 50%, and Castle further increases it up to 100%. | |||
== Mage guilds == | == Mage guilds == | ||
A place in a town where heroes can learn new [[spells]] and purchase [[Spell Book]]s. | A place in a town where heroes can learn new [[spells]] and purchase [[Spell Book]]s. |
Revision as of 08:05, 9 August 2014
Halls | Fortifications | Miscellaneous | Mage Guilds | Banned spells | ||||||||||||||||||||||||||||||||
Village Hall | Village Hall (existing) |
Fort | Fort
|
Tavern | Tavern
|
Mage Guild level 1 | Mage Guild level 1
|
|||||||||||||||||||||||||||||
File:Town Hall large.gif | Town Hall
|
Citadel | Citadel
|
Marketplace | Marketplace
|
Mage Guild level 2 | Mage Guild level 2
|
|||||||||||||||||||||||||||||
City Hall | City Hall
|
Castle | Castle
|
Resource Silo | Resource Silo ()
|
Mage Guild level 3 | Mage Guild level 3
|
|||||||||||||||||||||||||||||
Capitol | Capitol
|
Blacksmith |
|
Mage Guild level 4 | Mage Guild level 4
|
|||||||||||||||||||||||||||||||
Mage Guild level 5 | Mage Guild level 5
|
|||||||||||||||||||||||||||||||||||
Total Common Buildings: |
|
Total Mage Guild: |
|
Buildings common to all towns contains strucures that can be build to all towns 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.
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 per day. The upgraded version of Village Hall is Town Hall, which provides the kingdom 1000 per day. The largest hall every city can have is City Hall with an income of 2000 per day. Additionally, the kingdom may upgrade one City Hall into Captiol, which will provide 4000 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, while Citadel attaches primary arrow tower to it. Furthermore Castle strengthens the wall and adds two secondary arrow towers with half the strength of the primary tower. Additionally, Citadel increases the creature dwellings' growth by 50%, and Castle further increases it up to 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
- 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
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 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 . 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
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.