Buildings common to all towns: Difference between revisions

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(moved the Resource Silo article across, and also added some of the information from the Dungeon article (albeit reworded a bit))
(Added which towns, specifically, are self-sufficient (I'm not 100% sure whether the reference to inferno is worthwhile or not, so feel free to remove it if you think it's not))
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== Blacksmiths & Resource Silos ==
== Blacksmiths & Resource Silos ==
'''Resource silo''' is one of the [[standard buildings]]. It produces additional [[resource]]s, depending on the town it is built in.  Resource silos all produce either the resource required for that town's level 7 unit, or 1 Wood and 1 Ore.  Wood and Ore resource silos might be better for building up your town (especially on maps with few resources), but a resource silo that produces magical resources, combined with a Capitol, can make some towns self-sufficient - the town produces enough gold and resources to buy all of it's units every week (provided that there isn't a [[Growth#Special weeks and months|special week or month]])
'''Resource silo''' is one of the [[standard buildings]]. It produces additional [[resource]]s, depending on the town it is built in.  Resource silos all produce either the resource required for that town's level 7 unit, or 1 Wood and 1 Ore.  Wood and Ore resource silos might be better for building up your town (especially on maps with few resources), but a resource silo that produces magical resources, combined with a Capitol, can make Rampart and Dungeon towns self-sufficient - the town produces enough gold and resources to buy all of it's units every week (provided that there isn't a [[Growth#Special weeks and months|special week or month]]).  Inferno towns are almost self-sufficient, running at a loss of only 90 {{G}} per week.


* Castle: +1 {{Wood}} and +1 {{Ore}}  
* Castle: +1 {{Wood}} and +1 {{Ore}}  

Revision as of 08:12, 8 September 2016

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 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 because their functions vary in different towns. Other common buildings are halls, castles, mage guilds, marketplace and tavern.

Halls

As described in the manual, the hall is the center of leaderhip, that provide the kingdom with income in the form of gold (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 Capitol, which will provide 4000 Gold 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 impassable 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. An exception to this are Tower towns, which do not have a moat but instead building a Citadel adds several 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 get across 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

Mage guilds are structures that teaches heroes new spells and only place where heroes can acquire a spell book for a price of 500 Gold. Mage guilds may be upgraded level-by-level up to fifth level in most of the towns. The exceptions are Stronghold and Fortress which may only upgrade mage guild up to level three, and Castle which may upgrade mage guild up to level four. Each level a selectively random set of spells becomes available at the guild. Selectively random means that different towns have different probabilities for specific spells. For example, Inferno towns have higher odds of having fire school spells. A mage guild upgraded up to level five will teach:

  • Five 1st level spells
  • Four 2nd level spells
  • Three 3rd level spells (highest mage guild in Stronghold and Fortress)
  • Two 4th level spells (highest mage guild in Castle )
  • One 5th level spell

Additionally, Tower with Library will teach one extra spell of each level, and Conflux with Aurora Borealis will teach every non-banned spell. It should be noted that the map maker can disable almost all spells - for some reason at least one spell has to be left available in map editor. This means that some or none of the slots may be left empty even if a mage guild is built or upgraded. In addition to variances in spell probabilities within each town, there are several spells that can not appear in each town's mage guild. They are as follows:

Table 1. Spells that cannot appear in mage guilds of different towns
School of Air Magic School of Earth Magic School of Fire Magic School of Water Magic
Castle Animate Dead
Death Ripple
Armageddon
Bloodlust
Curse
Rampart Summon Air Elemental Animate Dead
Death Ripple
Armageddon
Bloodlust
Curse
Sacrifice
Summon Fire Elemental
Tower Animate Dead
Death Ripple
Armageddon
Bloodlust
Sacrifice
Summon Fire Elemental
Inferno Magic Mirror
Summon Air Elemental
Animate Dead
Death Ripple
Bless
Frost Ring
Ice Bolt
Prayer
Summon Water Elemental
Necropolis Destroy Undead
Hypnotize
Magic Mirror
Summon Fire Elemental Bless
Cure
Prayer
Summon Water Elemental
Dungeon Summon Air Elemental Animate Dead
Death Ripple
Prayer
Stronghold Animate Dead
Death Ripple
Curse
Fortress Disguise
Animate Dead
Death Ripple
Protection from Earth
Curse
Conflux Animate Dead
Death Ripple
Armageddon
Curse
Sacrifice

Exceptionally Resurrection can appear in Necropolis' mage guild although Animate Dead can not appear in any of the other towns.

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.

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

Resource silo is one of the standard buildings. It produces additional resources, depending on the town it is built in. Resource silos all produce either the resource required for that town's level 7 unit, or 1 Wood and 1 Ore. Wood and Ore resource silos might be better for building up your town (especially on maps with few resources), but a resource silo that produces magical resources, combined with a Capitol, can make Rampart and Dungeon towns self-sufficient - the town produces enough gold and resources to buy all of it's units every week (provided that there isn't a special week or month). Inferno towns are almost self-sufficient, running at a loss of only 90 Gold per week.

  • Castle: +1 Wood and +1 Ore
  • Rampart: +1 Crystal
  • Tower: +1 Gem
  • Inferno: +1 Mercury
  • Necropolis: +1 Wood and +1 Ore
  • Dungeon: +1 Sulfur
  • Stronghold: +1 Wood and +1 Ore
  • Fortress: +1 Wood and +1 Ore
  • Conflux: +1 Mercury

Requires: marketplace
Cost: 5000 Gold + 5 Ore