|If you have enough wood and stone, you may wish to create a building. To do this, find the page with the information for existing buildings within a particular town or area and move right to the very bottom. You will find a button to “Create New Building/Place”.|
By selecting this, a new screen appears for you to choose which building type you want and write a short description of it. This description can be edited later. The type of building is selected from the drop-down menu, and the buildings you can construct depend on whether your chosen skill area. Only those who selected “Builder” their skill will be able to construct higher-level buildings:
Anyone can construct:
A basic hut for 7 wood.
An open space for 10 wood.
A three-roomed house for 25 wood and 200 gold for labour.
A five-roomed villa for 70 wood and 400 gold for labour.
A caravan (see travelling info) for 200 wood and 500 gold for labour.
A shop or restaurant for 100 wood and 800 gold for labour.
Or gardens for 20 wood.
For detailed descriptions and a full list of the buildings you can make- see the build menu (click "build new building/place" in a district or town).
Other such buildings, such as palaces, fortresses, etc, are far too complex for an average character to know how to construct. This is where the civic skill of "builder" comes into play. A user with that civic skill who has been hired at a construction yard (another type of building) can construct all sorts of buildings, and without a fee for labour. If you wish to have one of these buildings constructed for yourself, you must hire a builder to do it for you.
Building management is relatively similar all across the various types that you can own. For the simplest of uses, managing a house requires little to no use of the building control panel. Here are the basics:
The building control panel is accessed through your assets control panel, usually right at the bottom. By clicking “Manage” next to your chosen building, you can change or manage it in the new screen:
For now, we’ll ignore the buttons at the top and just look at the main information. Firstly, buildings can be used just like bank accounts to store money and you generate a small amount every time someone posts inside your building. Using the two boxes here, you can deposit and withdraw any amount you are in possession of.
Building Name and Description: Both can be changed in the next two boxes, simply type in the new name and/or description and then press “Submit”.
Open Roof: In order to make guarding a town simpler, anyone positioned on the town walls or a guard tower in a district will be able to see all the posts in any open spaces, buildings set with "open roof", gardens, streets, caravans and the entrance room (usually the top deck) of ships.
Co-Owners: If you wish, you can set co-owners to your building. These 'co-owners' will be able to control almost all aspects of the building, excluding the ability to add/remove co-owners, and the discounts that owners receive in shops and restaurants. This can be very useful in situations where buildings are shared. Also, since co-owners are able to add items to catalogues, it is the perfect solution to having a shop where more than one person creates items. Of course, only the actual owner can add or remove co-owners.
Inventories: For 500 gold (if your building has not come with an inventory already), you can open up an inventory in your building. Before being able to use it, you must tie the inventory to a room in the building. Anyone in that room will then be able to access the inventory, whether they own the building or not. Therefore, you must make sure that you secure that room as best you can. This is, in fact, very similar to storing your items simply by dropping them into the particular room - however, this feature makes it much easier to manage and organize your items.
Forges: For 750 gold you can build a forge onto any building. This allows you to refine raw materials and imbue your weapons with usable resources.
Card Tables: Yeah. Out of place. I know. A card table is helpful if you were to, say, create a gambling hall, or something of that sort. The card table, once it is added to a room, allows people to sit down at said table and view a graphical representation of the card table, with various functions such as shuffle, deal cards, etc. The card table has to have a "dealer" set (preferably one who has read the related guide and understands how to work the darn thing), leaving the players with very little to do themselves, other than post their actions.
Fortification: All buildings can be fortified to a certain limit. This limit is different for every building type but the idea is the same. This means that if you lock down your building, an attacker has to destroy the fortifications before they can get in. It costs wood or stone to do this. Each piece of wood you add will raise the fortification by 3 points. Each piece of stone (assuming that your building can be fortified using stone) will raise the fortification by 9 points.
Siege Weapons: For more information on siege weapons, go look at the related guide article. Depending on your building type, you may be able to add one or several siege weapons. These will cost you gold, and you will have to purchase ammunition as well. The siege weapons will NOT WORK if your building's fortifications are down to 0 (the equivalent of having the crap blown out of you). Siege weapons are tied to rooms, and anyone in the room will be able to fire the weapon, regardless of whether or not they are an employee.
Add New Room: Every building allows you to create a certain number of rooms. If you have not exceeded the limit for your particular building, then you can use this section to add additional rooms. Simply enter a room name and description before clicking “Create” and your new room will be created. It does not cost you to create new rooms.
Room Management: Rooms that currently exist inside your building are outlined here. By default, the first room will be called “Main” but this can be easily edited. Just like all other controls, you simply change the room name and/or description and then click on “Edit”.
Restricted View: A room that is set as restricted view is basically private. The posts that occur in the room while the room is set as such will not be viewable by anyone who was not in the room at the time, ever. Even if this setting is removed afterwards, or someone goes into the room itself afterwards, they will not be able to see it.
Hidden: The room will not show up on the building's list of rooms.
Disallow Mounts: Any user riding a mount will not be automatically dismounted before they enter the room. Their mount will not be able to come in with them, and will be left in the last room.
Doors: By default, whenever a door is created, it has a certain amount of health and a certain chance of being picked. Any door that has more than 0 health can be locked in two ways; either by clicking the 'Lock' button tied to the door in the building control panel, or by locking it through a post. In order to lock through a post, your character must be carrying a key to that particular door. Unlocking is more or less the same. In order to get doors that are both stronger and less susceptible to being picked, they can be constructed at forges. In order to install one, you must have a door in your inventory - if that is the case, it will appear in the drop down menu in this section.
Employees: All buildings allow you to hire employees. They can help to sell items if you run a shop/restaurant and can also serve as room guards. In addition, you will need to hire people at any defensive building before they can use associated weapon Using these two boxes at the bottom, you can hire, fire or pay employees. Employees will also be able to use the building's forge (if there is one) for free. Adding an employee does not cost anything.
Viewing Rules: In some buildings, such as, say, a theatre, you might have two different rooms (the stage and the seating area) that should realistically be able to look at each other. Of course, you may not want people in other rooms to be able to see in as well, so you'd set the stage area as "restricted viewing" (see room management if you're unfamiliar with the term). Of course, this keeps the people sitting in the seats from watching as well. So, you can add a "viewing rule" here that will tell the system that you want those people to be able to see the stage. It's added just like doors are, except the first room corresponds to the viewing room, and the second corresponds to the room being viewed. Any of the posts viewed through this method are appended to the character's memories, and they will also be able to see the room itself, despite the "restricted viewing" setting.
Lock Down: Moving back to the boxes at the top. Lock down allows you to prevent everyone from entering or leaving your building providing it has fortification. If you find yourself being attacked, use this option to help you see off your attacker.
Abandon Building: This is both a literal action and a permanent one. Once you choose to abandon the building it is no longer accessible and will cease to exist.
Stock and Items: (Shops and Restaurants Only)
The very bottom of the control panel for shops and restaurants contains a small table. This is your building’s menu or catalogue and provides details on all the items of food/drink/clothing or resources that are on sale in your building including
-the number in stock
The buttons around the outside also allow you to perform a variety of actions concerned with running the store including:
Change the item’s price: Enter the new price and click the button to change the sales price of your item.
Remove the item from your menu/catalogue.
Restock the item for a price in either gold or credits (see other Guides)
Produce a crate filled with 10 of these items