Difference between revisions of "Buildings"
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+ | ==Building Materials== | ||
+ | |||
+ | The material a building is made from drastically changes all statistics it has. Note that all those statistics are seperate from the actuall material values itself. | ||
+ | |||
+ | Among the more important ones are Flamability and Market Value. A soft stat of sorts is the local avalibility, as not every materials is equally likely in every world tile and many might have uses for more important stuff then building | ||
+ | |||
+ | Picking the right material is second only to picking the right Item to build in the first place. | ||
+ | |||
+ | '''Beauty''' realtes to how much Pawns like seeing that item. Only low Volume Materials provide offset, but most materials have a neutral to positive multiplier. On the one had this should be high as it is effectively free Mood. On the other all the really good materials also increase the value drastically. It is noticeable that most walls and floors override and ignore the material value of Beauty | ||
+ | |||
+ | '''Market Value''' The market value per full Unit. Low volume materials have the value per 10 units given for easy sorability. The effective Market value of a Item is based on the cost of all the Materials and the Worktime. Generally this Value should be kept low, as it feeds directly into Wealth and thus [[Raider]] Strenght | ||
+ | |||
+ | '''Hitpoints''' The amount by wich maximum Hitpoints for the Item is multiplied. This directly translate to durability if under attack by any force. | ||
+ | |||
+ | '''Flamability''' How like the item is to catch fire. The basevalue (often 100% is multiplied by the material value. While wood has the worst value only Stone has a value of x0 | ||
+ | |||
+ | '''Buildtime''' This multiplier is applied to figure out the time it takes to build something out of the specified material. As such it directly affects the Market Value of the item. Many items also have a specific offset for each material group, making it not quite an absolute. | ||
+ | |||
+ | '''Door Open Speed''' how slow the door is to open. Generally a high speed is adviseable. See [Door] and [Autodoor] for details | ||
+ | |||
+ | '''Bedrest''' how quickly pawns aquire rest in a Bed made from this Material. This is applied to the beds base Rest Modifier. | ||
+ | |||
+ | |||
+ | {| class="wikitable sortable" | ||
+ | ! Material !! Beauty Offset !! Beauty Multiplier !! Market Value !! Hitpoints !! Flamability !! Buildtime !! Door Open Speed !! Bedrest | ||
+ | |- | ||
+ | | Silver || 6 || 2 || 10 || 0.7 || 0.2 || 1 || 1 || 1 | ||
+ | |- | ||
+ | | Gold || 12 || 4 || 100 || 0.6 || 0.2 || 0.9 || 1 || 1 | ||
+ | |- | ||
+ | | Steel || 0 || 1 || 1.9 || 1 || 0.2 || 1 || 1 || 1 | ||
+ | |- | ||
+ | | Plasteel || 0 || 1 || 14 || 2.8 || 0.1 || 2.2 || 1 || 1 | ||
+ | |- | ||
+ | | Wood || 0 || 1 || 1.2 || 0.4 || 1 || 0.7 || 1.2 || 1 | ||
+ | |- | ||
+ | | Uranium || 0 || 0.5 || 60 || 2.5 || 0 || 1.9 || 1 || 1 | ||
+ | |- | ||
+ | | Jade || 6 || 2.5 || 50 || 0.5 || 0.2 || 5 || 1 || 1 | ||
+ | |- | ||
+ | | Sandstone Blocks || 0 || 1.1 || 1.9 || 2.4 || 0 || 5 || 0.45 || 0.9 | ||
+ | |- | ||
+ | | Granite Blocks || 0 || 1 || 2.1 || 1.7 || 0 || 6 || 0.45 || 0.9 | ||
+ | |- | ||
+ | | Limestone Blocks || 0 || 1 || 1.9 || 1.55 || 0 || 6 || 0.45 || 0.9 | ||
+ | |- | ||
+ | | Slate Blocks || 0 || 1.1 || 1.9 || 1.3 || 0 || 6 || 0.45 || 0.9 | ||
+ | |- | ||
+ | | Marble Blocks || 0 || 1.35 || 1.9 || 1.2 || 0 || 5.5 || 0.45 || 0.9 | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | '''Wood''' is the starter material. It is very quick to process, is naturally present in most biomes and has a very low market value. Unfortuantely it is also the most flambale and least durable of them all. Furthermore producing it might be problematic in biomes with short growth Periods | ||
+ | |||
+ | '''Steel''' as with any other case, the most average material against wich all others can be compared. Due to it's high useability in crafting, it is often not adviseable to make the bulk of a colonies structure from it | ||
+ | |||
+ | '''Stone Blocks''' a building material dating back to the first human settlements. Fully resistant to fire, but long buildtime and poor Bedrest. Most of the values are indentical, with only a few abnormalities: | ||
+ | * Sandstone is usually the best material of the bunch: Superior HP, above Average Beauty, lowest buildtime (wich also decreases value) | ||
+ | * Granite is the most expensive. This can be intersting if selling price is relevant, but is otherwise something that should be avoided | ||
+ | * Marble offers the highest Beauty this side of low Volume, making it ideal for Furniture and in particular Art | ||
+ | |||
+ | The remaining materials are often way to valuable, rare and especially expensive to consider for anything but special projects | ||
[[Category:Buildings]] | [[Category:Buildings]] |
Revision as of 21:34, 3 May 2018
Buildings are the constructed elements that make up a colony. Buildings provide living accommodations, protection from enemies and the weather, and various vital functions for the colony.
Buildings that are owned by the colony can be deconstructed; or copied by clicking the [Build copy] button.
Buildings owned by an enemy faction on a local map can be claimed once the enemy are all defeated. Once claimed, the buildings are free to be used by colonists, or deconstructed.
Certain buildings have an option to Uninstall them or Reinstall them at a new location, a task carried out by constructors. An uninstalled building is converted to a minified item and can be sold to traders or reinstalled at another location.
Building Materials
The material a building is made from drastically changes all statistics it has. Note that all those statistics are seperate from the actuall material values itself.
Among the more important ones are Flamability and Market Value. A soft stat of sorts is the local avalibility, as not every materials is equally likely in every world tile and many might have uses for more important stuff then building
Picking the right material is second only to picking the right Item to build in the first place.
Beauty realtes to how much Pawns like seeing that item. Only low Volume Materials provide offset, but most materials have a neutral to positive multiplier. On the one had this should be high as it is effectively free Mood. On the other all the really good materials also increase the value drastically. It is noticeable that most walls and floors override and ignore the material value of Beauty
Market Value The market value per full Unit. Low volume materials have the value per 10 units given for easy sorability. The effective Market value of a Item is based on the cost of all the Materials and the Worktime. Generally this Value should be kept low, as it feeds directly into Wealth and thus Raider Strenght
Hitpoints The amount by wich maximum Hitpoints for the Item is multiplied. This directly translate to durability if under attack by any force.
Flamability How like the item is to catch fire. The basevalue (often 100% is multiplied by the material value. While wood has the worst value only Stone has a value of x0
Buildtime This multiplier is applied to figure out the time it takes to build something out of the specified material. As such it directly affects the Market Value of the item. Many items also have a specific offset for each material group, making it not quite an absolute.
Door Open Speed how slow the door is to open. Generally a high speed is adviseable. See [Door] and [Autodoor] for details
Bedrest how quickly pawns aquire rest in a Bed made from this Material. This is applied to the beds base Rest Modifier.
Material | Beauty Offset | Beauty Multiplier | Market Value | Hitpoints | Flamability | Buildtime | Door Open Speed | Bedrest |
---|---|---|---|---|---|---|---|---|
Silver | 6 | 2 | 10 | 0.7 | 0.2 | 1 | 1 | 1 |
Gold | 12 | 4 | 100 | 0.6 | 0.2 | 0.9 | 1 | 1 |
Steel | 0 | 1 | 1.9 | 1 | 0.2 | 1 | 1 | 1 |
Plasteel | 0 | 1 | 14 | 2.8 | 0.1 | 2.2 | 1 | 1 |
Wood | 0 | 1 | 1.2 | 0.4 | 1 | 0.7 | 1.2 | 1 |
Uranium | 0 | 0.5 | 60 | 2.5 | 0 | 1.9 | 1 | 1 |
Jade | 6 | 2.5 | 50 | 0.5 | 0.2 | 5 | 1 | 1 |
Sandstone Blocks | 0 | 1.1 | 1.9 | 2.4 | 0 | 5 | 0.45 | 0.9 |
Granite Blocks | 0 | 1 | 2.1 | 1.7 | 0 | 6 | 0.45 | 0.9 |
Limestone Blocks | 0 | 1 | 1.9 | 1.55 | 0 | 6 | 0.45 | 0.9 |
Slate Blocks | 0 | 1.1 | 1.9 | 1.3 | 0 | 6 | 0.45 | 0.9 |
Marble Blocks | 0 | 1.35 | 1.9 | 1.2 | 0 | 5.5 | 0.45 | 0.9 |
Wood is the starter material. It is very quick to process, is naturally present in most biomes and has a very low market value. Unfortuantely it is also the most flambale and least durable of them all. Furthermore producing it might be problematic in biomes with short growth Periods
Steel as with any other case, the most average material against wich all others can be compared. Due to it's high useability in crafting, it is often not adviseable to make the bulk of a colonies structure from it
Stone Blocks a building material dating back to the first human settlements. Fully resistant to fire, but long buildtime and poor Bedrest. Most of the values are indentical, with only a few abnormalities:
- Sandstone is usually the best material of the bunch: Superior HP, above Average Beauty, lowest buildtime (wich also decreases value)
- Granite is the most expensive. This can be intersting if selling price is relevant, but is otherwise something that should be avoided
- Marble offers the highest Beauty this side of low Volume, making it ideal for Furniture and in particular Art
The remaining materials are often way to valuable, rare and especially expensive to consider for anything but special projects