simloha.blogg.se

Which building produces axes in widelands
Which building produces axes in widelands










which building produces axes in widelands

The standard set of capitals are built on planets without a special designation as well as ringworlds by non-gestalt empires.Ī massive palace complex fit for the greatest empire history has ever seen. Tier 4 and imperial capitals convert one tier lower, other tiers convert directly except as noted below.

Which building produces axes in widelands upgrade#

With Nemesis, the Galactic Emperor can upgrade their capital planet or habitat with a "fifth" tier imperial capital building. The standard capitals line up on these criteria neatly, however other types do not. Capital buildings cannot be demolished, downgraded or disabled, and will automatically be converted to the appropriate type if traded, ceded, or conquered by another empire with a different authority or if the planet designation is changed.Ĭapital buildings can generally be categorized into 4 tiers by which technology unlocks that tier, what other buildings require them, and the max general productivity bonus that they can apply. Upgrading the capital is one of the ways of unlocking additional building slots. The capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defense armies, as well as other jobs which vary depending on empire authority and civics. Standard Construction Templates / Prefabricated Buildings prosperity tradition Master's Teachings: The Greater Good edictĪssembly Algorithms repeatable technology This modifier can be very useful, as it also affects building upgrades, and higher level buildings can take longer to build. The planetary build speed modifier reduces the time it takes to construct all buildings. Governor's Estates / Resort Capital-Complex Governor's Palace / Resort Administration

  • Every 2 Habitation Modules ( +0.5 each).
  • With Orbital Assembly Complex on planet.
  • Every 3 Industrial districts ( +0.34 each).
  • which building produces axes in widelands

  • Every 4 Agriculture districts ( +0.25 each).
  • Habitats have far fewer ways to unlock building slots than other colony classes, and can't normally unlock all 12.įunctional Architecture / Constructobot civic Ecumenopolises, Ring Worlds, Hive Worlds, and Machine Worlds start with all building slots unlocked. Additional building slots are unlocked by upgrading the capital building, constructing urban districts, researching technologies, and some civics. A colony can have up to 12 building slots, although most of them are initially unavailable and the first one is dedicated to the colony's capital building. There is written, which ware is produced in which building and what is needed to make the product.Buildings are constructed in a colony's building slots. On the other hand can you gather these infos with the already implemented ware help. Well, there is an ingame-help planned to provide such information, but in the way it is now (apart from the missing progress of the feature), the information won’t be available till you built the building in question. I could build my buildings on better places if I know what I need to build in advance. What about the other thing? What kind of goods building needs to produce something other? Ie: Tavern - I would like to know what other building I need to build (hunter, fisher, bakery, farmfor bakery, well for bakery. Is this possible to do in some future build? Ii can be very useful for beginners. Some kind of floating window (moving with cursor when hovering over the building) or absolutely positioned window (left-top corner in the center of building's image?).

    which building produces axes in widelands

    All information should be visible in the "select what to build" menu, not in the completed building only. Ie (not sure with numbers, just example): Wood hardener needs 3 trunks and 2 stones to build it and then it produces two hardened wood for each trunk (1 trunk -> 2 hardened wood). It would be really good for beginners to see how much each building costs and what type of goods and in how much it produces. I'm pretty new to Widelands (although I remember it from build 12 or so) and I'm missing some features which original game (I mean Settlers 2 now) had.












    Which building produces axes in widelands