建造技巧与窍门

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希克斯之歌
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Building tips and room plans (Work in Progress Some rooms plans are outdated) Tips Two tile thick walls stop all noise. You can use a warehouse as a noise buffer between a workshop/refinery and your service or housing. You don't need many metal smelters unless you have large high quality ore deposits. I recommend only about a 10 worker smelter at first if your ore supply is poor. I recommend your first workshop be a carpenter with room for between 8-12 workers. Middle game workshops with between 20-60 workers +20 worker workshops for lower demand like masons (more if you have Dondorians as they both like cut stone and are good masons), smiths (Unless you have large ore deposits), paper makers, Bowers +50 worker workshops for high demand goods like clothing and furniture. Late game you will want workshops with a 100 or more workers I only set auto employ for jobs that fluctuate their demand often like warehouse, service building, dungeon, and slaver. For most workshops you don't need more than 1 storage tile if you have a nearby warehouse. I would recommend 2 storage tiles if a workshop has more than 10 workers and has a high output like a tailor. You can give tools to farmer, herders, fishers, wood cutters, miners, crafters, refiners, scientist, and scribes. Experience Boost Starts at 100 Workers in a single Industry up to 600 workers You don't need your schools to be as large as your nurseries as babies won't go to school until they become a kid. Also races that learn faster will need less school time. Humans Learning 2.00 Amevia Learning 1.00 Tilapis Learning 1.00 Cretonians Learning 0.50 Dondorians Learning 0.20 Garthimis Learning 0.10 Dondorians don't have children but can go to a university. They learn very slow but they do have a long life span to use what they learn assuming they don't die in your army. Humans are the only race that demands education. Slaves Note Slave cannot be educated or be soldiers. Slaves only require basic services like hearths, wells, food stalls, markets, latrines, and physicians. Cretonians Submission 1.25 Best slaves highly submissive farmers and ration makers. Garthimis Submission 1.00 Okay slave good miners, fishers, warehouse workers, only race good at battlecrawlers. Only down side is they also make good soldiers. Humans Submission 1.00 Okay slave only downside is they cannot be educated to be better at their job of bureaucracy and reserach. Tilapis Submission 1.00 Okay slaves for ranching, woodcutting, fruit orchards, and bow making. Only down side is they also make the best archers. Dondorians Submission 0.75 Okay slave great crafters but less submissive, expensive to buy and rare. Amevia Submission 0.50 Not great slaves not submissive and you can have Garthimis be fishers instead. But only race that is good at globien ranching. When you have about 100 scientist in upgraded labs get a library to increase your research. All rooms and Decorations will slowly decay over time, maintain them with Janitors. Maintain may requires the same material a construction/Building was made from e.g a workshop may need furniture to be maintained, a stone road would require stone You usually don't need more than 10 Janitors in one area and 5 will be fine in rural areas of your city. Remember that your people care about distance to services so space them out. Dinging deep into a mountain is very slow. Plan underground expansion ahead of time. You can get plenty of wood and stone from most maps early on so you don't need to build a stone mine or woodcutter until you have between 100-500 Pop depending on how abundant your map is. Hunting is a great early source of food and remember you can sell excess meat before it spoils. Agriculture is key for a growing settlement make sure to start farming early even if your in a cold climate. (One thing to be cautions about, their are random events that can kill your Orchards.) Livestock spoil quickly and is expensive, try to set up a pasture within the first 5 years of a new settlement. Also don't forget to sell some of your livestock after you have all your pastures full. (Note their are random events that can kill your livestock so don't sell all your stockpile.) Stockpiling food tip Vegetables are one of the easiest long lasting food to produce. Fruit spoils a little faster than vegetables but is like by many races and can be made into achool. Grain last long but must be made into bread to be eaten. Note Bread spoils much quicker than grain. Meat and fish spoil very quickly without spoil rate reducing tech. Eggs last a long time and are a great way to stockpiling food. Rations are one of the longest lasting foods but require herbs to make. Having a stockpile of rations will pleas Cretonians. V65 Trade Tips Early game I recommend importing raw materials as they can be very cheap and exporting finished goods. The game encourages specialization in a few industries for trade. Worker experience is gained by having many workers in the same job and give a production boost. Accident in a room can injure or kill everyone working in them be careful with how large a room is. New Immigrants will temporally decrease happiness and increase disease risk. Taverns produce noise so consider not adding too many entrance. Housing cannot have more than one race living in them. Large Rooms Vs Small Rooms Large Rooms Usually more space efficient than small. Easier to keep track of each rooms output If theirs an accident more people will be hurt. Small Rooms Faster to build and cheaper to upgraded. Good early game Shorter walking distance in room and shorter distance form your road network Lower maintenance cost, if you need to move your workers to another job you'll waste less resources maintenance a partial employed room. Combat Tips Trees block 50% of projectiles Archers with only a single bow are useless give at least 3 or 4 the more bow the greater range, fire rate, and damage You can have a mixed archer melee unit but the more bow you give the large penalty to speed an melee skill. A good mixed unit could be 2 units of plate armour, 4 units of falcata and 2-3 bow Armour reduces speed so you may only want skirmishing archers to only have leather armour so you can still be more manuverable then your opponents. New colony starting race tips Note your starting race is considered your royal race and gets a happiness bounce. Amevia Nice bounces but tricky race to play due to disliking other races, slow breeding, and desire to live near water. Positives Great fishers Small Boost to Clay Mining Good in melee combat Long lifespan Decent learning rate Eats 25% less often. Negatives Slow breeding Like to live near sweet water. Decant chance to commit crime or go insane. Dislikes other races Mixed Warm climate preference good for most crops and can grow opium. But hot summers can kill non warm climate races Likes Grand Buildings Wants fish and eggs stockpiled but it's easy to get plenty of fish with Amevia if you have decent fishing spots. Cretonians Okay starting race easy to keep happy but weak in combat. Positives Great farmers and rations makers Highly Submission Cheaper temple and shrine Tolerates most other races Negatives Eats more often than other races Horrible in combat Low resistance to bad temperatures Doesn't have a good learning rate Mixed Prefers wooden structures Likes to live in harmony with nature. (Build trees and dirt roads.) Average lifespan Dislikes executions but likes Imprisonment Wants rations stockpiled (Easy to stockpile but wants loads of them) Dondorians Both a very powerful and tricky race. Positives Great crafters means you need fewer workshops and can trade higher valued finished crafts more easily. Great miners you can easily produce melt if you have ore. If you have a good gem or Sithilon Ore deposit you can easily become rich. Lower insanity. Good in melee. Long lifespan They get along with Humans for research and Cretoinians for farming.Negatives Cold climate preference need to build hearths. Other race will probably die to the cold if you don't give them extra clothes. Most crops and livestock have lower crop yields. No children Very slow learning rate Expensive Temple that need Sithilon Ore and desire for Sithilon Ore stockpile. Hate Garthimis and Tilapis Bad at ranged combatMixed Likes to live in Mountains that are slow to mine into but will save on construction materiel. Mountains also provide good natural defense. Doesn't care about noise. Mushroom preference: Mushroom are slow to grow but can be grown anywhere indoors. Good bakers can help off set lower crops yields. Garthimis Low demands, fast breeding, great in combat, but wants meat and fish Positives Good Miners Faster movement speed Easy to please Good in melee combat Fast breeding Indifferent to noise Negatives Short lifespan Horrible learning rate Wants meat stockpiled Low Moral Will not get along with many spices Mixed Warm climate preference good for most crops and can grow opium. But hot summers can kill non warm climate races Likes to live in Mountains that are slow to mine into but will save on construction materiel. Mountains provide good natural defense. Likes Humidifiers and Dread Likes cannibalism Humans Good staring race for great research but more crime, inanity, and higher demands then some other races. Positives Great scientist,scribes, and administrators Fast learning rate Tolerates other races Negatives Average in combat Higher crime rate and Insanity Wants Gems Stockpiled Mixed Average lifespan Demands education Okay Farmers Likes large open space. Wants both Round and Square Buildings Tilapis Overall good staring race you get the best archers and they are not too difficult to please. Positives Great Woodcutters, Hunters, herders, fruit orchard workers, and bow crafters Great Archers Cheaper temple and shrine Decent learning rate Negatives Wants meat stockpiled Hates Dondorians and Garthimis Dislikes most other races Mixed Likes cannibalism but it will upset other species Wants lots of slaves Prefers wooden structures Likes to live in harmony with nature. (Build trees and dirt roads.) Likes Dread Likes archery training. (Archery range requires more space than melee training) Workshops Workbench 3X2 1 Worker 15X2 8 Worker Auxiliaries 2X1 6X2

14x9 9名工人 1个储物格

9X11 10名工人 2个存储格

10X10 10名工人 1个存储格

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11×18 15名工人 3个储物格

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34X7 27名工人 1个存储格 24x12 31名工人 存储格

20x20 35名工人 1个存储格

20X15 39名工人 1个存储格【注意:存储空间不足,需建造附近仓库,且不要用于高产出工坊】

16×21 41名工人 2个储物格

22x13 46名工人 1个存储格

12X29 46名工人 1个存储格

20X24 63名工人 2个存储格

37×11 75名工人 2个存储格

38×26 134名工人 3个储物格 非正方形工坊

9X13 8名工人 1个储物格

17X8 11名工人 2个存储格

10×13 12名工人 1个存储格

20X7 13名工人 2个存储格

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24X9 22名工人 2个存储格

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13X22 27名工人 2个存储格

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18×16 30名工人 2个存储格

16X23 42名工人 1个存储格

13×31 52名工人 1个存储格

20X24 57名工人 1个存储格

24×13 74名工人 1个存储格

35X16 75名工人 1个存储格

85名工人 1个存储格

52×14 89名工人 1个存储格 精炼厂 工作站 4×2 2名工人 8×2 6名工人 辅助设施 3×1 4×1 4×2 5×2 3×4

20X7 10名工人 3个储物格

9x17 13名工人 3个储物格

15×12 15名工人 2个储物格

12×16 18名工人 2个储物格

23X9 19名工人 2个储物格

16x19 29名工人 3个储物格

13x17 33名工人 2个储物格

10x16 37名工人 2个存储格

22×21 51名工人 2个储物格

45X24 126名工人 5个存储格 非正方形精炼厂

12X16 16名工人 2个存储格

12X16 16名工人 3个存储格

18X13 19名工人 2个储物格

21×11 19名工人 3个储物格

21×15 24名工人 2个储物格

21×17 24名工人 4个储物格

21x13 30名工人 2个储物格

24×16 36名工人 2个存储格

22×32 82名工人 2个储物格

35X 50 物流 仓库 仓库可升级2次以增加存储空间 每个板条箱容量 无升级仅消耗木材: 第一次升级需要家具: 第二次升级需要陶器和切割石材:

5X21 31个板条箱

9×8 13个板条箱

8×7 15个板条箱

8X8 19个板条箱

8×9 21个板条箱

8×10 26个板条箱

8×10 24个板条箱

8×10 26个板条箱

10乘8 24个箱子

23x5 29个板条箱

8×11 29个板条箱

10x10 30个箱子

11乘8 30个箱子

10×10 32个板条箱

8×11 28个板条箱

17×7 36个箱子

10乘11 36个箱子

12乘8 32个板条箱

8×9 20个箱子

12X8 32个板条箱

22X5 29个板条箱 圆形仓库

13×8 32个板条箱

13x14 55个板条箱 出口仓库 5X5 6 13X11 60个板条箱 进口仓库 5X5 4个板条箱 9X11 40个板条箱 运输工 运输 清洁工 注意清洁工的最大活动范围约为135格 工作站 1x5 5名工人 公共设施 1x2 +0.05 1x4 +0.10 需要与工作站数量相等的公共设施格数以达到最大效率。

4×10 5名清洁工

5X7 5名清洁工

7×8 10名清洁工

7乘11 15名清洁工

10X8 15名清洁工 圆形清洁工

8x6 5名清洁工

6X 10 10名清洁工

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9x7 10名清洁工 食物生产、农业 狩猎:猎人现在只猎杀地图外的动物。他们会前往地图边缘带回动物,然后进行屠宰。 猎人数量超过15名后,狩猎生产力会下降。 寒冷气候:+20%生产力 渔业:寒冷气候:+10%生产力 每16格水域需要1名渔民 每名渔民大约需要1格辅助用地 存储 2X2:存储量62 11X2:存储量620 农业:通过渠道和水井的淡水可提高生产力。 蔬菜 温暖气候:无惩罚 温带气候:无惩罚 寒冷气候:[未提及具体影响] 水果 温暖气候:无惩罚 温带气候:[未提及具体影响] 寒冷气候:[未提及具体影响] 果园能产出更多水果,但需要4年时间培育果树。果树尺寸:4x4格 谷物农场 温暖气候:无惩罚 温带气候:无惩罚 寒冷气候:无惩罚 谷物是每格产量最高的作物,但需要建造面包房。 蘑菇:产量极低,但唯一可在室内或山脉下种植的作物。 仅可室内种植 温暖气候:生产力-90% 温带气候:生产力-60% 寒冷气候:无惩罚 草药:仅用于制作口粮,因此只需少量种植。温暖气候:生产力-80% 温带气候:生产力-60% 寒冷气候:无惩罚 棉花 温暖气候:无惩罚 温带气候:生产力-20% 寒冷气候:生产力-60% 鸦片:用于医院 温暖气候:无惩罚 温带气候:生产力-60% 寒冷气候:生产力-90% 畜牧业【注:基础肥力越高,牧场可容纳的最大动物数量就越多。】 牧场若没有足够的工人,牲畜将会死亡。auroch 产出:皮革、肉类 温暖气候:生产力-90% 温带气候:生产力+10% 寒冷气候:生产力-30% onx 产出:棉花、肉类 温暖气候:生产力-80% 温带气候:生产力-50% 寒冷气候:无惩罚 entelodont 产出:肉类 温暖气候:生产力-30% 温带气候:生产力+10% 寒冷气候:生产力-30% globien 产出:蛋、肉类 温暖气候:无惩罚 温带气候: 寒冷气候: balticrawler 只能在室内或山脉下养殖。 除加西米斯和阿格诺什外的香料,在养殖balticrawler时会受到大幅惩罚。气候 温暖气候:无惩罚 温带气候: 寒冷气候: 住房 你可以将多恩多里安人和加西米人的住所建在靠近噪音源的地方,例如工坊、精炼厂、矿场和训练场。 公寓 3X3 可容纳3人 房屋 3X5 可容纳5人 长屋 6X6 可容纳10人 用于布置房屋的资源也会根据资源类型改变外观。 内室 仅用于安置贵族,且贵族只会居住在内室。 内室需要仆人进行维护。 尺寸7X8 可容纳2名贵族 法律 警卫站 提示:务必在重要仓库附近设置警卫站以防止盗窃 小型 2名警卫 3X4格 中型 3名警卫 5X5格 大型 8名警卫 8X8格 栅栏 脚手架 根据装饰数量散发恐惧值。 断头台 8X3 4次处决8号刽子手 绞刑架 10X3 5次处决 .8刽子手

14X6 1 处决者 5 处决数

11X7 1名刽子手 4次处决

10X8 1名刽子手 4次处决 stocks( stocks) 3X3 1名囚犯 7X3 5名囚犯 对于普通城市犯罪,地牢记录不需要太大(2个牢房可能就足够了)。 牢房 5X3 每个牢房8名囚犯 0.4名守卫

80名囚犯 4名守卫

88名囚犯 5名守卫

112名囚犯 6名守卫

34X16 152名囚犯 8名守卫 奴隶主 奴隶站 1x3 1个奴隶制造容量

36名囚犯 法庭 法庭 5X6 每个法庭需要20名观众

16X9 1 裁判 军事 训练场 2X2 容量 1 7X4 容量 6 2X4 容量 2 7X4 容量 12

19×16 60名新兵

36×17 161名新兵

33×20 170名新兵

57X25 358名新兵 非完全平方训练场

36×17 150名新兵

30X28 202名新兵 箭术靶场 可在室内和室外建造 【提示】会产生大量噪音,记得建造墙壁以帮助减少噪音。 3X9 容量1 12x9 容量10

50×44 148名新兵

52x42 160名新兵 军队补给站 5x5 9x8 防御工事 用于登上防御工事的楼梯 木栅栏 强度 石墙 强度1875 宏伟城墙 强度 分配 市场 食品摊位

10×12 可供35人食用 餐厅

16×12 27容量

11×7 容量30

22×13 39容量

12×23 42容量

20X13 厨师 45容量

21×12 容量45

23×15 容量45

27×11 容量48

21×17 容量60 圆形餐厅

11X17 容量30 酒馆提示:酒馆会产生噪音,因此建议不要设置过多入口。

8X20 容量27

12×21 52容量

23X13 54容量

24X12 64容量 生命值 卫生间 每个洗手池区域可支持4个马桶。 马桶 3X2 容量3 7X2 容量7 3X3 容量6 7X3 容量14 洗手池 1X5 容量4 2X5 容量8

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10乘7 12个厕所

12乘7 14个厕所

7乘12 16个厕所

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9x14 27个厕所 圆形卫生间

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12x7 12个厕所 井 3X3 容量4 4X4 容量8 5x5 容量12 浴室 堡垒 3X3 容量2 3X4 容量3 5X6 容量10

10X14 3名盆地操作员 容量20

10X14 3个盆地操作员 容量20

13X12 3名盆地操作员 容量22

22X8 3名盆地操作员 容量24

4名盆地操作员 容量28

16×12 4名盆地操作员 容量29

16×13 容量 35

30×9 6名盆地操作员 容量37

14X21 7名盆地操作员 容量46

18×19 容量 50

8名盆地操作员 容量58

17×27 容量 77

31X17 容量 96 理发店 每个隔间1名员工 隔间 3x2 容量 1 12x2 容量 4

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12X12 理发店 11

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20X9 理发店14 圆形理发店

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理发师10

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16x16 理发店 15 健康部分2 医生、医院、精神病院 医生 工作台 1X4 容量 1 2x6 容量 4 每4个工作台位置可提供1名医生 每个工作台位置需要2格货架空间

7X10 2名医生 容量5

12X6 2名医生 容量5

11x7 2名医生 容量 6

11x16 4名医生 容量16

17×12 5名医生 容量19

18X13 6名医生 容量22 轮班医生

6X11 1名医生 容量4

19X11 4名医生 容量14

20X10 5名医生 容量18 医院 病床 1X3 容量1 5X5 容量10

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22x6 20名患者

12×10 21名患者

11X15 33名患者 精神病院

31名患者 娱乐设施 扬声器 尺寸:3X3 服务人数:50 提示:扬声器还能提供少量教育或思想灌输,最高可达15%。 舞台 展台 尺寸:4X4 演员数量:4 服务人数:40 演奏台 尺寸:7X7 演员数量:8 服务人数:80 凉亭 尺寸:10X10 演员数量:12 服务人数:120 角斗坑 尺寸:12x11 角斗士数量:2 服务人数:54 尺寸:15x15 角斗士数量:4 服务人数:108 尺寸:17x17 角斗士数量:6 服务人数:162 大竞技场 尺寸:51X40 角斗士数量:25 服务人数:1.63K 休养所 注意:至少需要1张桌子和1个舞池 桌子 尺寸:1X3 服务人数:1 尺寸:1X7 服务人数:5 尺寸:3X4 服务人数:2 尺寸:7X4 服务人数:10 舞池容量为每格1人。 尺寸:2X2 服务人数:4 尺寸:2x3 服务人数:6 尺寸:3X3 服务人数:9 尺寸:4X4 服务人数:16

19×12 容量73

20x12 82容量 按摩院

11×13 容量6

15×18 13容量

17X24 19容量 知识 实验室

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16×37 135 科学家

37×24 220名科学家 图书馆 书架 4×2 容量1 12×2 容量5

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23×45 130名抄写员 学校可将教育水平提升至60% 课桌 3×2 容量1

9X14 16名学生

13X13 24名学生

24×13 48名学生

20×24 80名学生 10×8 容量8名学生 大学 讲台 5×2 容量5 5×4 容量9 7×4 容量12 9×6 容量20

22X14 容量 61

17×25 84名学生

23X18 84名学生 行政部门 文书工位 3X2 1 9X2 7 每位职员大约需要1格货架空间或2格地毯面积。

20乘20 73名店员

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28X20 108名职员 大使馆 【早期游戏提示】你需要大约20名使者来改善与邻国的关系,并在你计划征服的土地上争取支持。 工作站 3x3 1名工人 3x9 3名工人

16×15 16名使者

22x16 25名使者 生育 婴儿所需食物 阿米维亚族:鱼类 克雷托族:蔬菜 加斯米族:肉类 人类:水果 蒂拉皮斯族:水果 1件家具可支持4个婴儿床。 提示:所需保育员的数量在很大程度上取决于她们必须前往婴儿床送食物的距离,尽量缩短食品仓库到托儿所的距离。

14×14 容量29

12×18 容量32

14×29 容量64

26×15 64容量 非完全平方数苗圃

17×20 容量48

17×19 容量52

21×21 容量68

35X14 72容量

28×17 容量80

20×26 容量88

22×19 容量106

32X32 413容量 旅馆 每个房间需要约7块地毯或4块装饰品。 地毯 0.15 装饰品 0.30

27×20 6名旅店老板 27个房间 圆形旅店

26X14 3名旅店老板 15个房间 宗教 祭坛6x6 可服务42人 6x7 可服务34人 8x7 可服务48人 10x8 可服务62人 12x10 可服务102人 寺庙祭坛 7X4 祭司3名 可服务8人 11X5 祭司6名 可服务18人 方形寺庙

包含墙体 48X34 可容纳5个大型祭坛和1个小型祭坛 100%庄严度与空间 32名祭司 可服务120人 圆形神庙

57X30 32 Priest Serves 124 Graves Mass Grave Can be built both indoors and outdoors Note Edge tiles can not hold a grave only inner tiles. Note executed prisoners and dead enemy soldiers can only be buried in mass graves. 3X3 room for 1 grave 4X4 tiles room for 4 graves 5X5 room for 9 graves 6X6 room for 16 graves Graveyard Can only be built outdoors Crypt Can only be built indoors Species Amevia Lifespan: 150 Building Preference: Grand Buildings and Mud Buldings Climate Preference: Warm Population found most in: Sweet water and Ocean Religion: Majority Crator Food Preference: Eggs, Fish, Vegetables House Decoration: Stone, Cut Stone, Fish, Leather, Wood, Furniture Likes living near: Lighting, Sweet Water, Awe Wants city to have a stockpile of: Fish Lawfulness: 0.80 Submission: 0.50 Learning: 1.00 Sanity: 1.50 Dislikes Cannibalism Dislikes Cretonians, Dondorians, and Humans Only Species Good at raising Globien Good in combat. Slow breeding. Argonosh Lifespan: 500 Building Preference: Mountains Climate Preference: Warm Population found most in: Havens only Religion: Only Shmalor Food Preference: Eggs, Fish, Meat House Decoration: Clay, Cut Stone Likes living near: Dread, Harmony Wants city to have a stockpile of: N/A Lawfulness: 1.00 Submission: 0.30 Learning:0.00 Sanity: 1,000 Okay with Cannibalism Dislikes Dondorians and Tilapis Extremely powerful in combat. Cantors Lifespan: 1,000 Building Preference: Climate Preference: Cold Population found most in: Havens Only Religion: Only Athuri Food Preference: Eggs, Fish, Meat House Decoration: Stone, Cut Stone, Gems, Wood, Furniture Likes living near :Awe, Lighting Wants city to have a stockpile of: N/A Lawfulness: 1.00 Submission: 0.20 Learning: 0.00 Sanity: 10,000 Dislikes Cannibalism Dislikes Garthimis and Humans Extremely powerful in combat. Cretonians Lifespan: 75 Building Preference: Wood building and Round Shaped Climate Preference: Warm Population found most in: Forest and Open Land Religion: Majority Crator Food Preference: Bread, Fruit, Vegetables House Decoration: Wood, Clay, Furniture, Fabric, Pottery, Gems Likes living near: Harmony, Lighting, Dread Wants Round Buildings Wants city to have a stockpile of: Rations Lawfulness: 0.70 Submission: 1.25 Learning:0.50 Sanity: 1.00 Dislikes Cannibalism Weaker in combat Dondorians Lifespan: 180 Building Preference: Mountains and Square Shaped Climate Preference: Cold Population found most in: Mountains Religion: Majority Athuri Food Preference: Meat, Fish, Mushrooms House Decoration: Stone, Wood, Furniture, Fabric, Cut Stone, Sithilon Ore Likes living near: Awe, Lighting Wants Square Buildings Wants city to have a stockpile of: Sithilon Ore Dislike: Hate Garthimis and Dislike Tilapis Lawfulness: 0.90 Submission: 0.75 Learning: 0.20 Sanity: 5.00 Dislikes Cannibalism Get bounces to melee combat Garthimis Lifespan: 50 Building Preference: Mountains Climate Preference: Warm Population found most in: Mounatins Religion: Majority Aminion, Some Shmalor Food Preference: Fish, Meat House Decoration: Clay, Cut Stone Likes living near: Dread, Lighting Wants city to have a stockpile of: Meat Lawfulness: 0.10 Submission: 1.00 Learning: 0.10 Sanity: 1.00 Likes Cannibalism Dislikes Dondorians Get bounces to melee combat Humans Lifespan: 80 Building Preference: Grand building Climate Preference: Temperate Population found most in: Open Land Religion: Mixed but favoring Athuri and Crator Food Preference: Bread, Eggs, Meat, Mushrooms House Decoration: Wood, Furniture, Fabric, Jewelry, Pottery Likes living near: Lighting, Awe Wants both Round and Square Buildings Wants city to have a stockpile of: Gems Lawfulness: 0.20 Submission: 1.00 Learning: 2.00 Sanity: 0.80 Dislikes Cannibalism Dislikes no spices Average in combat Tilapis Lifespan: 140 Building Preference: Wood building and Round Shaped Climate Preference: Temperate Population found most in: Forest Religion: Majority Crator Food Preference: Eggs, Fruit, Meat House Decoration: Wood, Laether, Fabric, Furniture, Pottery, Livestock Likes living near: Harmony, Dread Wants Round Buildings Wants city to have a stockpile of: Meat Lawfulness: 0.50 Submission: 1.00 Learning: 0.80 Sanity: 1.00 Okay with Cannibalism Dislikes Garthimis and Dondorians Get bounces to ranged combat Decorations Tree 1 Tile Gives Harmony 6 tiles in every direction. 2X2 Gives Harmony 10 tiles in every direction. 3X3 Gives Harmony 14 tiles in every direction. Flowerbed 1 Tile Gives Harmony 6 tiles in every direction. 2X2 Gives Harmony 10 tiles in every direction. 3X3 Gives Harmony 14 tiles in every direction. Pillar 1 Tile Gives Awe 6 tiles in every direction. 2X2 Gives Awe 10 tiles in every direction. 3X3 Gives Awe 14 tiles in every direction. Statue 1 Tile Gives Awe 6 tiles in every direction. 2X2 Gives Awe 10 tiles in every direction. 3X3 Gives Awe 14 tiles in every direction. Touch 1 Tile Gives off light 5 tiles in every direction. 2X2 Gives off light 11 tiles in every direction. Humidifer 1 Tile Gives Dread 6 tiles in every direction. 2X2 Gives Dread 10 tiles in every direction. Bench Size ranges from 1 Tile to 1X8 Build benches near your decorations so citizens will sit and improve their environmental happiness. World Map Three types of climates: warm, temperate and cold. RegionsInfrastructure - Sanitation - Education - Law - Entertainment- Other KingdomsNote trade prices varies from kingdom to kingdom and are affect by distance with tolls (reduced by roads) and tariffs (reduced by higher opinion). Ruler Traits Ambitious Deceitful Doesn't keep treaties Calm Relation is less impacted by gifts or demands. Conservative Cruel Merciless in war. Honorable Will keep treaties Lazy Merciful More willing to accept peace deals. Pacifist Less likely to declare war. Proud Relation is more impacted by flattery or demands. Tolerant Tolerant to other races. Warlike More likely to declare war. Titles You can Select up to 5 titles when staring a new game. Breaker Of Chains Unlock by : Free 2000 slaves + 0.05 Happiness Harvester of Hands Unlock by : Executed 2000 people + 0.10 Lawfulness Master Of Bargains Unlock by : Earn 1,000,000 Denari from sales +.25 Bartering The Conquer Unlock by :40,000 Enemies killed - +0.10 Defence Skill (Less losses/Easier fights) The Crafter Unlock by crafting 100,000 +.10 to all Crafts The Great Unlock by : 10,000 population +0.10 Happiness The Leader Unlock by :having 1,500 people in your settlement +45 Settlers and +1000 base knowledge The Negotiator Unlock by : Spend 10,000,000 Denari on purchases +.25 Bartering The Raider Unlock by : The Ruler Unlock by :having 100 people in your settlement +10 Settlers at start The Slaver Unlock by :1500 Slaves in population - +0.10 Submission but -0.03 Happiness