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[[Category:Buildings]]
[[Category:Buildings]]


Manufactories are a key element of Elvenar. They produce an important resource: Goods. Goods will be needed for any kind of progress, for example: unlocking technologies, upgrades of buildings, quests, and exploring provinces (if you want to trade instead of fight). 
== Marble Manufactory ==
There are 9 different manufactories in total.
===Purpose===


Marble Manufactory produce Marble.
Producing Goods requires input resources (Coins, Supplies). There are 4 options to start a Goods production, which differ in production time and amount of input and output.


== Marble Manufactory ==
[[File:marble-manufactory.png|px:500|center]]
===Purpose===
 
While the production is running you will see the progress of it with the remaining production time and the amount of the currently produced good. You will know that there is a bonus given from a boost if you see a green arrow on the goods icon.
If you want, you can cancel the production and you will get the input resources back.
 
[[File:marble-running.png|px:500|center]]


To bring population in your city you will need to build up residences. Your population will live in there and you can visit them regularly to collect coins as taxes.  
Note: Culture bonus has no impact on Goods production.  


Residences provides you with two very important features of the game: Population and Coins.
=== Requirements ===


'''Population''' is provided by residences. The higher the level of a residential the more population it provides. It is needed for building new non-residential buildings and non-residential upgrades.
To get a Manufactory you need to unlock its technology in the Research Menu and to build it in the build menu. It needs street connection to the Main Hall.
It can be moved, sold and rebuilt.  


The population shown in the HUD is the "Available Population" which is given from "Total Population" - "Working Population"
===Goods categories===


** Total population is the sum of population generated by all residences of the city
Goods are grouped into three categories: Basic Goods, Precious Goods and Rare Goods.
**Used population is the sum of population consumed by all non-residential buildings
The Basic Goods can be researched quite early in the research menu and are cheap to produce.
Rare Goods will only be available later in the game. Their production is very expensive, but you will need them for higher technologies and exploring distant provinces.
HINT: You can trade all Goods in the Trader, but you will need a lot of basic goods to get some precious or even rare goods.


'''Coins''' are produced automatically over time from residences without need from you to give the order. You will only need to click on the building to collect Coins and store them in the Coin Storage. Coins are only available once they have been collected!
Tabelle mit GOODS icons
Basic Goods Precious Goods Rare Goods
Marble Crystal Elixir
Steel Scrolls Magic Dust
Planks Silk Gems


Unlocking technologies, construction, Unit training and world map expeditions require Coins.
===Boosted Goods===
Over the course of the game, you will gain the ability to increase your production of three of the 9 Goods in the game. The three boosted Goods are assigned randomly at the start and are listed in the Main Hall.
To get a production boost you need to unlock its technology in the Research menu and collect the corresponding relics on the World Map. The corresponding relics will also allow you to upgrade your boosts in the Main Hall.  


[[File:mainhall-relics.png|px:500|center]]


=== Requirements ===
Tip: As you will have 3 Goods that will be boosted, it is recommended to concentrate your production on those goods and trade them for the other 6 Goods you do not produce.


You can build up the Residence in the build menu. It needs street connection to the Main Hall.
INSERT PRODUCTION BOOST UPGRAFE TABELLE
It can be moved, sold and rebuilt.


===Upgrade===
===Upgrade===

Versie van 11 jan 2015 15:26


Mainhall overview.png Worker-hut.png Basic.png Streets.png Military.png Goods.png Culture.png AncientWonder.png Vestigingen Expansion.png
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Marble Manufactory

Purpose

Marble Manufactory produce Marble. Producing Goods requires input resources (Coins, Supplies). There are 4 options to start a Goods production, which differ in production time and amount of input and output.

px:500

While the production is running you will see the progress of it with the remaining production time and the amount of the currently produced good. You will know that there is a bonus given from a boost if you see a green arrow on the goods icon. If you want, you can cancel the production and you will get the input resources back.

px:500

Note: Culture bonus has no impact on Goods production.

Requirements

To get a Manufactory you need to unlock its technology in the Research Menu and to build it in the build menu. It needs street connection to the Main Hall. It can be moved, sold and rebuilt.

Goods categories

Goods are grouped into three categories: Basic Goods, Precious Goods and Rare Goods. The Basic Goods can be researched quite early in the research menu and are cheap to produce. Rare Goods will only be available later in the game. Their production is very expensive, but you will need them for higher technologies and exploring distant provinces. HINT: You can trade all Goods in the Trader, but you will need a lot of basic goods to get some precious or even rare goods.

Tabelle mit GOODS icons Basic Goods Precious Goods Rare Goods Marble Crystal Elixir Steel Scrolls Magic Dust Planks Silk Gems

Boosted Goods

Over the course of the game, you will gain the ability to increase your production of three of the 9 Goods in the game. The three boosted Goods are assigned randomly at the start and are listed in the Main Hall. To get a production boost you need to unlock its technology in the Research menu and collect the corresponding relics on the World Map. The corresponding relics will also allow you to upgrade your boosts in the Main Hall.

px:500

Tip: As you will have 3 Goods that will be boosted, it is recommended to concentrate your production on those goods and trade them for the other 6 Goods you do not produce.

INSERT PRODUCTION BOOST UPGRAFE TABELLE

Upgrade

Upgrading a residence to the next level will increase:

  1. The amount of produced Coins per time. So the production will be more efficient!
  2. The amount of population. Population is very important because it is needed for building new non-residential buildings and for non-residential upgrades.
Residence-upgrade.png


Residence Levels Overview Elves

Residence building information
Level Wood.png Clay.png Iron.png Provisions.png Points Production
per hour
Hit Points
1 50 60 55 5 6 100 3
2 63 77 68 6 7 112,44 3
3 78 98 84 7 9 126,44 4
4 98 124 104 8 10 142,17 4
5 122 159 128 9 12 159,86 4
6 153 202 158 10 15 179,76 5
7 191 258 195 12 18 202,12 5
8 238 329 241 14 21 227,28 6
9 298 419 298 16 26 255,56 6
10 373 534 368 18 31 287,36 7
11 466 681 454 21 37 323,12 8
12 582 868 561 24 45 363,33 9
13 728 1,107 692 28 53 408,54 9
14 909 1,412 855 33 64 459,38 10
15 1,137 1,800 1,056 38 77 516,54 11

Building levels Elves

Level 1 Level 2 Level 3 Level 4 Level 5
03 elves residential 01 cropped.png 03 elves residential 02 cropped.png 03 elves residential 03 cropped.png 03 elves residential 04 cropped.png 03 elves residential 05 cropped.png
Level 6 Level 7 Level 8 Level 9 Level 10
03 elves residential 06 cropped.png 03 elves residential 07 cropped.png 03 elves residential 08 cropped.png 03 elves residential 09 cropped.png 03 elves residential 10 cropped.png
Level 11 Level 12 Level 13 Level 14 Level 15
03 elves residential 11 cropped.png 03 elves residential 12 cropped.png 03 elves residential 13 cropped.png 03 elves residential 14 cropped.png 03 elves residential 15 cropped.png
Press on each building level to see a bigger image.

Building levels Humans

Level 1 Level 2 Level 3 Level 4 Level 5
03 residentials humans 01 cropped.png 03 residentials humans 02 cropped.png 03 residentials humans 03 cropped.png 03 residentials humans 04 cropped.png 03 residentials humans 05 cropped.png
Level 6 Level 7 Level 8 Level 9 Level 10
03 residentials humans 06 cropped.png 03 residentials humans 07 cropped.png 03 residentials humans 08 cropped.png 03 residentals humans 09 cropped.png 03 residentals humans 10 cropped.png
Level 11 Level 12 Level 13 Level 14 Level 15
03 residentals humans 11 cropped.png 03 residentals humans 12 cropped.png 03 residentals humans 13 cropped.png 03 residentals humans 14 cropped.png 03 residentals humans 15 cropped.png
Press on each building level to see a bigger image.