City Building: Difference between revisions

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You shall build a city out of two main resources, '''<u>wood</u>''' and '''<u>stone</u>'''. These two resources shall be the bread and butter of your city which will be necessary from everything from your very first shelters to blocks of housing, manufactories, paved roads and much more. Beyond these, there are also master crafted stone works that would lead to '''<u>Grand</u>''' stone structures the bricks of which are made by your masons.
You shall build a city out of two main resources, [[wood]] and [[stone]]. These two resources shall be the bread and butter of your city which will be necessary from everything from your very first shelters to blocks of housing, manufactories, paved roads and much more. Beyond these, there are also master crafted stone works that would lead to '''<u>Grand</u>''' stone structures the bricks of which are made by your masons.


You will not only be building housing, workshops, and roads, but also establishing mines, marketplaces, hunting lodges, barracks and much more. Below is a complete list of all that which you will be able to build as you build your kingdom.
You will not only be building housing, workshops, and roads, but also establishing mines, marketplaces, hunting lodges, barracks and much more. Below is a complete list of all that which you will be able to build as you build your kingdom.

Revision as of 12:39, 13 May 2021

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You shall build a city out of two main resources, wood and stone. These two resources shall be the bread and butter of your city which will be necessary from everything from your very first shelters to blocks of housing, manufactories, paved roads and much more. Beyond these, there are also master crafted stone works that would lead to Grand stone structures the bricks of which are made by your masons.

You will not only be building housing, workshops, and roads, but also establishing mines, marketplaces, hunting lodges, barracks and much more. Below is a complete list of all that which you will be able to build as you build your kingdom.

Farms

The dedication of arable land, that is to say land where crops can be grown, leads to the development of farms. From farms seeds can grow and labourers can reap the rewards of their toil. Fisheries are included in this list for their synonymity to fish farms.

Cotton Farms

Cotton farms produce cotton from cotton seeds. Cotton seeds can be harvested from wild cotton or by importing cotton from abroad.

Fruit Farms

Fruit farms produce fruit from fruit seeds. Fruit seeds can be harvested from wild fruit or by importing fruit from abroad.

Grain Farms

Grain farms produce grain from grain seeds. Grain seeds can be harvested from wild grain or by importing grain from abroad.

Mushroom Farms

Mushroom farms produce mushrooms from grain seeds. Mushroom seeds can be harvested from wild mushrooms or by importing mushrooms from abroad. Mushroom farms have to be built indoors where the fungi are protected from the heat of the sun.

Opiate Farms

Opiate farms produce opiates from opiates seeds. Opiate seeds can be harvested from wild opiates or by importing opiates from abroad.

Vegetable Farms

Vegetable farms produce vegetable from vegetable seeds. Vegetable seeds can be harvested from wild vegetable or by importing vegetable from abroad.

Fisheries/Fish Farms

Fisheries or fish farms are establishments that are set up along the coast line to a body of water, be it a river, lake, sea or ocean or even an artificial body of water. Auxiliary equipment is set up for the fishermen to be able to go and fish from the body of water.

Pastures

Pastures are pens that can be constructed and filled with domesticated livestock. There are four domesticated types of livestock that can be reared in these pens. Livestock can be secured by active hunting of wild animals, whereby hunters attempt to capture wildlife or imported from abroad.

Auroch Pasture

Breeds Auruch that will produce meat and plentiful pelts.

Entelodont Pasture

Breeds Entelodonts that will produce meat.

Globdein Pasture

Breeds Globiens that will produce meat and eggs.

Onx Pasture

Breeds Onx that will produce meat and cotton.

Primary Resource Producers (Lumbering and Mines)

These mines and the woodcutter can be created wherever there are deposits of the resource that is intended to be harvested. Mines can only be created where there are deep deposits of resources. Deep deposits are noticeable by the particular colouring of the land where the deposits are found. The efficiency of the mines increases according to the density of the minerals and the amount of auxiliary structures created.

Coal Mine

Coal mines extract coal from coal deposits.

Clay Pits

Claypits function just like mines. They extract clay from clay deposits.

Gem Mine

Gem mines extract gems from gem deposits.

Ore Mine

Ore mines extract ore from ore deposits.

Sithilon Mine

Sithilon mines extract sithilon from sithilon deposits.

Stone Mine

Stone mines extract stone from stone deposits.

Stone mines cannot be created on surface stone deposits but only on deep stone deposits.

Surface deposits can simply be harvested manually.

Woodcutter

Woodcutters cut down trees to harvest wood. Trees will be replanted and regrow over time.

Woodcutting zones can be created whether the woodland is sparse or well-populated.

Secondary Resource Producers (Workshops)

Brewery

Carpenter

Coaler

Jeweller

Mason

Papermill

Potter

Smelter

Tailor

Weaver

Tertiary Resource Producers (Workshops)

Tools Smith

Weapons Smith

Civic Structures (Law and Order)

Court

Execution

Guard

Slaver

Prison

Civic Structures (Logistics, Construction and Maintenance)

Builder

Hauler

Stockpile

Janitor

Health Care Structures

Baths

Hearth

Lavatory

Well

Commercial Structures

Export Marketplace

Import Marketplace

Housing Structures

Chamber

Dormitory

Flat House

Research Structures

Library

Military Structures

Barracks

Burial Structures

Cannibalism

Dump

Graveyard

Tomb

Entertainment and Leisure

Canteen

Eatery

Tavern

Miscellaneous

Door

Monument

Throne

Torch