17.1 TYPES OF BUILDINGS
(Note: This is a haphazzard collection of some ideas - more things would need to be done. The basic objectives include a) all buildings must be either useful or very cool to look at b) in order to get some buildings you must already own the prerequisite buildings c) in order to do *any* kind of craft, you must not only own the building but be in it to do the craft. The various architectures and whatnot depend on how much programming we have. I'd like to have various forms that PC's can specialize in.)
Blacksmith (great for making misc. metal stuff that everyone uses, like horseshoes)
Armorsmith (various types of armor may be specialized in)
Weaponsmith (various types of weapons - both wood and metal may be specialized in)
Tailor (but not leathercrafting - this is where you buy clothing)
Bakery (everyone needs food)
Barracks (where guards come from - IE NPC rentals)
BindStone (where new adventurers are born as well)
Mining shack (allows speedier mining operations - unless there is some resource in the middle of town, these are usually built away from town)
Guildhalls (from the shack up to the megad33d)
Castle (the keep + walls) - allows for Feudal type of government with the added protection of possible drawbridge, murder holes, and other things to keep out those who disagree with your form of government.
Stable (where you can rent horses from, stable horses and buy horses)
Well (where water comes from)
Town Hall (needed for some forms of government but not all; anarchy or feudal don't need a townhall - feudal needs a castle, anarchy needs none)
Mint (cause Kevin was clever enough to come up with it; this is where money is made. Once a collection of buildings has a working mint and makes their own money, they have money to pay for rentals, wereguilds, etc. I'd like to have several different forms of money and have it customizable. Imagine being able to right click a coin and see an engraving of your face as it is your kingdoms coin. Oh, the ego trip would be immense.)
Churches/Temples (various religions; I'd also have 'Druid's Grove' classified as a 'temple'.)
Sawmill (where wood is processed into boards)
Granary (people have to eat)
Flourmill (might get merged into granary)
Saltmine (salt is needed to preserve meat - slows otherwise very fast decay when combined with meat)
Butcher (chop chop!)
Candleshop -> no Commonwealth Edison, at night it gets DARK (and hopefully this is NOT put next to the flourmill); this would be an excellent occupation (everyone needs them, they are expendable) IF a) you need them for doing any kind of crafting at night b) you need them to see at night. If it only gets as dark as in AO, they won't be used.
Whitesmith shops (copper/gold/silver)
Jewelers (cutting stones)
Tanner -> only in EQ is leather equated to tailoring
Potter (nifty storage pots - also pots used in cooking, etc)
Brickmaker (for all these buildings people are going to want - I could see this being a popular building)
Rockcutter (for all those really expensive buildings)
Alchemists tower (I'd recommend having a large blast radius around this one as it will blow up quite often)
Shipwright (can specialize in various forms of ships)
Wainewright (wagons, etc)
Tax office (the 'automatic taxes' are collected regardless - this just allows the rulers to get a 'cut'.)
Hospital/Healer's Guild
Library (note: It is not public - you have to jump through whatever hoops the owner wishes before being granted access)
Warehouses/Warfs (for storing all the big bulky stuff)
Bridges (though technically not 'buildings' people could make it so that you can live inside or under it like a common troll). Oh - and bridges are useful for spanning rivers, between two very high buildings, etc. Handrails optional.
Embassy (in order to establish an Alliance, each kingdom/city to establish an alliance with you must have an embassy set up in your kingdom and vice versa)
Inns/taverns (when you need to wash and don't have a home)
City Gate/Walls (keeps the bad guys out)
Siege engine makers (what are they called?)
Bank (fairly secure - if demolished, everyone's stuff in limbo till new one built in this town. If town taken over, all your stuff spawns in your house. If you have no house, it ALL goes into limbo till you build one. Only items carryable by an individual and say under thirty pounds are allowed. You may not keep your siege equipment in the bank. Good banks need to be massively expensive to help protect everyone's investment. Putting your trust in a cheaply built bank is the players own fault. Go to one with lots of gold leaf on everything or stick stuff in your house.)
Meeting Halls - these have the advantage of soundproofed walls. Any /say does not go beyond the walls. Good place for private meetings, no other benefit.
Printing press (for truly advanced societies) This would allow player made newspapers. Very slick.
Brewery (spirits, beer, certain potions, etc)
Glassblower (This one could be made into a mini game of 'try to blow the glass into the right shape' for making of the first bottle. After they make 3 like it, they can add it to their 'standard bottles' list and make it at a click.)
Weaver
Apothecary's (herbalist/Pharmacist)
Shoemaker (boots too)
Limner (sign painter)
architect
mapmaker
furniture maker (would include specialty items like fake bookcases, no?)
music shop (bards get their tambourines from where?)
paper shop? needed for building plans and spells
Dye makers?
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