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| - The Palace is the centerpiece of any city, dictating the most important resource: labour. The only way to increase you city's labourers is by upgrading your palace. Also increasing the palace will yield specialization points every now and then, helping you produce the selected resource type more efficiently.
- Clicking on the hammer icon on the bottom left corner of the screen will open the build menu. From here, you can select six different building categories:
* Production
* Adaptation
* Resources Management
* Resources
* Expansion
* Epicenter Selecting a building will place it's silhouette on your mouse cursor, allowing you to place it anywhere on the planet. Once placed, your nuggets must gather resources for it and then construct it. All buildings require resources to construct, while some buildings may require extra resources after they are built, like electricity or water.
- Buildings and other constructions that a player can make using items and tools. They give many advantages to the smart player and organized group.
- "Take cover in that building!"
- Buildings are structures crafted by clans for cities they have captured. They range from static structures like walls to working guard towers to various crafting stations, and usually require a lot of stone and wood to build. A lot of city building types are upgradable.
- This database is separated by county. Countries with no links have not had any buildings added to them yet.
* File:Australia flag.png
* File:Flag of the People's Republic of China.svg
* File:2000px-Civil and Naval Ensign of France.svg.png France
* File:Indonesia flag.jpg
* File:Israel flag.jpg
* File:Malaysia flag.jpg
* File:20120812153730!Flag of Russia.svg Russia
* File:Flag of Singapore.svg
* File:Flag of Thailand.svg
* File:USA flag.jpg
- On occasion, adventurers will want to hack through light walls, roofs, or other solid constructions. The houses of the Old World are quite substantial, but many internal walls are light partitions, often simple plaster-work over a base of interwoven twigs. Peasant huts, out-houses, and animal enclosures may be made up entirely of this sort of stuff. Roofing material varies, but tiles, slates, and that are all widely used. All can be bashed in or cut through fairly readily.
- | There is a Discussion on what this page should or should not Contain, Contribute to the Debate! |} {| border="1" cellpadding="5" cellspacing="0" style="border-collapse:collapse;background:#ffdead;color:#000;" | Please note this page is still a work in progress and does not represent the final page. |} This was originally obtained and translated from a German website citiesxs.de The information was then updated using data pulled from the English client however all numerical calculations are the same between clients __TOC__
- LK,
- You build them.
- Buildings are, well, buildings. They are essential to your growth and development in the game. Buildings like Farms, Material Posts, and Workshops produce resources and materials, while Food Storages and Material Storages can store these.
- This data has not been significantly updated since 2010 when we we had accurate data. In this article, we are unsure if all of these troops mentioned are still able to be produced. Also, the foundry and the academy have particularly high requirements, and as such, it is hard to verify all requirements.
- Note: I won't edit buildings 11-16 until more information about chronicles is released
- gffff
- There are many types of buildings in Tibia, like Depots, Shops, Banks, Houses and Guildhalls. If you have a Premium Account, you can buy a House or even a Guildhall, if you are the leader of a guild.
- In Richman Online, you have the ability to construct many kinds of buildings to upgrade your lands. In fact, building up your buildings, smashing your opponents' buildings, and preventing them from smashing yours is a big part of what makes Richman Online fun. Constructing buildings, makes your enemy pay more when he stops in one of your lands, and every time you upgrade it, the quantity of money your enemy is going to pay for you will rise!
- Like all RTS games, buildings form the very heart of your realm, providing valuable infrastructure to expand and maintain your empire.
- Island Troll Tribes extensively uses buildings for creating items and managing player stats. Most buildings are created in the inventory of a troll from the merging of items in the right order. Once a building is created in the inventory of a troll, it will be in the form of a construction kit which the troll can then place at a buildable location. Below is a list of buildings separated into categories depending on their uses:
- Buildings in Thunder Brigade are large stationary structures, that can act as objectives in a battle, provide secondary funtions to tanks, defend themselves and house tanks as stoage. Buildings can be places anywhere on the map (the map changes shape accordingly), and are available in both the campain and scenario mode. They are more vunerable to plasma cannon , missiles and missile strikes, than rail guns or mines, and rely on tanks to defend them. Often in campain, the buildings are the objective, to either destroy or defend.
- Met Buildings kan je nieuwe spells of defence laten maken. Dit kost geld dat je verdient door vijanden te doden en hun spullen te verkopen. Met veel geld kan je steeds betere spullen kopen.
* Castle
* Walls 10*(LVL^1,5)
* Tower 1
* Tower 2
* Tower 3
* Tower 4
* Alchemie Center; Spells
* Archery; Bowmen
* Workshop; Ballista's
* Factory; Canons
* Manapool; Buy MP
* Healthpool; Buy HP
* Goldmine; Faster gold
- The building is tall. Squwesterdok-apartment-building-by-mvrdv-westerdok-001.jpg|Buildings
- In Bloons Monkey City, buildings can be built in order to increase the numbers of towers, allow research of upgrades, or facilitating such things. Some buildings deal with the generation or storage of City Cash, while others deal with power. The following article will show what buildings can be built in Bloons Monkey City.
- Buildings are special items that perform various functions in Dragon Story. The specific functions of each is explained on the building's individual page.
- Here you will find description of all buildings you can find in the city.
- A building is a category of igloo item in Club Penguin Island. It includes various types of buildings that can be placed in a lot. Each building has a size varying from one two three units, and this determines how a building can be placed in spaces in a lot.
- Buildings are non-changeable features of the Kingdom that provide specialists, opening up more quests for the player to complete. Buildings are bought using Kingdom Points and contain living quarters and a workspace for the associated character. The building exteriors cannot be altered and players cannot create their own buildings. This article is a stub. You can help My English Wiki by expanding it.
- Buildings may refer to:
* Buildings (Tropico 1)
* Buildings (Tropico 2)
* Buildings (Tropico 3)
* Buildings (Tropico 4)
* Buildings (Tropico 5)
- Buildings are structures that are constructed for urban use or for other reasons. The prices listed generally refer to construction or purchase. However, it's difficult to sell these buildings in undesirable areas, such as those infested by monsters or other hazards.
- The models have been created by the Bear, Eagle, Lion and Gorilla Tribes. The player is able to build anything (i.e. players don't have to be a bear in order to build a model of the Bear Tribe).
- Buildings are one of the key components of Wild Isle, and are responsible for your economy score. Buildings can be created by clicking on an available spot within 50 square miles of your HQ and selecting which specific building you want to create. The more of one type of building you have, the more money it will cost to make the next one.
- Most of the buildings in Klondike are needed for production of materials, however some of them serve other purposes such as housing of neighbors for production buildings, and decorations.
* Buildings can not be put into the storage warehouse.
* Buildings can be sold for 1/10th the cost purchase and returns SOME materials used in construction.
* Some buildings can be gifted to neighbors.
- Facilities are structures which develop your planets. Each level of each building occupies one field of a planet. For a decent overview of what to build in the beginning, look at the Quick Start Guide. See the Dependency Tree for the requirements to certain buildings. It is possible to cancel the production of a building. When it is canceled, the resources that had been subtracted from the planet are given back. This can be used as a good method for saving resources. It is possible to save resources from plunder by first starting a production and then cancelling it when the danger passes.
- Buildings are an important aspect of Colonies. They have various functions that help keep your Colony going, ranging from housing your Colonists to holding onto Funds. Colonists can be assigned to work on the current construction project. These workforce settings are adjusted in the Biodome Management Screen, in the lower left corner. Construction projects lead to new colonial improvements. The current improvement building is shown in the lower right hand area of the Biodome Management Screen and can be changed there as well.
- There are many types of buildings in Tibia, like Depots, Shops, Banks, Houses and Guildhalls. If you have a Premium Account, you can buy a House or even a Guildhall, if you are the leader of a guild. Houses and Guildhalls are player-ownable buildings, other buildings are not player-ownable.
- Buildings are the economic infrastructure of Pardus. The majority of them are owned by players, although there are exceptions to the rule. They take commodities that are upkeep and every building tick (6 hours) turn it into something else. The efficiency of the buildings increase by each production level they are upgraded, although the change is much less noticeable after level 5, where the main incentive is the extra production. Buildings require 500 AP to build as well as an amount of materials. A magnetic scoop may be used to carry extra resources if your cargo space is too small. The number of buildings you can have is controlled by the amount of experience you have. The requirements for the next one increase tenfold after getting the prior one. Also, some buildings such as military ou
- Architecture : style: art-deco, baroque, gothic, modern, neo-classical, materials: brick, concrete, glass, metal, stone, wood, features: curved roof, fountain, hanging garden, spire, thick walls, tower, building: castle, cathedral, museum, office block, palace, shopping centre, skyscraper Outdoor survival : berries, branches, compass, flat site, grass, ground, heat, hill, leaves, sheltered place, snakes, stream, tent, wind Houses (1) : air-conditioning, balcony, barbecue, cellar, central heating, gymnasium, indoor swimming pool, library, running water, sauna, spare room, terrace
- CLICK HERE for the ultimate step-by-step guide on how to be a true Tribal Wars player. It features many tips that other guides do not provide. If you want to be an ultimate TW player, welcome! Village Headquarters - In the Village Headquarters you can construct new buildings or upgrade existing ones. The higher the level of your headquarters, the faster the constructions will be finished. World settings permitting, as soon as your Village Headquarters is upgraded to level 15 you will be able to demolish buildings in this village. The maximum level of Village Headquarters is 30. - Chartax
- Most buildings provide passive bonuses, while others require some form of interaction. For new players, knowing which buildings to create first will greatly aid them in the beginning of their career in Valkyrie Crusade as well as offering them long-term benefits for the endgame. The following lists show the goals to be completed first (when possible). If a goal cannot be fulfilled or is already completed, move on to the next. Additional notes:
- Humans: Unit's. Cost To Make:Recruit: 50 iron. (need: Forge)Scout: 40 wood, 15 iron. (need: Forge)Marksman: 30 wood, 15 iron. (need: Forge and Shooting Range)Cleric: 40 iron, 20 aria. (need: Forge and Temple of Light)Enchanter: 65 aria. (need: Temple Of Light and Academy)Mentalist: 100 aria. (need: Temple Of Light and Academy)Armsman: 70 iron. (need: Forge and Master Armory)Paladin: 60 iron, 30 aria. (need: Forge, Temple Of Light and Master Armory.__________________________________________________ __Humans: Upgrades. Cost To Make:Double Crossbow: 300 wood, 100 iron. (For: Marksman)Path Of Light: 200 iron, 100 aria. (For: Cleric)Shock Wave: 600 aria. (For: Mentalist)Clarity: 400 aria. (For: Enchanter)Fire Blessing: 250 iron, 250 Aria. (For: Paladin)Human Titan: 500 iron, 300 aria. (For: Its
- Buildings are, in themselves an oddity, when you think about it... We sometimes say that humans are the only animals to build complex structures, but this is not true! many animals also build structures, like rabbit holes, or nests. Some interesting structure types:
* egyptian parymid
* castle/fortress
* Sky scraper
* native american
* Teepees
* buildings shaped like animals Especially odd buildings:
* leaning tower of Piza
* the Corn Palace
* Lucy the Elephant
*
- __NOEDITSECTION__ File:Nav bar left.png Buildings File:Nav bar right.png File:Your Holdings Panorama.jpg File:Building Icon.png There are a number of buildings you can construct and upgrade in your holding. Buildings increase your Stats and allow you to produce items. All Buildings have a level prerequisite, meaning that you cannot build the Building until your Character has reached that level. Premium Upgrades are Building Upgrades that require File:Gold Icon.png Gold to be unlocked.
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