All posts tagged with "you have to put the exceedingly complex production chain into the city-builder game"

Modules and Decoration

As we have discussed previously, the primary tool for augmenting a building’s function in game is a module. Modules include things like doors and windows, and come in two categories: required and optional. Required modules are those which are needed to get your building up and running at all – in the case of a workshop, this would include a workbench, a desk for your Artisan/Overseer to manage their paperwork with, and a door. In the case of a Lower Class House, you need one cot, and… well, again, a door. Doors are good things to put on buildings.

Careful with that hammer! Don't want to let the aetherically-energized gaseous radium out of the Glow-Long(tm) lamp.

The Ghosts of Future Work haunt this carpentry shop. (& The aetherically-energized gaseous radon Glow-Long ™ Gas-Lamp is truly the finest lamp.)

Optional modules are those which upgrade the effectiveness of your building. For instance, a carpentry workshop can have a Power Saw installed. The power saw lets you perform certain tasks (such as making planks) faster, and you can have multiple power saws. You can also have multiple carpentry workbenches, and this might be a good idea as each person can only use one carpentry workbench at a time. If you have a particular desire for planks, which are Useful (for instance, for building more carpentry workbenches), you might want to spend some resources building power saws.

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