Land and buildings
Buildings are the key to success in this game, you need to build buildings on the land you have conquered in order for your empire to prosper and evolve. During the game you will make many strategic decisions regarding your buildings and what building to build. However, there are some restrictions regarding the buildings in Fantasy Empire. You can't build every building on every land. That's logical, you can't, for example, build a Charcoal hut to near, or at all, the coastline, since it would simply be impossible to build it there and the climate would be to wet for any charcoal to be produced. That's why you can't build every building on every land type.
All buildings are built on their certain land type, except homes and racial buildings. Homes are used to house your people (both military units and peasants) but since different races live in different climates, their homes are not built on the same land type. All non-homes (every other building) houses 15 people and employ 15 peasants for all races except nomads that are used to live out in the wilderness and thus can't build homes. Homes houses 30 people but doesn't employ any and don't produce anything. The racial buildings are race-specific and the land type has been determined depending on the race and capability of the building see "Racial Bonuses and Special Qualities".
In order to build on the land, you must have land. In Fantasy Empire there are two ways of getting it and using it to your advantage. One, you invade your enemies and conquer land from them, and how much is depending on your and his size, more about that stuff later. Or, two, you explore the land and make it your to distribute that way. While waging war is expensive and full of risks, exploration is practically out of risks. However exploring will cost you both money and draftees. The number of draftees and amount of money grows as your empire grows in size. You can build on your new land 9 hours after you conquered it from someone through battle or 12h after you commenced the exploration.
For those situations where you have the wrong type of land or the wrong building(s), rezoning might be the only solution. With this feature you can rezone one land type into another. But this takes both time and effort and thus, costs. Depending on what land type you want to convert to what, the cost and time it takes to create the new land type may vary.
Some land types are closely related to others, such as "deep sea" and "Coastline". If you rezone a land type into a related land type, it will only cost half of what it would normally do and the rezoning will be executed instantaneously. Note that this doesn't work backwards. You may rezone from one land type to another and pay the reduced cost, but it's not guaranteed that you will be able to rezone it back to it's former type for the lower cost, but the full price.
Formulas
Building Cost when Land > 250:
CC Cost: ( 700 + ( 1,3 * ( [ Total_Land] - 250 ) ) ) * ( 1 - min( [%_Factories] * 3 , 0.45 ) )
Lumber and Stone: 85 + ( ( [ Total_Land] - 250 ) * 0,3 ) * ( 1 - min( [%_Factories] * 3 , 0.45 ) )
Building Cost when Land < 250:
[Built_land] instead of [Total_Land]
Rezone to related type is instant, CC cost is: ( 250 + 0.75 * ( [Land] - 250 ) ) * ( 1 - min( [%_Factories] / 100 , 0.15 ) )
Rezone to other types takes 3 hours; CC cost is double of above
Exploring cost when Land > 300:
CC Cost: 1000 + ( 3 * ( [Land] - 300 ) ^ 1.1 ) )
Draftee Cost: 5 + ( 0.003 * ( [Land] - 300 ) ^ 1.05 )
Exploring cost when Land < 300:
CC Cost: 1000 - ( 3 * ( 300 - [Land] ) )
Draftee Cost: 5 - ( 300 / [Land] ) )
Land type |
Related types |
Special if left barren |
Fertile Plains |
Rocky Plains, Forested Plains, Fertile Hills, Swamp |
Living space for 5 normal, 10 Halflings / Goblins / Insectoids or 30 Nomads |
Rocky Plains |
Forested Plains, Rocky Hills |
Living space for 5 normal or 10 Insectoids |
Forested Plains |
Fertile Plains, Rocky Plains, Forested Hills |
Living space for 5 normal or 10 Wood elves / Woodfolk / Insectoids or 30 nomads |
Fertile Hills |
Rocky Hills, Forested Hills, Fertile Plains |
Living space for 5 normal, 10 Halflings / Goblins / Insectoids or 30 nomads |
Rocky Hills |
Forested Hills, Rocky Plains, Mountains |
Living space for 5 normal or 10 Insectoid |
Forested Hills |
Fertile Hills, Rocky Hills, Forested Plains |
Living space for 5 normal or 10 Wood elves / Woodfolk / Insectoids or 30 nomads |
Mountains |
Caves, Rocky Hills |
Living space for 5 normal, 10 Dwarfs / Gryphons / Harpies or 15 Insectoids |
Findings Mountains |
Mountains, Rocky Hills |
Living space for 5 normal, 10 Dwarfs / Gryphons / Harpies or 15 Insectoids |
Caves |
Finding Mountains, Mountains |
Living space for 5 normal, 10 Dark elves or 20 Insectoids |
Deep Sea |
Coastline |
Living space for 10 Lizardfolks, may contain up to 20 warships |
Coastline |
Deep Sea, Lake |
Living space for 5 normal or 10 Lizardfolks |
Lake |
Coastline, Swamp |
Living space for 5 normal or 10 Lizardfolks |
Swamp |
Lake, Fertile Plains |
Living space for 5 normal or 10 undead |
Building |
Construct on |
Effect |
Lumberyard |
Forested Plains Forested Hills |
Produce 30 lumber /h |
Stonecutting Hut |
Rocky Plains Rocky Hills |
Produce 30 stone /h |
Stone Mine |
Mountains Findings Mountains Caves |
Produce 40 stone /h |
Diamond Mine |
Caves |
Produce 12 gems/h |
Iron Mine |
Findings Mountains |
Produce 50 iron /h, require 10 coal /h |
Gold Mine |
Findings Mountains |
Produce 40 CC /h, require 10 coal /h |
Coal Mine |
Rocky Hills Findings Mountains |
Produce 30 coal /h |
Charcoal Hut |
Forested Plains Forested Hills |
Produce 30 coal/h, require 10 lumber /h |
Alchemy |
Fertile Plains Rocky Plains |
Produce 25 CC and 10 mercury /h |
Farm |
Fertile Plains Fertile Hills |
Produce 50 food /h |
Dock |
Coastline |
Each dock produces, on average, 1 warships every 20 hours. Each dock will protect 2 warships at dock from being sunk by any means. Can maximum contain 5 warships |
Fishing Dock |
Coastline |
Produce 40 food/h |
Tower |
Swamp |
Produces 20 mana per hour |
Wizard Guild |
Swamp |
Increases Wizard Power by 3 * (Wizard Guilds / Total Land)% to a maximum of 45% bonus
Increases Wizard Strength refresh rate by 1% per every full 8% Wizard Guilds, up to a maximum of 2%
Decreases cost of Wizards and ArchMages by 2 * (Wizard Guilds / Total Land)%, to a maximum bonus of 40%
|
Spy Guild |
Forested Hills |
Increases maximum percentage of resources stolen and maximum resources stolen per spy by 3 * (Spy Guilds / Total Land)% to maximum bonus of 45%
Decreases cost of Spies by 2 * (Wizard Guilds / Total Land)%, to a maximum bonus of 40%
Protect 2 warships at dock from being sunk by the "Burn the Shipyards" spy operation
|
Factory |
Fertile Hills Rocky Hills |
Reduces building construction costs by 3 * (Factories / Total Land)% to a maximum of 45% bonus
Reduces re-zoning costs by 1 * (Factories / Total Land)% to a maximum of 15% bonus.
|
Smithy |
Fertile Plains Rocky Plains |
Reduces Military Unit costs (except Wizards, ArchMages, and Spies) by 3 * (Smithies / Total Land)% to a maximum of 45% bonus |
Masonry |
Fertile Plains Rocky Plains |
Increases ALL Castle Bonuses by 3 * (Masonries / Total Land)% to a maximum of 45% bonus |
Escape Tunnels |
Caverns |
Decreases your casualties on defense by 2 * (Escape Tunnels / Total Land)% to a maximum of 30% decrease |
Walls |
Any |
Decreases land lost when being invaded by 2 * (Guard Towers at Land Typt / Total Land of Land Type)% to a maximum of 20% bonus |
Gryphon Nest |
Mountains Findings Mountains |
Increases Offensive Power by 2 * (Gryphon Nests / Total Land)% to a maximum of 20% bonus |
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