Buildings

Buildings refer to lots that have been typed. Buildings can be of various types: agriculture, residential, crafts, etc. Some serve production purposes while, such as agriculture, sawmills, and stonecutters. Others are share-generators making player eligible to collect city treasury subsidies.

Game mechanics wise buildings can be split into two parts:

Game logic buildings
Once the minimum amount of materials have been allocated to a suitable lot and the transaction has been mined to type a lot, the lot becomes a building. The building can be active or inactive, and they always start inactive. If the conditions are filled (food, warmth, other materials, and coverage via influence by required buildings), the next game click will activate the building and it will start operating in the game logic. As buildings stay active, they keep rewarding players via subsidies or their production capacity. Regardless of their activity status, buildings will continue to decay and the lot will continue to require land tax.

Aesthetic buildings
The second part of buildings in Townforge are the aesthetic voxel-based buildings. Essentially a visually empty lot can be a game logic building. However, when a lot is typed to a building, a minimum set of materials is always allocated to the lot. These materials - such as sandstone and pine wood - can be placed using different textures unlocked via player levels to create aesthetic voxel-based buildings. Players are free to allocate further materials to the lots beyond the minimum requirements, but these will only serve aesthetic purposes, and will not improve the logic performance of the building. Townforge is dedicated to encourage aesthetic building, and this will be reflected on events intended for players.