Building Guide for new buildings. This guide can be accessed here, in the main forum thread, and also as a sticky in the Billboard on the main Gameplay site.
- 1 Building Editor
- 1.1 Basics
- 1.2 Lot Statistics
- 1.3 Building Controls
- 1.4 Test Building Example
Building Editor[edit | edit source]
Basics[edit | edit source]
To get to the building editor, you need to be in the Lot view of the lot on which you want to build. There are two buttons, "Edit Lot" and "Building Editor". The first one does not currently allow saving changes, but the Building Editor works, provided that:
- You are the owner of the lot
- There is no existing building in the lot (one lot may have one building only)
- You have the resources indicated in the cost calculation to erect the building (billing is automatic, and if not enough is found, it aborts without saving the template)
Lot Statistics[edit | edit source]
In the building editor you can find the 8 lot statistics relevant to building. These are not changeable, but they contribute to the selection of what type of building is reasonable to build on the lot. The examples below are from 7-S-M5 ; Marquesses' Circle 5, Owner Sir Heimo The Earl of Sarajas (54)
- Total area 836
- Haw 1
- Macrolocation 0
- Building bonus 0
- Cul Bonus
- Sci Bonus
- Commerciality 200
- Visibility 0.03
Haw[edit | edit source]
The benefit of "Haw=1" is that the "building tax" is waived for the lot. The tax is 1,000 m/floor_sqm, so it is not very significant especially as it scales with the size of the building, and empty lots don't anyway need to pay (unlike Extra tax, which is per lot area, regardless if built or not).
Macrolocation[edit | edit source]
Macrolocation is a general bonus ranging from 0...1.05. The payouts are calculated as a product of Multipliers, and Macrolocation alone forms one of them. The format of multipliers is typically (1+usage_coefficient*bonus). For instance, if a lot with Macrolocation=0.2 is used as a Villa, this multiplier is evaluated 1+0.5*0.2=1.1, whereas the same used as Headquarters evaluates as 1+2.5*0.2=1.5. With this, as well as all the others, it makes sense to think of the usage of building such that it can tap into the strengths of the lot (and where the weaknesses don't get a high weight in usage_coefficient), and also to construct the building such that it further leverages the strengths and ignores the weaknesses (except if catering to the weaknesses also provides a decent marginal return on investment).
Building Bonus[edit | edit source]
Building bonus ranges from 0...0.2 and is added to Macrolocation. Historical and important buildings and buildings over 100 years old will get this.
Culture bonus and Science Bonus[edit | edit source]
CUL and SCI bonuses likewise, but they are only effective if the usage is such that the payout is in form of CUL or SCI.
Commerciality[edit | edit source]
Commerciality is only relevant if the building has a Shopfront. Shopfront pool is a separate pool from all the rest, and all buildings that have a shopfront, have pool shares in it, in addition to having them in the main pool (which is owner selectable). Whether a shopfront (ground floor dedicated to commerce and main function of the building starting only from the 1st floor) makes sense, can easily be tested in the editor. A notice though - it is not possible to later add or remove the shopfront so think ahead! Next to a major road in an upcoming area may soon become a good spot for shopfront even if it currently shows meager payouts.
Visibility[edit | edit source]
Visibility is also called Prominence ("visibility" as a term will be phased out). This is a generic bonus yielding a linear payout increase in almost all of the pools. Its values range from 0...0.28 and they come from the lot being detached from other lots and surrounded by streets and parks, the wider, the better.
Building Controls[edit | edit source]
Below the previous, you will find the actual Building Editor: the 11 building controls. By changing the values in these controls, you will alter the proposed constitution of the building, which you can re-evaluate for costs and benefits by clicking "Preview Building" button.
When designing the building, it is good to already have an idea of the usage, so set your preferred selection first. However it can be checked and changed later into the best-yielding one.
The Building controls are:
Building Usage[edit | edit source]
- When designing the building, it is good to already have an idea of the usage, so set your preferred selection first. However it can be checked and changed later into the best-yielding one.
Yard[edit | edit source]
- Yard tells about what area of the lot is not used for building. If the lot is large, but the intention is not to build it all, typing some amount of yard leaves space for garden (increasing the payout) and this area can also be separated to a different lot later, to sell it or build more.
Footprint ID[edit | edit source]
- Footprint is the density of building. If an urban building style is sought, values in the high range make sense, if a sprawling villa is the goal, the lower end is the preferred option.
- It is notable that the floor_sqm is nothing that you can just type, it will be calculated automatically based on these parameters. Since the higher footprint_id causes the building to have more sqm, it may be appealing to use as a default, but I exhort caution: the formulas that determine the pool payouts are changing to make the buildings to be as varied and realistic as possible.
- If building stupid and unrealistic things causes the payouts to look good now, and consequently everyone builds just them and not nice and balanced buildings, the formulas will be changed, and the loophole seekers will enjoy lower payouts than they hoped for.This is intended to give the idea that the payout formulas are being polished to reward of sensible building, so even if sensible building does not give the top M in the payout just now, it may be that the formula changes as quickly as tomorrow (GM will monitor what kind of buildings are being constructed, and if they all end up using the same value in a particular control, then obviously the script needs some fixing to promote variance).
Number of Floors[edit | edit source]
- Number of floors is limited to 12, and shopfront does not even count as a floor.
- The editor does not forbid building rather high, and again it may look tempting, but caution is warranted here also.
- The building repair% starts at 100% and goes down in random increments over time, however the rate of depreciation is dependent on the softness of the land (B.4!), roof (copper good, garden bad) and number of floors.
- The labor requirement for building high is also higher than that of having a modest height, but this is accounted for in the costs already. A few areas have public restriction on building height which is good to be observed.
Shopfront[edit | edit source]
- Shopfront is the ground floor dedicated to commerce
- Shopfront pool is a separate pool from all the rest, and all buildings that have a shopfront, have pool shares in it
- N.B: It is not possible to later add or remove the shopfront so think ahead!
- Next to a major road in an upcoming area may soon become a good spot for shopfront even if it currently shows meager payouts.
Room Height[edit | edit source]
- Room height does not increase the stone usage, but increases the labor usage quite a lot.
Window Ratio[edit | edit source]
- Window ratio is rather simple, the ratio of window_area to floor_area.
- It is notable that the windows itself are currently not accounted for in the cost calculation, due to the difficulty of pricing them as there are so many options and prices vary. They will be billed from your character still.
Window Type[edit | edit source]
- In a building you are only allowed to use one type of windows for the whole building. You can choose your preferred window type from the dropdown menu.
- Most common (and cheapest) is the WIRS type window
- N.B. All ancient windows (other window types except WIRS) give you benefits to your building, so it is worth considering buying those
Luxury[edit | edit source]
- Lux is entered in the range, commonly used is 0.25-3, corresponding to 25%-300%.
- Unlike previously, the lack of luxury may cause the building to be sabotaged, and the risk becomes existent if the lux falls below 0.25.
- It is advisable to have at minimum 0.5 lux, or 0.4 if you intend to check out your buildings every week.
Finish[edit | edit source]
- Finish is the facade and exteriors of the building. It is strongly advised that at least Elaborate is chosen in every instance.
Roof[edit | edit source]
- Roof has 4 options
- Terrace is the usual level roof
- Garden gives somewhat better payouts but the building deteriorates quicker
- Sloping is a nice-looking roof that takes the water and snow out, prolonging the life of the building (but does not add to the terrace/garden area)
- Copper is a piece of artisan work, costing more (KMT) but being good looking and durable.
Test Building Example[edit | edit source]
Now since Heimo was anyway about to build his palace, let us make some parameters that do not take any commercial things into account, just make a house for this old and wise Earl:
- BUILDING USAGE : Residence
- YARD : 275 (out of 836)
- FOOTPRINT ID : 0.5
- NUMBER OF FLOORS : 3
- SHOPFRONT : no
- ROOM HEIGHT : 4 m
- WINDOW RATIO : 0.3
- WINDOW TYPE : WIRS
- LUX : 1 (100%)
- FINISH : Most Elaborate
- ROOF : Copper
Cost calculation:[edit | edit source]
For the building above,
- BLD 25,937
- STO1 1,092,000
- M 84,000,000
- KMT 179
- APPROX TOTAL (M) 405,736,000
- PER SQM (M) 483,019
The floor_sqm of the building needs to be reverse engineered from the stats above at present (will be directly visible soon, as well as many other stats). Also the windows' price is not counted (in this case they added 32 mil = 7.3% to the total).
Building Payout[edit | edit source]
The payout is 152 CUL + IC as Residence. Changing the "usage" and clicking "Building Preview" let's you compare the alternatives. Here it was not needed, because the prerequisite for even getting a haw in Versailles for free, was to build a palace as a Residence.
So for the total outlay of 436 mil (including the 836 sqm lot which was a gift from the late King) produces 152 CUL+IC. The midprice of IC is about 80k, and value of a CUL point is difficult to ascertain - since they are untradable and their benefits are erratic - but 50k should be a very conservative estimate:
This makes the building yield 19.8 mil on the cost of 436 mil, in percentage terms 4.5% APR.