Results 1 to 8 of 8

Thread: Building Descriptions

  1. #1

    Post Building Descriptions

    Sueboz
    Naval Port

    Access to the sea enables great wealth through trade which no race should miss out on. Here, ships are constructed for the purpose of keeping these oceanic trade lanes free of raiders and bandits that would otherwise attempt to cripple a faction's naval supremacy. When upgraded, better quality ships are available for construction.

    short desc:
    A naval port is essential for sea defense and repulsing enemy fleets from disrupting trade.

    Military Port

    Any expanding faction requires a sturdy naval force to keep its trade-lanes and transportation secure. With a better quality port comes better quality ships, and a greater demand for brave, loyal men to crew them.

    short desc:
    A military port increases the naval potential for a city's defense at sea.

    Naval Fleet Docks

    The increased size of the military port makes for greater quality ships to be constructed. Here, the wood gathered is made into great warships and the slave crews are trained to row at varying speeds. While expensive and time-consuming, these greater ships are made into fleets capable of swiftly crushing any opponent foolish enough to stand up to their might.

    short desc:
    Naval fleet docks are the highest possible level for military warships of the highest quality possible.



    Coastal Clearing

    Before any attempts at sea travel can be made, a port must be established on the coast to receive and send ships for trade or war. An area of the coast must be cleared out in order to begin construction of a proper port.

    short desc:
    A coastal area must first be cleared before a port can be built here.

    Trading Dock

    Any faction looking to move up in the world must look to the sea to expand. From the greatest empires to the smallest tribes, all depend on the ocean to increase their wealth and power. A trading dock is where it all begins. Ships bearing goods go from port to port exchanging goods and increasing their wealth with distant nations across the horizon. All nations do it--even the barbarians.

    short desc:
    The foundation of naval trade and wealth, a trading dock is absolutely essential for the growth of any faction.

    Mercantile Port

    With the explosion of naval trade comes the increased role of the merchants. At a mercantile port, sea trade is made easier and faster by higher-quality ships and the prevailing theory of commercialism to propel a city's trade and the quest for profit.

    short desc:
    Mercantile Ports increase the importance of naval trade and attract a great following of sailors and merchants to further the glory of profit and success.

    Mercantile Harbour

    After enough profit flows through a city's port, more and more people are attracted and seek out success in the same business. To fulfill their desires, the port must expand in size and influence. In large cities, a mercantile harbour must take up a greater amount of space to deal with the hundreds of busy merchants and sailors, loading and unloading fortunes in traded goods.

    short desc:
    Mercantile Harbours provide vast wealth to a city and much opportunity for merchants and sailors alike.



    Trader

    When agriculture and taxation is not enough, nations look to each other for increasing their wealth. At a trading post, cities may exchange goods and slightly increase their wealth, while helping to financially support one another. Trade can also be taxed providing the governing body with sufficient motivation to support the expansion of trade

    short desc:
    The trader is responsible for the exchange of goods to help improve the quality of life for the different settlements involved.

    Market

    When a settlement has flourished, there comes a greater demand for specific goods (and services) which can be properly satisfied at a marketplace. Here, merchants buy and sell their wares without needing to travel constantly to restock, allowing faster trade and thus, faster financial growth. At a market, services may also be exchanged - some shadier deals may be done as well.

    short desc:
    A market allows locals and foreigners alike to trade and exchange information. Goods and services are readily available to those with their purses bulging.

    Great Market

    Demand for goods and services never ceases - it only increases! To suitably deal with the skyrocketing demand, a great market may be established to expand the pre-existing market. Goods and services are exchanged - along with information - and all sorts of people can be found haggling their wares or selling their abilities to the highest bidder.

    short desc:
    Greater settlements require greater markets. Nothing changes in the way people trade - only the volume at which people exchange!




    Wooden Palisade

    Whether it be enemy nations or a pack of drunken bandits, all settlements need defending. A wooden palisade is the most basic of settlement defenses, consisting of nothing but a wall of lumber to shield a settlement from the most basic of attacks. Against a professional army, it is nothing but a chance for soldiers to show their strength.

    short desc:
    A wooden palisade is a wall of logs stuck to the ground surrounding a settlement. While not a real challenge for a professional enemy, it's certainly better than nothing!

    Wooden Wall

    A modest improvement over a palisade, a true wooden wall provides better sense of security and more of a challenge for enemies to overcome, often requiring siege equipment to overcome. Sturdy walls make life easier for civilians, who may sigh in relief and sleep comfortably at night knowing that their home is safe from brigands and thieves.

    short desc:
    Wooden walls are an important element in defense of a settlement. A mere obstacle for a professional army, it will still keep an enemy at bay long enough for defenders to take up arms.



    Roads

    A simple dirt road is certainly a better method of travel than stomping through thick mud, tall grass, and rocky terrain. Allowing for swifter army movement and better trade, roads are essential to maintaining and connecting an empire.

    short desc:
    Roads are an essential aspect to any nation, from allowing armies to move swiftly against invaders, to better guiding traders from town to town.



    Simple Farming

    When hunting and gathering can no longer sustain a people, they must resort to growing their own food to maintain themselves. Basic farms can do little more than feed the people working on the land, however with time and advances in technology, a surplus of food can encourage further population growth.

    simple desc:
    The basic requirement for all settlements' prosperity, simple farms feed the local working populace.



    Granary

    When there is a surplus of food, it must be kept in a safe place to keep nomads and thieves from taking as they please. In a granary, food can be safely stored for later distribution or emergency famine. Despite its promise of abundant food, granaries are typically dusty, vermin-ridden storage places which make surrounding areas undesirable places to live

    short desc:
    Great storage-house for surplus food, fully stocked granaries promise that a settlement will not go hungry during the winter.



    Mines

    Inside the earth lies an abundance of precious minerals which need only sturdy backs and tough equipment to dig the natural minerals and metals out for use. Typically not very deep, mine shafts seek out the richest seams of ore into rocky hills to extract tin, silver, gold, and other such valuable metals. Areas where these can be exploited are of high priority to any budding nation.

    short desc:
    Where the earth provides its rarest elements, mines are established to exploit and make readily available precious metals.



    Blacksmith

    A man who can craft a deadly sword as strong as the hardest rock is a valuable member of any society. Blacksmiths are responsible for crafting weapons from the metals dug from the earth by miners, making certain they can stand up to the hardest armor and pierce it as well. His craft is much too important for agricultural equipment, and thus sees a big boom in business during wartime. Blacksmiths typically work closely with an armourer, to produce fine weapons to match up with fine armor.

    short desc:
    The Blacksmith crafts fine weapons for use in defense and offense in times of war. They work with armourers to craft sets capable of standing up to the crafted equipment of enemies.



    Game Field

    Barbarians need recreation, too! At the game field, heroic Germanic veterans come to compete in games reminiscent of the olympic games of Greece or Rome. Unlike them, however, the losing competitors are sacrificed to the God of War. Villagers flock to the events to watch the brave men during times when there are no battles to be fought.

    short desc:
    When not killing enemies, Sueboz warriors can be found at the game field competing in events of skill, strength, and courage, to the entertainment of all.









    I made them basic and non-faction specific due to their simplistic nature and universal use among factions of the world. As I get into the more complex ones, you'll see mention of specific races and histories and such.

    Edit: I don't particularly like the "Game field" thing. I'm bound to change that, once I further explore EB more (I just did these in an hour)
    Last edited by AndarielHalo; 07-29-2006 at 01:00.

  2. #2
    EBII Mod Leader Member Foot's Avatar
    Join Date
    Apr 2005
    Location
    Brighton, East Sussex, England (GMT)
    Posts
    10,736

    Default Re: Building Descriptions

    Even simple buildings should be faction specific, all factions will have their own descriptions for even the most common buildings because although the buildings are shared each culture, each of our factions historically had very different concepts and histories for granaries, farms, walls and all that information needs to become part of the description. Obviously the Sweboz are difficult, very little information is known about them and so we cannot expect essay length descriptions, but something that represent the historical nature of the building for that faction is a must. For example, the newly crafted description for Hayasdan's Granary - a common building amongst all factions, but I've really put a lot of information into it (too much perhaps). Anyway here is a sneak preview of it:

    Ambar
    (Granary)

    Grain, for the ancient world, was the most important of produces. Before the rise of metal coins, grain acted as a currency of its own. However, even without its use as a form of currency, grains are a crucial commodity: grains are an important form of sustenance that can be stored easily for lengthy periods of time - a necessary quality in the event of a seige or a drought.

    The Ambar is a building specifically built for the purpose of storing grains. The portion of the surplus produce from the local fields is kept in the Ambar for later use. This surplus of grain, not only acting as source of food in needy times is also important for sustaining a growing population. To support more people in a province (especially if that population is mostly urbanised), a Ambar is a necessary building.

    In Hayasdan the Ambar was often an enlarged underground room fitted specifically for the storage of grains. The grain was kept in large jars of equal size so that the storage clerk would know how much was stored and act accordingly. This practice of storing grain in equal size jars hailed from the days when grain had been used as a common currency. Grain's form as a currency makes sense since as a material it holds many useful and unique characteristics: as already mentioned it can survive much longer than most other perishable goods; stored in jars, grain can be easily measured and accounted; most importantly, unlike rarer materials such as metals or jewels, grain can be used, and is needed, by everyone.

    Grain has played an important part in the economical and cultural development of Hayasdan. At the zenith of Urartean power in the area,(Urartu was the earlier kingdom of Hayasdan: 1270 bce - 612 bce) grain was used as payment for services to the tribal leaders and the Royal House. As the surplus of grain grew the powerful leaders of the Urartean Kingdom were able to commission magnificent buildings, majestic works of art and ornamental carvings: this period of Hayasdan's history was a boom for stone and metal artifacts.

    It is also worthy of note that the production of grain in Hayasdan cannot be overstated. In official documents, again dating from the Urartu period, there is recorded the spoils of war that Urartean Kings brought back from conquered lands. While livestock, slaves, gold and iron are all mentioned, not once is there any report of grain being brought home. These documents signify that the surplus supply of grain and its production in Urartu was so large in these periods of conquest that free grain in form of loot was indeed not beneficial to Urartu but an unneeded.


    The Ambar will allow the surplus of grain from the local farmers to be kept for the benefit of the provinces inhabitants.
    Obviously we don't expect anything as long as that, the 'Ambar' description was a moment of writing fever on my part and most of the descriptions are much shorter, but notice how it is tailored specifically for Hayasdan. If you could bring that uniqueness to the Sweboz descriptions then that would be perfect!

    Regardless of any critical criticism, I for one thankyou, I really like the Sweboz faction and I would love to see them looking healthier than they do in 0.74 and your descriptions will go along way in helping that.

    Foot
    EBII Mod Leader
    Hayasdan Faction Co-ordinator


  3. #3

    Default Re: Building Descriptions

    Take your time with them too. We don't expect a lot quickly. We would like to see a couple of good examples (well written, personalized for that faction, interesting and educational and with some flavor maybe too), so that we could determine if we should go further with it. We look forward to seeing more on this!

  4. #4
    Member Member Radier's Avatar
    Join Date
    Nov 2004
    Location
    Forsmark, Sweden, where the radiation keeps me warm.
    Posts
    612

    Default Re: Building Descriptions

    Quote Originally Posted by Foot
    Ambar
    (Granary)

    Grain, for the ancient world, was the most important of produces. Before the rise of metal coins, grain acted as a currency of its own. However, even without its use as a form of currency, grains are a crucial commodity: grains are an important form of sustenance that can be stored easily for lengthy periods of time - a necessary quality in the event of a seige or a drought.

    The Ambar is a building specifically built for the purpose of storing grains. The portion of the surplus produce from the local fields is kept in the Ambar for later use. This surplus of grain, not only acting as source of food in needy times is also important for sustaining a growing population. To support more people in a province (especially if that population is mostly urbanised), a Ambar is a necessary building.

    In Hayasdan the Ambar was often an enlarged underground room fitted specifically for the storage of grains. The grain was kept in large jars of equal size so that the storage clerk would know how much was stored and act accordingly. This practice of storing grain in equal size jars hailed from the days when grain had been used as a common currency. Grain's form as a currency makes sense since as a material it holds many useful and unique characteristics: as already mentioned it can survive much longer than most other perishable goods; stored in jars, grain can be easily measured and accounted; most importantly, unlike rarer materials such as metals or jewels, grain can be used, and is needed, by everyone.

    Grain has played an important part in the economical and cultural development of Hayasdan. At the zenith of Urartean power in the area,(Urartu was the earlier kingdom of Hayasdan: 1270 bce - 612 bce) grain was used as payment for services to the tribal leaders and the Royal House. As the surplus of grain grew the powerful leaders of the Urartean Kingdom were able to commission magnificent buildings, majestic works of art and ornamental carvings: this period of Hayasdan's history was a boom for stone and metal artifacts.

    It is also worthy of note that the production of grain in Hayasdan cannot be overstated. In official documents, again dating from the Urartu period, there is recorded the spoils of war that Urartean Kings brought back from conquered lands. While livestock, slaves, gold and iron are all mentioned, not once is there any report of grain being brought home. These documents signify that the surplus supply of grain and its production in Urartu was so large in these periods of conquest that free grain in form of loot was indeed not beneficial to Urartu but an unneeded.


    The Ambar will allow the surplus of grain from the local farmers to be kept for the benefit of the provinces inhabitants.
    Woaah! Keep up that work mate!
    I support the Pike and Musket:Total War



    Also Europa Barbarorum supporter!

  5. #5

    Thumbs down Re: Building Descriptions

    I didn't know every faction would have their own buildings.

    If you're able to crank out seven to eight paragraphs of history on an obscure Germanic tribe's handling of grain, I highly doubt I could keep up to those standards. I'm going to have to resign right now, I've got serious head issues preventing me from spending too much time on intensive research. Sorry.

  6. #6

    Default Re: Building Descriptions

    This is a serious mod. Sorry it didn't work out, but we need serious descriptions. Anyone else out there feel like they can do a good job with the Sweboz descriptions, please contact us.

  7. #7

    Default Re: Building Descriptions

    welcome to the ORG! AndarielHalo

  8. #8
    Member Member Avicenna's Avatar
    Join Date
    Feb 2006
    Location
    Terra, Solar System, Orion Arm, Milky Way, Local Group, Virgo Supercluster, somewhere in this universe.
    Posts
    2,746

    Default Re: Building Descriptions

    Welcome AH!

    EB team: siege is misspelt in the description. Also, when you move into an army's spot and can't move, if you've clicked on the unmovable army and scroll your mouse over the army next to you, it says something about cannot moving through the army's area, but "army's" is incorrectly substituted by "armies".

    Hope I've been some help.
    Student by day, bacon-eating narwhal by night (specifically midnight)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO