DD/Buildings/Buildingslist

From Unknown Horizons

Jump to: navigation, search
Note Note:
This is finally considered outdated at all. More up-to-date building lists are found at the increment description pages DD/Increments and proposals for new buildings in the remaining increments were moved to DD/Buildings/Ideas

--~eoc. 22:14, 5 May 2010 (UTC)





Hinweis Note / Hinweis / Remarque:
This page is not up to date and only kept for archive reasons!
Diese Seite ist nicht mehr aktuell und nur noch aus Archivgründen vorhanden.
Image:Note.png

This page is part of the Unknown Horizons design document. Please discuss everything concerning this topic on the "discussion" tab of this page. If you´re not sure whether your ideas are fitting the Unknown Horizons style, either use the discussion page, talk to us, or edit the "Questions" section of this page, but please don´t directly edit the other parts.

Note Note:
This list contains possible buildings for first milestone. A detailed description is missing yet. Graphically those buildings are all meant to be tents except of the outpost.

--dauerflucher 01:25, 22 October 2007 (CEST)


List of buildings for first milestone - "sailors"

  • Services
    • outpost (branch office) - founding a new settlement, serves as port for sea vessels
    • storage tent (store) - extending settlements
    • main square (market place) - fulfilling citizens' needs (supply with goods)
    • sunsail (church) - fulfilling citizens' needs (religion?community)
    • signal fire (lighthouse) - fulfilling citizens' needs (free traders)


  • Residents
    • tent (residents) - fulfilling citizens' needs (shelter)


  • Companies
    • weaver's tent (weaver) - turning lamb wool into textiles
    • lumberjack camp (lumberjack) - working wood, turning logs into boards
    • hunter's tent (hunter) - hunting wild animals, gathering food
    • herdsmen tent (herder) - turning lambs into lamb wool and food
    • fisherman's tent (fisher) - fishing the sea, gathering food
    • boatbuilder' tent (docks) - turning logs into boats


  • Agricultural areas
    • sheep pasture
    • vegetabel OR potato field


  • Military
    • lookout (tower) - increasing the player's sight
    • ramparts (wall) - protecting from enemies


  • Streets
    • trail (street) - needed for delivering goods
    • log (bridge) - for streets passing over a river

Overviw of all buildings

  • yellow = Services
  • grey = Residents
  • orange = Companies
  • white = Agriculture
  • red = Military
  • purple = Streets
Name Description Function [class] Building materials Running costs Size [cells] Production (/minute) Concept art
gold tools boards
outpost founding a new settlement, serves as port for sea vessels branch office [I] 1000 5 12 0 2x2 X
storage tent extending settlements store [I] 500 4 8 0 2x1 X
main square fulfilling citizens' needs (supply with goods) market place [I] 300 3 5 0 2x2 X
sunsail fulfilling citizens' needs (religion?community) church [I] 500 5 10 0 2x2 X
signal fire fulfilling citizens' needs (free traders) lighthouse [I] 500 2 5 0 1x1 X
tent fulfilling citizens' needs (shelter) residental building [I] 100 3 5 0 1x1 X
weaver's tent turning lamb wool into textiles weaver [I] 250 4 6 0 2x2 sheep wool (2) → textiles (5)
lumberjack camp lumberjack [I] 200 3 3 10 2x2 boards (6)
hunter's tent hunter [I] 200 3 5 10 1x1 food (3)
herdsman's tent herder [I] 350 4 8 10 2x2 sheep wool (5), food (2.5)
fisherman's tent fisher [I] 250 3 5 10 1x2 food (4)
boatbuilder's tent docks [I] 500 5 10 25 1x2 X
sheep pasture pasture [I] 50 0 2 0 1x1 sheeps
vegetable OR potato field field [I] 25 0 2 0 1x1 food
lookout tower [I] 250 4 8 0 1x1 X
rampart wall [I] 25 1 2 0 1x1 X
trail street [I] 5 0 0 0 1x1 X
log bridge [I] 50 1 1 0 1x1 X
  • Every building (exclusive the branch office) can stock in at the very most 6 resource-units in each slot.
Personal tools