Settlement Buildings

This is a large list of structures players can fit into their cities. These structures range widely from Resource production, Military buffs, or Prosperity to make your city more effective.

**Note:** All building requirements are in the end subject to the staff recognizing, certain requirements may be ignore, or certain builds may be denied even if they 'pass' all the minimum requirements.

## Prosperity Structures

Prosperity buildings give prosperity to your city. Prosperity is measured in percentages, and can increase the amount of resources your town could normally produce.

Unfortunately, the way the plugin currently works, prosperity provides no added benefits until a town has buildings reaching a prosperity 'milestone' that maths out to a whole number. For example, with 2 coal mines and +35% prosperity, your town would not provide 1.35x as much coal, but instead . If you are stacking prosperity in a town for the buffs, do your best to reach the next 'milestone' for the resources you are producing, either by increasing prosperity or by adding more buildings. By adding a 3rd coal mine in the provided example, the town would now produce 4 outputs instead of 3, because 3 x 1.35 = ~4

Some regions have buffs towards different materials if a faction controls the entire region. For example, any faction that controls the entire Iron Hills region, gets a free +50% prosperity buff applied to all iron mines (and nothing else) in towns in the region.

Prosperity only effects raw resource producer buildings. These are buildings that provide materials such as ore, stone, lumber, crops, flowers, fish, and animal products. If a building benefits from added prosperity, the category it is in will say so at the top.

There are **negative** prosperity buildings which reduce raw resource production. These buildings do not affect Monetary structures, only raw resource buildings. Consider carefully before adding negative prosperity buildings, because they too work on the milestone system: with even -1%, for example, 1 wheat farm and 3 fisheries would provide no wheat and only 2 outputs of fish each week.

## Monetary Structures

Monetary buildings produce you direct money as a result of trade or other functionalities.

None of the buildings in this category benefit from added prosperity.

Money comes in Common - Rare - Expensive - Exotic and Bank amounts. Worth of various resources can be found under the Resource Structures at the bottom of the page

## Military Structures

Military buildings can provide unique benefits to their faction in relation to warfare. None of the buildings in this category benefit from added prosperity.

## Miscellaneous Structures

These buildings are set here as they do not fit in any other category. None of the buildings in this category benefit from added prosperity.

## Resource Structures

Here will be several lists of resource structures.

**Info:**

* All Crop farms or Production Farms (Florists etc) can only be in a **Plains Biome** variant
* All Lumberyards can only be in a **Forest Biome** variant
* All Quarries must be in a **Hills, Foothills,** or **Mountains Biome** variant
* All Mines must be in a **Foothills** or **Mountains Biome** variant

## Empire and Federation Structures

 Imperial Bastion
 Imperial Garrison
 Rebellion Hideout