Types of Buildings

There are many types of buildings in this game: sesterce generating buildings, crafting buildings, storage buildings, food generating buildings, resource generating buildings, villager houses, and other buildings. They all have different purposes. Some are starter buildings that do not require you to build them. See constructing building for more information on starter buildings, commercial buildings, and residential buildings.

## Sesterce generating buildings

Sesterce generating buildings are the butcher, the fish market, and the tavern in your village. No buildings produce sesterce in Egypt. These buildings produce sesterce in cycles. A cycle for the butcher is 3 minutes. A cycle for the fish market is 30 minutes. A cycle for the tavern is 45 minutes. These buildings will produce sesterce up until it reaches the max capacity of what it can hold. At that point, these buildings will stop producing anything. You must collect the sesterce from these buildings in order for them to start generating more sesterce. At certain upgrades, these buildings will increase the amount of sesterce in each cycle, the max capacity of the building, or open merchandise spots that you can then use to make more sesterce. Be aware: If you are using merchandise in a building that will cause the building to reach max capacity at the end of its cycle, you will lose any of the excess sesterce. For example, if you put 2 Egyptian stews in the tavern but your max capacity is only 1,790 sesterce, you will lose the rest when the cycle completes as you will get whatever your sesterce amount is for that cycle plus the 920 sesterce for each of your stews, putting you *way* above the capacity for the tavern. *This is lost revenue and should be avoided!*

## Crafting buildings

Crafting buildings are the carpenter, the stonemason, the blacksmith, the leatherworker, and the tailor in your village. In Egypt, it is Edifis's workshop. These buildings are used to craft everything used in the game that isn't a drop or purchase-only item. Every upgrade on a crafting building opens a new crafting recipe, gives a 25% chance of dropping some small amount of sesterce, reduces crafting time for that building, or gives a chance to drop an item useful to that building. When a new recipe is made available from an upgrade, it must then be purchased with sesterce in order to be used. You can craft up to 3 of the same items at a time in each building. You cannot craft different items in the same building.

## Storage buildings

Storage buildings are the stone storage, the wood storage, the straw storage, and food storage in both your village and in Egypt. They are independent of each other and must be upgraded separately. You can only hold as much of a specific resource as you have storage space. Anything collected beyond what you can store is *lost*. An exception to this is the food storage buildings. If you hunt, fish, or collect from the Egyptian fields, you will lose that food if your food storage is full. Excess food from leveling up and finishing Roman legions will go to your mail if your food storage is full instead of being lost. Food generating buildings will not let you collect from them if your food storage is full.

## Food generating buildings

Food generating buildings are the village farm and the southern farm in your village. In Egypt, it is the Egyptian farm. The village farm and Egyptian farm produce 1 food in 5 minute intervals. The southern farm produces 1 food in 15 minute intervals. Upgrades to these buildings only increase the max capacity of the buildings by +1 for each upgrade. *Nothing in the game will increase the speed in which these buildings produce food.*

## Resource generating buildings

Resource generating buildings are the quarry, the lumberhut, and the ore vein in your village. In Egypt, it is the pier. The quarry and the pier produce stone. The lumberhut produces wood. The ore vein produces iron ore. All of them have a small chance to drop other items related to their particular resource (stone producing buildings can drop coal, salt, iron ore, and gold ore, etc.) and will drop RP each time you collect from them. Each of these can be upgraded to increase the max capacity of the building. Upgrades do not increase the speed in which these buildings produce resources, nor does it increase the chance of any of these buildings to drop other items.

## Villager houses

Villager houses are Pointandclix's house (the tower), and houses for the other 6 villagers (Lunatix- the elder; Democratix- the mayor; Ironix- the blacksmith; Baltix- the fishmonger; Lyrix- the bard; and Statistix- the druid). Upgrading the houses for the villagers (except Statistix) will upgrade the villager's strength by +1. Upgrading Statistix's house opens more potion recipes. In Egypt, the villager houses are the Egyptian worker tents.

## Other buildings

Other buildings are the druid circle and the boxing ring in your village. In Egypt, this is the palace. The druid circle creates potions and upgrading it opens more potion recipes. The boxing ring is exclusively for brawling and has no upgrades. The palace requires a lot of work to get it built before it will produce RP. It must be repaired regularly but the rewards are worth it.