BUILDING INFLUENCES

Building types
In GoldenTowns there are 3 categories of buildings, depending on their purpose : production buildings, service buildings and military buildings. In their turn, service buildings are divided into buildings for basic services and luxury services. The role of production buildings is to extract raw materials or gold. Military buildings train troops or produce artillery items. Service buildings will mainly provide influence to other buildings. In this chapter we will review the list of the buildings in the game.
Production buildings

The vegetable farm
Vegetable farms are used to produce vegetables. Vegetables are intensively used in the production of meat, wood, stone and iron. They are also used in the process of bringing new citizens into town. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -
The animal farm
Animal farms are used to produce meat. Meat is used in the production of other resources, being also necessary in the process of recruiting citizens. Below you will see the construction / improvement costs for the vegetable farms
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -
Timber works
Wood is by far the most extensively used material in the game. It is necessary in absolutely any building construction. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -
Iron works
Iron works are used to manufacture iron. Iron is used particularly for training troops or in the production of artillery items. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -
The Stone Quarry
Stone quarries are used to extract stone. Stone is intensively used in the construction of buildings or roads. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -
The clay quarry
Clay quarries are used to extract clay. Clay is intensively used in the construction of roads, in addition to stone, or in the construction of high level buildings. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -
The gold mine
Gold mines are by far the most profitable buildings. They are used to extract gold. In order to build or extract gold you need a degree of happiness of at least 50%. Below you will see the construction / improvement costs for the vegetable farms.
Influence
Level 1 0 0 10 0 3h -
Level 2 0 0 20 10 6h -
Level 3 10 0 30 20 9h -
Level 4 20 10 40 30 12h -
Level 5 30 20 50 40 15h -
Basic services
Service buildings are generally used to provide influence to other buildings, but they also have additional functions, such as product storage (warehouses), citizen housing (dwellings), worker training (school) or the cemeteries. There are 8 essential service buildings : Dwellings, Warehouses, Cemeteries, the Market, the Fire Station, the Hospital, the Police Precinct and the School.
Dwellings
Dwellings are used to house citizens. They make for one of the most important buildings in town. A dwelling can accommodate between 2 and 20 citizens. If all the houses are full, you can no longer recruit new citizens. Additionally, the town’s degree of happiness is calculated based on the level of the dwellings. They are the only buildings that can be improved to level 10. Houses do not require employees.
Influence
Level 1 10 0 0 0 3h -
Level 2 20 0 10 0 6h Market
Level 3 30 10 20 0 9h Police Station
Level 4 40 20 30 10 12h Firehall
Level 5 50 30 40 20 15h Hospital
Level 6 60 40 50 30 18h Restaurant
Level 7 70 50 60 40 21h Church
Level 8 80 60 70 50 24h Bank
Level 9 90 70 80 60 27h Casino
Level 10 100 80 90 70 30h Brothel
Raw material warehouse
Warehouses store raw materials. A level 1 warehouse can store up to 600 raw material units. Its capacity increases with 600 units / level, up to 3000 units at level 5. The town’s storage capacity is the aggregated capacity of the warehouses. If you have2 level 5 warehouses and a level 3 one, the storage capacity shall be 7800 raw material units. Material warehouses use up to 5 employees. If all the warehouses are full, you will no longer be able to store raw materials.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Firehall
Level 3 45 15 30 0 9h Police Station
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant
The Cemetery
When a citizen dies, they are not immediately erased from the system, but "deposited" in a cemetery, where they will remain 10 days. 10 days later, the citizen is completely erased and the cemetery spot cleared. A cemetery can "accommodate" between 5 and 25 citizens, depending on the level. Should all the cemeteries be full, you can no longer recruit new citizens. In order to see the effective capacity of the cemeteries and the occupancy degree, click on a cemetery. You will see in the lower right corner the occupancy degree of all the cemeteries in the entire town.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Church
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Police Station
Level 5 75 45 60 30 15h Restaurant
The Market
Markets are exclusively used to provide influence for level 2 houses. They have up to 5 employees (unskilled workers) and 5 development levels. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant
The Fire Station
Fire Stations are exclusively used to provide influence for other service buildings. They have up to 5 employees (firemen) and 5 development levels. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Church
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant
The Hospital
Hospitals provide influence for most of the other service buildings. They have up to 5 employees (doctors) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Restaurant
Level 5 75 45 60 30 15h Church
The Police precinct
Police precincts provide influence for most of the other service buildings. They have up to 5 employees (policemen) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Firehall
Level 3 45 15 30 0 9h Hospital
Level 4 60 30 45 15 12h Restaurant
Level 5 75 45 60 30 15h Church
School
Schools represent some of the most important buildings. Schools turn unskilled workers into specialists, such as doctors, firemen, policemen, etc. They use up to 5 employees (unskilled workers) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant
Luxury services
Service buildings are generally used to provide influence for dwellings, from level 5 up. There are 8 essential service buildings : the Restaurant, the Casino, the Bank, the Brothel and the church.
Restaurant
Restaurants provide influence to a wide range of level 5 buildings. They use up to 5 employees (cooks) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant
Casino
Casinos provide influence to high level dwellings. They use up to 5 employees (bankers) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant
Bank
Banks provide influence to high level dwellings. They use up to 5 employees (bankers) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant
Brothel
Brothels provide influence to level 10 dwellings. They use up to 5 female employees (prostitutes) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Police Station
Level 3 45 15 30 0 9h Firehall
Level 4 60 30 45 15 12h Hospital
Level 5 75 45 60 30 15h Restaurant
Church
Churches provide influence to cemeteries and dwellings. They use up to 5 female employees (priests) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 15 0 0 0 3h -
Level 2 30 0 15 0 6h Grave
Level 3 45 15 30 0 9h Police Station
Level 4 60 30 45 15 12h Firehall
Level 5 75 45 60 30 15h Hospital
Military Buildings

Barracks
Barracks are used to train regular troops, they can train up to 5 troops / 24 hours. They hire up to 5 unskilled workers and can be extended up to level 5.
Influence
Level 1 100 0 0 0 6h -
Level 2 200 0 100 0 12h Police Station
Level 3 300 100 200 0 18h Firehall
Level 4 400 200 300 100 24h Hospital
Level 5 500 300 400 200 29h Restaurant
Military Academy
Military academies are used to train special troops. They are also used to produce canons and special bombs. They can hire up to 5 teachers and be extended up to level 5.
Influence
Level 1 100 0 0 0 6h -
Level 2 200 0 100 0 12h Police Station
Level 3 300 100 200 0 18h Firehall
Level 4 400 200 300 100 22h Hospital
Level 5 500 300 400 200 28h Restaurant
Guard Tower
Guard towers are used to enhance the town’s defense capacity. The towers must be built at a distance of at least 5 patches one from another. Each tower brings up to an additional 10% to the defense points of your own soldiers, present in the town.
Influence
Level 1 50 0 0 0 6h -
Level 2 100 0 50 0 12h Police Station
Level 3 150 50 100 0 18h Firehall
Level 4 200 100 150 50 24h Hospital
Level 5 250 150 200 100 29h Restaurant
Ammunition Factory
Ammunition factories are used to produce canons and regular bombs. Depending on the level, they can produce up to 5 canons / bombs in 24 hours. Ammunition factories use unskilled workers and can be extended up to level 5.
Influence
Level 1 100 0 0 0 6h -
Level 2 200 0 100 0 12h Police Station
Level 3 300 100 200 0 18h Firehall
Level 4 400 200 300 100 24h Hospital
Level 5 500 300 400 200 30h Restaurant
Ammunition Warehouse
Ammunition warehouses are used to store canons and bombs. If all the warehouses are full, you can no longer purchase / produce canons or bombs. The warehouses store up to 10 canons / bombs, depending on the level. They use unskilled workers and can be improved up to level 5.
Influence
Level 1 100 0 0 0 6h -
Level 2 200 0 100 0 12h Police Station
Level 3 300 100 200 0 18h Firehall
Level 4 400 200 300 100 24h Hospital
Level 5 500 300 400 200 29h Restaurant
Spy Base
Spy bases can send spies to no more than 5 countries, depending on the level. In order to attack a town in another country, you need a spy in that country. Additionally, in order to send troops in a war, you need spies in the attacked country. Spy bases have up to 5 employees (spies) and can be improved up to level 5. Costs are presented below.
Influence
Level 1 100 0 0 0 6h -
Level 2 200 0 100 0 12h Police Station
Level 3 300 100 200 0 18h Firehall
Level 4 400 200 300 100 24h Hospital
Level 5 500 300 400 200 29h Restaurant

Dwellings are used to house citizens. They make for one of the most important buildings in town. A dwelling can accommodate between 2 and 20 citizens. If all the houses are full, you can no longer recruit new citizens. Additionally, the town’s degree of happiness is calculated based on the level of the dwellings. They are the only buildings that can be improved to level 10. Houses do not require employees.

 


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