BUILDING DECRYPTION

The first step to get enjoy for this game. This information can give tips to you that new in this game to build your own city.

I will try to decrypt all the buildings in GoldenTown

Houses and buildings services

Houses

Are essential for citizens. This is the most important buildings in the city. Any fall from 2 to 20 people. If all the houses will be full, you can not recruit new citizens. In addition, the degree of happiness is calculated based on the number of dwellings. These are the only buildings that can be improved to the level of 10 Houses do not require employees


Market

Serves only to provide influence to allow the expansion of homes to Level 2 The market will employ up to 5 workers (unskilled).


Firehall

Are needed to Provide the influence other buildings. Employing up to 5 employees (fireman) and have 5 levels of development. Employees can be bought or train in the school building.

Hospital

Provides the influence most of the service buildings. The hospital employs up to 5 workers (doctors).

Police Station

Provides the influence most of the service buildings. The hospital employs up to 5 workers (policeman).



School

This is one of the most important buildings. Schools turn unskilled workers in professionals such as doctors, policeman, etc. The school employs up to 5 workers (unskilled workers) 

Restaurant

Provides a wide range of influence the level 5 buildings. Will employ up to 5 employees (cook)

Casino

Proides a wide range of influence to high lvl houses. Casinos employ up to 5 workers (casino worker).

Bank

Proides a wide range of influence to high lvl houses. Banks offer employment to a maximum of five workers (banker).





BUILDING PRODUCTION

Vegetable Production ( VEGETABLE )
You need vegetables to produce meat , iron , wood and stone . You also need vegetables for gold production and production workers So they are most needed products … It just takes time . upgrade your units in the first list in the order you plan to upgrade buildings

Production and production time :
Q1 : 6 vegetable / 3 hours
Q2 : 24 vegetable / 6 hours
Q3 : 72 hours vegetables/12
Q4 : 192 vegetables/24 hours
Q5 : 480 vegetables/48 hours

Upgrade unit cost of building upgrades Vegetable and conditions :
Q1 : 15 Q1 roads and timber .
Q2 : q2 road and 20 wood + 10 stone .
Q3 : Q3 roads and 30 wood + 20 stone 10 iron
Q4 : Q4 roads and 40 wood + 30 + 20 + 10 iron stone clay
Q5 Q5 wood roads and 50 + 40 + 30 + 20 iron stone clay

Production of Meat ( MEAT ) :
You need meat for : Production of iron , wood , stone and clay , making workers , making skilled workers , making the troops , and gold mining , so it is one of the most needed commodities as well . This unit requires a number of vegetables ( vegetable ) which is a little to produce , but the high demand for meat ( meat ) then you have to produce this meat in large quantities .

Each level of production and consumption of MEAT :
Q1 : use vegetables to produce meat 3 6/3 hours
Q2 : use 12 vegetables to produce meat 24/6 hours
Q3 : vegetables took 36 hours to produce 72 meat/12
Q4 : it took 96 vegetables to produce 192 hours meat/24
Q5 : Vegetable need 240 hours to produce 480 meat/48

UPGRADE unit cost of meat ( MEAT ) and the requirements needed :
Q1 : 15 Q1 roads and timber .
Q2 : q2 road and 20 wood + 10 stone .
Q3 : Q3 roads and 30 wood + 20 stone 10 iron
Q4 : Q4 roads and 40 wood + 30 + 20 + 10 iron stone clay
Q5 Q5 wood roads and 50 + 40 + 30 + 20 iron stone clay

Timber production ( WOOD ) :
You need wood for the production of iron , stone and clay , upgrade buildings and construct a new building because it is a MAJOR construction materials , repair roads above Q3 , create troops , and GOLD MINES . This is the most important building material . So the first production hall should yangUGRADE this unit . WOOD production needed for the production of meat and vegetables .

Production and consumption for each building unit level AT WOOD :
Q1 : use 1 meat and vegetables to produce wood 6 1 / 3 hours
Q2 : use 4 meat and vegetables to produce wood 4 24/6 hours
Q3 : using 12 meat and vegetable produce 72 wood/12 12 hours
Q4 : using 32 meat and vegetable produce 192 wood/24 32 hours
Q5 : using 80 meat and vegetable produce 480 wood/48 80 hours

Upgrade WOOD unit costs and the requirements needed :
Q1 : 15 Q1 roads and timber .
Q2 : q2 road and 20 wood + 10 stone .
Q3 : Q3 roads and 30 wood + 20 stone 10 iron
Q4 : Q4 roads and 40 wood + 30 + 20 + 10 iron stone clay
Q5 : q5 wood roads and 50 + 40 + 30 + 20 iron stone clay

Production of stone ( STONE )
You need a rock for the production of iron and clay , upgrade buildings on Q2 , build roads and repair roads , making the troops , and gold mining . This is the most important building material second . So it is building a second production you should ugrade or after the timber unit ( WOOD ) . This unit requires vegetables , meat and wood to produce stone for you .

Production and consumption STONE :
Q1 : use 1 meat , 1 vegetable and 1 wood to produce 6 stone / 3 hours
Q2 : use 4 meat , vegetables and 4 4 wood to produce 24 stone / 6 hours
Q3 : use 12 meats , 12 vegetables and 12 wood to produce 72 stone/12 hours
Q4 : use 32 meats , 32 vegetables and 32 wood to produce 192 stone/24 hours
Q5 : use 80 meats , 80 vegetables and 80 wood to produce 480 stone/48 hours

Upgrade STONE unit costs and the requirements needed :
Q1 : 15 Q1 roads and timber .
Q2 : q2 road and 20 wood + 10 stone .
Q3 : Q3 roads and 30 wood + 20 stone 10 iron
Q4 : Q4 roads and 40 wood + 30 + 20 + 10 iron stone clay
Q5 Q5 wood roads and 50 + 40 + 30 + 20 iron stone clay

Iron production ( IRON )
You need iron to : Production clay , upgrade buildings over Q3 , q4 above upgrade path , create troops , and gold mining . IRON is needed but not at level 2 . This is one of the most expensive materials as needed vegetables , meat , wood and stone to produce . The best is IRON production only when absolutely necessary.

1lvl - produce 6 for 3h requires 1 vegetable, 1 meat, 1 stone.

2lvl - produce 24 for 6h requires 4 vegetables, 4 meat, 4 stones.

3lvl - produce 72 for 12h requires 12 vegetables, 12 meat, 12 stones.

4lvl - produce 192 for 24h requires 32 vegetables, 32 meat, 32 stones.

5lvl - produce 480 for 48h requires 80 vegetables, 80 meat, 80 stones.



CLAY


1lvl - produce 3 for 3h requires 1 vegetables, 1 meat, 1 stone, 1 iron.

2lvl - produce 12 for 6h requires 4 vegetables, 4 meat, 4 stones, 4 iron.

3lvl - produce 36 for 12h requires 12 vegetables, 12 meat, 12 stones, 12 iron.

4lvl - produce 96 for 24h requires 32 vegetables, 32 meat, 32 stones, 32 iron.

5lvl - produce 240 for 48h requires 80 vegetables, 80 meat, 80 stones, 80 iron.



ADDITIONAL

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





UPDATED



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