buildings

Buildings are fixed structures within your territory that serve to outline your borders, refine resources, and produce troops for attack and defense. A wide assortment of buildings and upgrades are available in Vox Imperium, so you must pick and choose wisely where you choose to invest your resources. An early push into production can secure a resource lead, but leave you vulnerable to attack and make your lands an attractive target.

Buildings are constructed by commands issued by the Worker unit and require both resources and time to complete. Resource cost varies building to building, but all structures must pass through a Construction phase before they can enter service. Typically this Construction phase lasts 12 pulses.

When a building is under construction, either in initial construction or during an upgrade, it is very vulnerable. The building receives none of the bonuses or abilities it might otherwise enjoy, and neither produces resources nor trains troops.

Borders

   

Influence radiates out from buildings, forming territorial boundaries and staking out your and your opponents’ claim to the world. Different classes of buildings radiate different levels of influence, with training facilities (docks, camps) generating the least, production buildings (farms, cities) producing a moderate amount, and fortresses producing the most.

When two empires contest for ownership of a square, their relative influences in that square are compared and the player generating the most claims the tile and the point.

A building’s influence weakens as distance from the building decreases, eventually diminishing to nothing. Multiple buildings' influence radii can overlap and combine to form stronger borders and push back encroaching neighbors. The tile on which a building sits can never be taken by enemy influence alone, no matter how strong it grows.

Your borders are always drawn in yellow. Your opponents’ borders are drawn an assigned color, which might repeat several times in a large enough game, but never includes yellow.

When a building is captured by enemy troops, its remaining influence is transferred in total to the victorious force and the surrounding borders are recalculated.

Building Production

   

Farms, Lumbermills, Mines, and Cities are production buildings – every pulse, they produce resources based on their specialty type and the suitability of the surrounding tiles. Cities produce basic resources of all types, while Farms produce higher quality Food, Lumbermills produce higher quality Wood, and Mines produce higher quality Metal.

The production rate and location of a building can be displayed via the View Production command available to all producers. The number in the flag indicates how many rolls on the tile production table that square gets every turn. This number increases as you upgrade your buildings and decreases as the buildings sustain damage.

Farms, Lumbermills and Mines also improve the surrounding tiles for the specialty resource they are geared for. As you upgrade these buildings, better and better resources will be produced – and in greater quantity. The drawback of this is that the tiles can only be upgraded as far as its base suitability: ie, a tile that only produces only small amounts of wood cannot be upgraded very far by a Lumbermill.

Additionally, specialty buildings erase all other resources from the tiles they are working. The exception do this are Mines, which also produce Gold and Relic resources. Use care with the placement and upgrading of your buildings so that you do not destroy a valuable resource tile!

Outpost
Offense: 1Cost:50 Poor Food
Defense: 2100 Poor Wood
Defenders: 50
Influence: 1Points: 1
Settlement
Offense: 1Cost:150 Poor Food
Defense: 2150 Poor Wood
Defenders: 100100 Poor Metal
Influence: 2Points: 2
Town
Offense: 1Cost:150 Good Food
Defense: 2150 Good Wood
Defenders: 300100 Good Metal
Influence: 3Points: 5
City
Offense: 1Cost:150 Rare Food
Defense: 2150 Rare Wood
Defenders: 500100 Rare Metal
Influence: 3Points: 10
Cities serve as the nexus of empire, providing essential workers and gathering basic resources to fuel growth. All empires start with a single second level city.

Cities do not improve the tiles around them, so are forever stuck gathering the same poor resources. This makes them less valuable as time goes on, however they are the only buildings that award points by having them under your control. Because of this, cities are best built in territory unsuited to any single specialist.

Farmstead
Offense: 0Cost:100 Poor Food
Defense: 2100 Poor Wood
Defenders: 50
Influence: 1
Farm
Offense: 0Cost:50 Good Food
Defense: 2150 Good Wood
Defenders: 50
Influence: 2
Large Farm
Offense: 0Cost:50 Rare Food
Defense: 2150 Rare Wood
Defenders: 100
Influence: 3
Farms produce improved Food resources. As you upgrade your farm, the tiles around will gradually produce better and better Food.

As these buildings require existing Food resources to reach their full potential, they are best constructed on Plains and by rivers.

Logging Camp
Offense: 0Cost:100 Poor Food
Defense: 250 Poor Wood
Defenders: 5050 Poor Metal
Influence: 1
Lumbermill
Offense: 0Cost:100 Good Food
Defense: 250 Good Wood
Defenders: 5050 Poor Metal
Influence: 2
Sawmill
Offense: 0Cost:50 Rare Food
Defense: 2100 Rare Wood
Defenders: 5050 Good Metal
Influence: 3
Lumbermills produce improved Wood resources. As you upgrade your mill, the tiles around will gradually produce better Wood in greater quantity.

As these buildings require existing Wood resources to reach their full potential, they are best constructed in Forest tiles.

Mining Pit
Offense: 0Cost:100 Poor Food
Defense: 250 Poor Wood
Defenders: 5050 Poor Metal
Influence: 1
Quarry
Offense: 0Cost:100 Good Food
Defense: 250 Good Wood
Defenders: 5050 Good Metal
Influence: 2
Colliery
Offense: 0Cost:100 Rare Food
Defense: 250 Good Wood
Defenders: 5050 Rare Metal
Influence: 3
Mines produce improved Metal resources. As you upgrade your mine, the tiles around will gradually produce better Metal in greater quantity.

As these buildings require existing Metal resources to reach their full potential, they are best constructed around Hills or Mountain tiles.

Camp
Offense: 0Cost:100 Poor Wood
Defense: 250 Poor Metal
Defenders: 50
Influence: 1
Command
Offense: 0Cost:100 Good Wood
Defense: 250 Good Metal
Defenders: 50
Influence: 1
Military Base
Offense: 0Cost:100 Rare Wood
Defense: 250 Rare Metal
Defenders: 50
Influence: 1
Camps produce progressively better Pikemen units, the main defensive unit of the game. They do not exert much influence on borders, but have no restrictions on where they can be built.

Barn
Offense: 0Cost:100 Poor Wood
Defense: 250 Poor Metal
Defenders: 50
Influence: 1
Stables
Offense: 0Cost:100 Good Wood
Defense: 250 Good Metal
Defenders: 50
Influence: 1
Large Stables
Offense: 0Cost:100 Rare Wood
Defense: 250 Rare Metal
Defenders: 50
Influence: 1
Stables produce progressively better Horsemen units, the main offensive unit of the game. They do not exert much influence on surrounding borders, but have no restrictions on where they can be built.

Forge
Offense: 0Cost:50 Poor Wood
Defense: 2100 Poor Metal
Defenders: 50
Influence: 1
Castworks
Offense: 0Cost:50 Good Wood
Defense: 2100 Good Metal
Defenders: 50
Influence: 1
Armory
Offense: 0Cost:50 Rare Wood
Defense: 2100 Rare Metal
Defenders: 50
Influence: 1
Armories produce progressively better Cannon units, the main ranged unit of the game. They do not exert much influence on surrounding borders, but have no restrictions on where they can be built.

Dock
Offense: 0Cost:200 Poor Wood
Defense: 2200 Poor Metal
Defenders: 50
Influence: 1
Shipyard
Offense: 0Cost:200 Good Wood
Defense: 2200 Good Metal
Defenders: 50
Influence: 1
Naval Base
Offense: 0Cost:200 Rare Wood
Defense: 2200 Rare Metal
Defenders: 50
Influence: 1
Docks produce progressive better Ship and Gunship units, the main naval units of the game. They do not exert much influence on surrounding borders, and must be built on a coast or river tile.

Hideout
Offense: 0Cost:100 Poor Wood
Defense: 250 Poor Metal
Defenders: 50
Influence: 1
Guild
Offense: 0Cost:100 Good Wood
Defense: 250 Good Metal
Defenders: 50
Influence: 1
Agency
Offense: 0Cost:100 Rare Wood
Defense: 250 Rare Metal
Defenders: 50
Influence: 1
Hideouts, Guilds, and Agencies produce spy units with different specialties. It is worthwhile to note that the initial build of the Hideout comes into play disguised as an Outpost, so without spies of their own, your enemy will never know.

Stockade
Offense: 10
Defense: 10
Defenders: 100
Influence: 4

Cost:
300 Poor Metal
10 Poor Relic
500 Gold
Fort
Offense: 10
Defense: 10
Defenders: 200
Influence: 5

Cost:
300 Good Metal
10 Good Relic
750 Gold
Fortress
Offense: 10
Defense: 10
Defenders: 400
Influence: 6

Cost:
300 Rare Metal
10 Rare Relic
1000 Gold
Forts are defensive structures the exude great influence on the surrounding territory, greatly expanding your borders and increasing your score. Forts are very tough, requiring concerted effort to eliminate.

Additionally, Forts contain batteries of long-range guns that will automatically attack any foreigners that stray within your borders. This allows your empire to be secure even when your attention is elsewhere.

However, Forts require the scarce Relic resource to construct. Don’t let your neighbors gain a Relic advantage over you!

Roads

   

Roads reduce the movement costs by 50% of all units that travel along it, both friend and foe. The cost to build a road varies according to the tile’s inherent movement penalty – if it is more expensive to move across, it is more expensive to build a road.

Roads cannot be built across water tiles.

Buildings and Construction count as road tiles for movement purposes.