Free and Open Source real time strategy game with a new take on micro-management

Fr:Buildings

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Les batiments servent à créer, entretenir et entrainet vos globs. Vous devrez vous habituer à commencer une partie de Globulation 2 par construire une ville.

Gestion des batiments

Dans l'écran de jeu, les batiments sont affichés avec quatre lignes de points autour :

  • À gauche : le stockage, par exemple le blé ou les pierres
  • À droite : les globs à l'intérieur, par exemple mangeant, ou s'entrainant
  • En haut : les globs assignées au batiment, par exemple, construisant ou stockant
  • En bas : les points de vie

Les points remplis (verts, jaune ou blancs) représentent l'état actuel (par exemple le stock courant), les points vides (noirs) représentent la capacité disponible (par exemple le places de stockage libres). Ces quatre lignes de points n'existent pas pour tous les batiments, une école ne stockant rien, la ligne ne gauche est inutile.

Vous pouvez sélectionner un batiment en cliquant dessus. En maintenant le bouton de la souris appuvé après avoir cliqué sur un batiment, un cerle apparait autour de toutes les ouvrières travaillant actuellement pour le batiment.

Quand un batiment est sélectionné, la zone d'actions vous détaille l'état actuel du batiment et vous permet de modifier les actions effectuées dans ce batiment.

Un batiment pour lequel des ouvrières peuvent travailler aura une barre de contrôle horizontale permettant de choisir le nombre d'ouvrières. un message de type Travaillant 1/5 apparait également indiquant que vous avez demandé 5 ouvrières pour ce batiment et qu'actuellement 2 ouvrières travaillent effectivement. En mettant la barre à 0, les ouvrières ignoreront ce batiment. Vous pouvez augmenter ou réduire le nombre d'ouvrières demandées en cliquant sur les deux boutons aux extrémités de la barre ou à l'intérieur de la barre, vous pouvez également modifier ce nombre en utilisant la molette de votre souris ou les touches + et - du clavier.

Certains batiments auront des globs à l'intérieur de temps en temps, par exemple, pour se ravitailler dans l'auberge, ou s'entrainer dans la piscine. Ces batiments ont une barre de progression avec un trait vertical pour chaque glob à l'intérieur. Quand un trait arrive à droite de la batte, le glob sort du batiment.

Working on buildings

All buildings need work at some point - to build them initially, keep them well stocked, repair them when they're damaged, upgrade them as the game moves on, and to destroy them when they're no longer useful. You can assign a number of workers to each building, and your workers will decide amongst themselves which jobs they will do in what order.

Creating buildings

The building menu is the first icon in the sidebar on the right of the game screen. It shows all the buildings you are allowed to create (not all buildings are available in all maps). Hovering the mouse over a building in the sidebar will show you the name of the building and the amount of resources necessary to construct it. To request the building be created, click on the building's icon, then click on the area of the screen where you would like to place the building. There are some places you can't put a building (for example, over a forest or in the sea), but you can request a building be placed in an undiscovered part of the map or on a spot which has units on it. A forbidden area will be set there, and the building will be set down as soon as possible.

When you are choosing a place to put a building, a white border will be drawn around the building. The border turns red if you move your mouse over an area that the building is not allowed to go. Some buildings will grow if you upgrade them later, so a second white border is drawn around the building at the size it will eventually reach.

When a building is first requested, one worker is asked to build it. You might want to increase the number of workers if you need the building in a hurry.

Destroying buildings

Sometimes, you will want to destroy a building you own - for example, because it's obstructing an important route for your globs, because you created it accidentally, or because it's become obsolete. You can do this by clicking on the building to select it, then clicking on the "Destroy" button in the bottom-right corner of the screen (or by hitting 'd'). Be careful, as the building will disappear instantly, and you won't be asked if you're sure before it's destroyed.

Upgrading buildings

Creating a school allows you to train workers in advanced building techniques. Once a worker has gone through school, he will be able to upgrade buildings. Since schools can only teach a few workers at a time, you shouldn't start upgrading your buildings until quite a few workers have been educated. Upgrading a school allows you to teach workers even more advanced techniques, and to upgrade buildings even further.

Upgrading a building takes a lot of resources - usually more than it took to create the building in the first place. Upgraded buildings can accept more globs at a time and teach skills at a higher level. If you cancel an upgrade and start it again later, any resources that were applied during the upgrade will still be there when you start again.

When you have selected a building by clicking on it, you can upgrade it by clicking the "upgrade" button (just above the "destroy" button), or by hitting 'u' on the keyboard. Holding the mouse over the "upgrade" button will show the upgraded statistics of your building next to the current statistics. If the upgrade button isn't there, you can't upgrade that building right now. This is usually because you don't have any workers trained to upgrade it, or because upgrading the building would require it to expand, and there's no space for it to do so.

Repairing buildings

Buildings that have been damaged in an attack should be repaired, which again means shutting them while work is done. Repairing buildings requires resources just like upgrading them does.

The "repair" button appears instead of the "upgrade" button on buildings that have been damaged, or can be activated by hitting 'r' on the keyboard.

Maintaining buildings

Some buildings need constant maintenance - for example, inns need to be continuously resupplied with wheat. Your globs will automatically assign themselves to these jobs, but you will need to set the number of globs you want working on each building.

Description des batiments

Ruche

Swarm.png

Niveau Taille (cases) Cout Bois Cout Blé Cout Pierre Cout Algue Points de Vie Unités Dedans Points Armure Informations diverses
1 3×3 35 700 Se répare automatiquement. Capacité : 20 Blé

Produit les globs (ouvrières, exploratrices et guerrières). Chaque glob coute 5 unités de Blé à produire.


En cliquant sur la ruche, trois barres horizontales apparaissent, vous permettent de spécifier la proportion de chaque type de glob à produire.

Si toutes les barres sont à 0, aucune glob ne sera produite ; si une seule barre n'est pas à 0, seules les globs correspondantes seront produites, ...


Au dessus ce ces trois barres est située une barre de progression de création de l'unité.

Auberge

Inns.png

Niveau Taille (cases) Cout Bois Cout Blé Cout Pierre Cout Algue Points de Vie Unités Dedans Points Armure Informations diverses
1 2×2 3 100 4 Capacité : 10 Blé, 40 Cerise, 40 Orange, 40 Prune
2 2×2 8 250 7 5 Capacité : 30 Blé, 80 Cerise, 80 Orange, 80 Prune
3 3×3 7 5 350 17 10 Capacité : 50 Blé, 200 Cerise, 200 Orange, 200 Prune

Fournit de la nourriture aux globs. Les globs ont besoin de manger régulièrement, sinon elles mourront de faim, il est important d'avoir assez d'auberges pour nourrir toutes les globs. Les auberges peuvent contenir des fruits, qui sont des éléments avancés de la stratégie du jeu.


Aperçu

Batiment Niveau Taille (cases) Cout Bois Cout Blé Cout Pierre Cout Algue Points de Vie Unités Dedans Points Armure Informations diverses
Hôpital 1 2×2 3 130 2 5
Hôpital 2 2×2 8 250 5 5
Hopital 3 2×2 3 5 350 7 10
Batiment Niveau Taille (cases) Cout Bois Cout Blé Cout Pierre Cout Algue Points de Vie Unités Dedans Points Armure Informations diverses
Piste de course 1 6×6 6 1 270 4 5
Piste de course 2 8×8 10 5 400 7 9
Piste de course 2 8×8 15 5 600 9 13
Piscine 1 6×6 8 300 3 4
Piscine 2 8×8 12 6 400 7 8
Piscine 3 8×8 8 4 6 8 600 11 14
Camp d'entrainement 1 4×4 7 220 2 4
Camp d'entrainement 2 4×4 3 10 400 4 9
Camp d'entrainement 3 4×4 10 10 650 5 15
Batiment Niveau Taille (cases) Cout Bois Cout Blé Cout Pierre Cout Algue Points de Vie Unités Dedans Points Armure Informations diverses
École 1 2×2 7 2 180 4
École 2 2×2 5 5 12 260 7 5
École 3 2×2 7 4 12 10 350 9 17
Tourelle 1 2×2 6 240 9 30 Dommages, 5 Portée, Capacité : 4 Pierre, 12 Boulets
Tourelle 2 2×2 10 14 720 13 40 Dommages, 6 Portée, Capacité : 4 Pierre, 16 Boulets
Tourelle 2 2×2 8 14 2 960 19 50 Dommages, 7 Portée, Capacité : 4 Pierre, 20 Boulets
Mur de pierre 1 1×1 1 60 11
Marché 1 3×3 4 4 200 4 200 Cerise, 200 Orange, 200 Prune
Batiment Niveau Taille (cases) Cout Bois Cout Blé Cout Pierre Cout Algue Points de Vie Unités Dedans Points Armure Informations diverses



Barracks

Teaches warriors higher attack speed and attack strength. Barracks are sometimes referred to as "camps" or "training camps".

Barracks.png

Level one

  • Size: 4x4 squares
  • Production cost: 7 wood
  • Strength: 220 hit points
  • Armour: 1
  • Unit capacity: 2 creatures

Level two

  • Size: 4x4 squares
  • Upgrade cost: 3 wood, 10 stone
  • Strength: 400 hit points
  • Armour: 4
  • Unit capacity: 4 creatures

Level three

  • Size: 4x4 squares
  • Upgrade cost: 10 wood, 10 stone
  • Strength: 650 hit points
  • Armour: 7
  • Unit capacity: 5 creatures

Defence tower

Attacks nearby enemy units or buildings. Defence towers need to be filled with stone, which they turn into bullets. When they're full of bullets, towers can stockpile enough stone for one complete refill. Towers need a lot of maintenance when they are in use, to keep them well stocked. See the section on speeds for a discussion of ticks.

Def towers.png

Level one

  • Size: 2x2 squares
  • Production cost: 6 wood
  • Strength: 200 hit points
  • Armour: 8
  • Damage: 30
  • Firing range: 5 squares
  • Storage capacity: 4 stone, 12 bullets
  • Bullets per piece of stone: 3
  • Reload time: 1.48 seconds (36 ticks)

Level two

  • Size: 2x2 squares
  • Upgrade cost: 3 wood, 6 stone
  • Strength: 300 hit points
  • Armour: 12
  • Damage: 40
  • Firing range: 6 squares
  • Storage capacity: 4 stone, 16 bullets
  • Bullets per piece of stone: 4
  • Reload time: 1.32 seconds (33 ticks)

Level three

  • Size: 2x2 squares
  • Upgrade cost: 5 wood, 5 stone, 3 algae
  • Strength: 450 hit points
  • Armour: 18
  • Damage: 60
  • Firing range: 7 squares
  • Storage capacity: 4 stone, 20 bullets
  • Bullets per piece of stone: 5
  • Reload time: 1.2 seconds (30 ticks)

Hospital

Heals injured globules. Globules that are losing health due to starvation can't be healed until they've had some lunch.

Hospital.png

Level one

  • Size: 2x2 squares
  • Production cost: 3 wood
  • Strength: 130 hit points
  • Armour: none
  • Unit capacity: 2 creatures

Level two

  • Size: 2x2 squares
  • Upgrade cost: 8 wood
  • Strength: 250 hit points
  • Armour: none
  • Unit capacity: 5 creatures

Level three

  • Size: 2x2 squares
  • Upgrade cost: 3 wood, 5 stone
  • Strength: 350 hit points
  • Armour: 1
  • Unit capacity: 7 creatures


Market

Used to trade fruit with other players. You can specify whether you would like to import or export each type of fruit by clicking on the left or right radio button next to that fruit. For more information on using markets, see the fruit section. Markets store fruit in a global container used by all markets a player owns. This allows them to be also used to "teleport" fruit from one location to another.

Market.png

This building cannot be upgraded

  • Size: 3x3 squares
  • Production cost: 4 wood, 4 stone
  • Strength: 200 hit points
  • Armour: 2
  • Storage capacity: 200 cherries, 200 oranges, 200 prunes

Racetrack

Teaches warriors and workers to walk faster.

Racetracks.png

Level one

  • Size: 6x6 squares
  • Production cost: 6 wood, 1 stone
  • Strength: 270 hit points
  • Armour: 1
  • Unit capacity: 4 creatures

Level two

  • Size: 8x8 squares
  • Upgrade cost: 10 wood, 5 stone
  • Strength: 400 hit points
  • Armour: 3
  • Unit capacity: 7 creatures

Level three

  • Size: 8x8 squares
  • Upgrade cost: 15 wood, 5 stone
  • Strength: 600 hit points
  • Armour: 4
  • Unit capacity: 9 creatures

School

Teaches workers how to build and harvest. Level three schools count towards your prestige and can teach explorers how to attack ground-based targets.

Schools.png

Level one

  • Size: 2x2 squares
  • Production cost: 7 wood, 2 algae
  • Strength: 180 hit points
  • Armour: none
  • Unit capacity: 4 creatures

Level two

  • Size: 2x2 squares
  • Upgrade cost: 5 wood, 5 stone, 12 algae
  • Strength: 260 hit points
  • Armour: 1
  • Unit capacity: 7 creatures

Level three

  • Size: 2x2 squares
  • Upgrade cost: 7 wood, 4 wheat, 12 stone, 10 algae
  • Strength: 350 hit points
  • Armour: 8
  • Unit capacity: 9 creatures
  • Prestige: 50 points

Stone Wall

Provides a barrier to block resources from being grown and to keep out invaders.

Wall.png Wall1.png

This building cannot be upgraded

  • Size: 1x1 square
  • Production cost: 1 stone
  • Strength: 60 hit points
  • Armour: 10

Swimming Pool

Teaches workers and warriors to swim. Since globs can't swim at all without training, level one swimming pools teach swim(1), level two pools teach swim(2), and so on.

Pools.png

Level one

  • Size: 6x6 squares
  • Production cost: 8 wood
  • Strength: 300 hit points
  • Armour: none
  • Unit capacity: 3 creatures

Level two

  • Size: 8x8 squares
  • Upgrade cost: 12 wood, 6 wheat
  • Strength: 400 hit points
  • Armour: none
  • Unit capacity: 7 creatures

Level three

  • Size: 8x8 squares
  • Upgrade cost: 8 wood, 4 wheat, 8 algae
  • Strength: 600 hit points
  • Armour: 1
  • Unit capacity: 11 creatures

Building strategy

  • Try to give your buildings enough space for future growth. Remember that nearby forests and fields can grow around your buildings, and are very difficult to clear out later on.
  • Try not to create narrow alleyways between your buildings - they can easily fill up with globs that can't get out. If you do find alleyways developing, try blocking them off with forbidden areas.
  • In general, the more a route is used, the wider the path between the points on it needs to be. When you start designing your town, try to think about how large it will grow by the end of the game.
  • Try building four small buildings back-to-back. This can save space and reduce the amount of walking your globs need to do without making it too hard for globs to get in and out of the buildings.
  • Try to build buildings near to the resources they will need during construction and during use, so that your workers can make best use of their time.
  • If you have to build buildings far from resources (or if your resources recede due to over-farming), you will need to assign more workers to it because of the extra time they spend travelling.
  • Make sure your workers can get to enough resources before upgrading a building - they will happily wander into enemy territory to pick up resources if they have to.
  • Be especially careful about upgrading your school and swimming pool at the same time. You need algae to upgrade the school and trained workers to upgrade the pool, so if you only have one of each, development could become deadlocked. If you fall into this trap, you will have to cancel one upgrade and restart it when the other is finished.
  • Build several of each type of structure. You'll be able to train more globs at a time, continue training in one while the other is being upgraded, and have a spare in case one is attacked.
  • If you manage to convert skilled enemy workers, you might be able to upgrade buildings beyond the level you can train your own workers for. Be careful though, because you will have only one or two workers that can work on these buildings.
  • Workers can only upgrade buildings to a level equal to their level of building skill. Don't start too many upgrades until most of your workers can work at that level (you can check skill levels in the statistics? menu).
  • Make sure to build enough inns for all your globs. If you have too few inns, globs can start to starve or convert to other teams. Worse still, you could wind up with so many hungry globs that your few well fed workers will spend all their time just keeping up with the demand for wheat.
Misc