Example #1
0
    public SteelForge()
    {
        SpriteSize     = new Vector2(2, 1);
        BuildingType   = BuildingEnum.STEEL_FORGE;
        BuildingName   = "steel_forge";
        Tier           = 3;
        CoinCost       = 10;
        CoinUpkeep     = 1;
        ProductionCost = 3;
        BuildingCost   = new GoodsCollection {
            { Good.WOOD, 6 }, { Good.STONE, 8 }, { Good.IRON, 3 }, { Good.TOOL, 6 }
        };
        MaterialsRequired = new GoodsCollection();
        MaterialsProduced = new GoodsCollection();
        BuildingEffect    = ProduceSteel;

        BuildingEffects.Add(ProduceSteel);
        BuildingEffects.Add(ProduceTools);
        BuildingEffects.Add(ProduceWeapons);
        BuildingEffects.Add(ProduceBuildingMaterials);
    }
Example #2
0
    public Courthouse()
    {
        SpriteSize     = new Vector2(2, 1);
        BuildingType   = BuildingEnum.COURTHOUSE;
        BuildingName   = "courthouse";
        Tier           = 3;
        CoinCost       = 10;
        CoinUpkeep     = 1;
        ProductionCost = 3;
        BuildingCost   = new GoodsCollection {
            { Good.WOOD, 6 }, { Good.STONE, 8 }, { Good.IRON, 3 }, { Good.TOOL, 6 }
        };
        MaterialsRequired = new GoodsCollection {
            { Good.PAPER, 1 }
        };
        MaterialsProduced = new GoodsCollection();
        BuildingEffect    = HousingPolicy;

        BuildingEffects.Add(HousingPolicy);
        BuildingEffects.Add(ConscriptionPolicy);
        BuildingEffects.Add(TaxPolicy);
    }
Example #3
0
    public ConstructionGuild()
    {
        SpriteSize     = new Vector2(2, 1);
        BuildingType   = BuildingEnum.CONSTRUCTION_GUILD;
        BuildingName   = "construction_guild";
        Tier           = 2;
        CoinCost       = 15;
        CoinUpkeep     = 2;
        ProductionCost = 3;
        BuildingCost   = new GoodsCollection {
            { Good.WOOD, 1 }, { Good.STONE, 1 }, { Good.TOOL, 2 }
        };
        MaterialsRequired = new GoodsCollection();
        MaterialsProduced = new GoodsCollection {
            { Good.COAL, 1 }
        };
        BuildingEffect = Carpenters;

        BuildingEffects.Add(Carpenters);
        BuildingEffects.Add(Guilds);
        BuildingEffects.Add(Architects);
    }