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); }
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); }
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); }