Buildings |
|
|
Buildings fall into four main categories: |
|
|
Production Buildings generate resources critical for development and trade. Examples include stone factories, gold mines, and farms. |
|
|
Service Buildings provide essential services such as healthcare (hospitals), religion (churches), and security (police stations). Some service buildings also produce items; for example, restaurants generate food. |
|
|
Military Buildings, though not detailed here, will eventually contribute to defense and territorial expansion. |
|
|
Residential Houses supply housing for your workforce, directly limiting or enabling population growth |
|
|
Staffing is the first core rule for nearly all buildings (except residential houses). Buildings require workers to operate. Basic production buildings rely on unskilled workers, who can be recruited quickly through your City Hall, provided you have enough housing. Specialized buildings demand trained workers, such as doctors for hospitals and priests for churches. These skilled workers are created through your republic’s educational system. |
|
|
Each building’s level determines its staffing needs. A level 1 building may require only one worker, while a level 5 building can require up to five. Each worker can only be assigned to one building at a time. This means operating multiple higher-level buildings requires a well-managed workforce. For example, five level 4 buildings would need a total of 20 workers. |
|
|
The second key rule is building degradation. Every building in Coinrepublik deteriorates at a rate of 1% per day. If degradation reaches 100%, the building collapses, forcing you to clear the rubble and rebuild from scratch. Regular maintenance and repairs are therefore crucial to avoid costly disruptions in production and services. |
|
|
The third rule covers building upgrades. Most buildings (except residential homes) can be upgraded up to level 5. Residential houses can be upgraded up to level 10, enabling greater population capacity. Upgrades improve efficiency, increase output, and can unlock new functions. |
|
|
For production buildings, initiating production requires raw materials. Once materials are supplied, production takes at least one hour to complete. You must then collect the output manually to start the next cycle. If a worker assigned to a production building dies, production halts until a new worker is hired. |
|
|
Service buildings have an additional mechanic: area of influence. Each service building exerts a circular influence zone, affecting surrounding plots. Buildings within this zone receive specific benefits, and some upgrades or functionalities depend on being within another building’s influence. For instance, placing a church near a school can provide mutual advantages that support further development. |
|
|
In summary, effective building management in Coinrepublik revolves around three core pillars: staffing, maintenance, and upgrades. Always maintain sufficient housing and a balanced workforce, perform timely repairs, and strategically upgrade buildings to enhance output. Use area of influence mechanics to optimize your town layout and unlock synergies between buildings. |