Clockwork Empires

Clockwork Empires

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Clockwork Buildings
By DanishScorpio
"Buildings are what define our Civilization and separate us from the animals - using buildings designated within, we may work, sleep, pray, and toast the health of Her Majesty The Queen!"
   
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Introduction
Buildings are built by dragging the blueprint of the building across the grid on a flat section of ground and filling it with modules. They can be any shape or size you wish, provided you have the proper materials to build them. The icon for the building will be highlighted in the menu if you are able to do so. Buildings can be demolished by clicking them and press the "demolish building" button.

Buildings have a certain amount of hit points and will be destroyed if this amount reaches zero. As of Alpha 50 there is no way of repairing damaged buildings. Unfinished buildings can't be targeted by Enemies.
Workshops
The Workshop - a sprawling, crude, generic production facility which cover a broad categories of industry (e.g. metals, woodworking, ceramics). A workshop take in a relevant set of commodity inputs and outputs any possible product that can be made with those goods, but far less quickly and efficiently than a Factory and somewhat less than an Artisan.

The Carpentry Workshop
is one of the most basic workshops in the game. Here your colonists use Carpentry Workbench to create planks from logs and other workbenches to produce a wide variety of wooden modules for your colony, including workbenches for other buildings, beds, wooden decor etc.

The Kitchen
is a workshop where your colonists create cooked food in any type of oven, brew a drink in brewing vat/tank, produce spirits in a still, or create tinned food in a workbench.



The Ceramics Workshop
is a workshop that your colonists use to process cubes of clay into bricks, bushels of sand into glass panes, to create early ammo, Science Materials, or several industrial modules such as Dewatering Pump or Stone Smelting Crucible.


The Chemical Works
is a workshop that your colonists use to produce Fertiliser, Gunpowder, Lacquered Planks and both supplies for Barbershop.



The Metalworks
is a multipurpose workshop that your colonists use to create materials and weapons for your colony. Here they can smelt the ingots from the ore, smith pipes, plates and cogs, produce ammo and various metal products from workbenches to weapons.



Workshop
Workbenches
Modules
Decor

Carpentry Workshop
  • Carpentry Workbench
  • Assembly Workbench
  • Decor Workbench
  • Advanced Workbench
  • Power Saw
  • Simple Door
  • Simple Open Window
  • Simple Closed Window
  • Loading Bay Door
  • Lower Class Rug
  • Wood Plinth

Kitchen
  • Stone Oven
  • Iron Oven
  • Steam Oven
  • Simple Wooden Brewing Vat
  • Mechanical Brewing Tank
  • Still
  • Assembly Workbench
  • Advanced Workbench
  • Simple Door
  • Loading Bay Door
  • Simple Open Window
  • Simple Closed Window
  • Kitchen can be decorated with a common range of items (stained glass windows, shrines, clothes lines, rugs, carpets) and with clay pots.
  • No cabinets or wood/stone plinths are available.
  • Apart from standard decor, kitchen allows two special decor modules: Hanging Pots made of iron and Spice Rack made of wood; these modules are produced directly from base materials.

Ceramics Workshop
  • Stone Ceramics Kiln
  • Brick Ceramics Kiln
  • Iron Ceramics Kiln
  • Ceramics Press
  • Ceramics Workbench
  • Assembly Workbench
  • Decor Workbench
  • Advanced Workbench
  • Simple Door
  • Loading Bay Door
  • Simple Open Window
  • Simple Closed Window
  • Ceramics Workshop can be decorated with a typical range of decor modules (stained glass windows, shrines, clothes lines, rugs, carpets), with clay pots and stone plinths.
  • No cabinets or wood plinth are available.

Chemical Works
  • Chemistry Workbench
  • Simple Door
  • Fancy Window
  • Chemical Works can be decorated with common range of items (stained glass windows, shrines, clothes lines, rugs, carpets) with clay pots, stone plinth and practical cabinet.

Metal Works
  • Stone Smelting Crucible
  • Iron Smelting Crucible
  • Brick Charcoal Kiln
  • Iron Charcoal Kiln
  • Industrial Charcoal Kiln
  • Smithing Forge
  • Power Stamper
  • Power Lathe
  • Grinder
  • Assembly Workbench
  • Decor Workbench
  • Advanced Workbench
  • Simple Door
  • Loading Bay door
  • Simple Open Window
  • Simple Closed Window
  • Metalworks can be decorated with a common range of items (stained glass windows, shrines, clothes lines, rugs, carpets), with clay pots and practical cabinets.
  • No wood/stone plinths are available.
  • Additionally you can place Steam Radiator into Metalworks.
Foreign Outreach
Whether you want to protect your colony from outside influence or reach out and make a friend, Foreign Outreach buildings will help you control your place in the world.

The Barracks
is a building that can be constructed by colonists. Work Crews can be assigned as militia by assigning them to a barracks. Each work crew needs its own barracks. They start out with brown coats, but they will train and after a while they will don red coats and have somewhat improved stats.

At your colony's humble beginnings, your militia would carry a pistol as a default weapon, which isn't quite the top equipment. To arm your militia with something more deadly, manufacture other weapon lockers and place them into your Barracks. Don't forget to produce some ammo for these weapons. When done, open your barracks management window and select the weapon you want to choose for your brave soldiers. Additionally you can assign your squad to the day shift or the night shift.

Trade Office
enables trading with other factions or with Clockwork Empire traders. This office does not use a workplace slot and you don't need to assign a Work Crew to it. You will need to decor it to attract larger groups of traders.

Currently it is not possible to improve the price of the items, you can however dramatically increase your wealth by producing finished items out of raw materials. Raw food and cooked food is not tradable, tinned and canned products can be traded.

A list of tradable products is always accessible in the Trade Office. When traders arrive, their goods appear in the Trade Office as well, allowing you to barter the desired materials. The amount of foreign traders in a trade group (and therefore the variety of goods) depends on the improvements in your trade office; it starts with 4 traders and can grow up to 14.

The foreign office
allows you to change your relationship with another faction. You can also request favors from other factions by spending your diplomacy points generated here, such as for colonists or supplies.

You can only generate diplomacy points for one faction at a time. Each colonist working in the foreign office requires at least a standing desk and one Stack of Paper to generate diplomacy points.
Frontier Exploration
With these buildings, the wonders of the frontier are yours to seize - whether it be ores, strange creatures, or forbidden knowledge.


The Mine
is an office that allows for the extraction of minerals from deep in the ground, introduced in Revision 35. Like the Chapel, it is an 'office' type building, which does not allow the assignment of specific jobs - rather, the Work Crew assigned there will automatically go about the duties associated with that building.

The mine allows the construction of the Mineshaft Module MK I, which take the form of a large mine elevator attached to one of the mine's flat edges. Members of the mine's work crew will enter the module and disappear for a time. Mine's should be built on areas where a Naturalist has identified valuable deposits, such as Hematite, Malachite, Sphalerite, Sulphur, etc. Most of the time miners will bring up the resource the mine was built over, but from time to time they'll bring up random substances like clay, peat, and sand.

The Naturalist's Office
turns an assigned Overseer into a Naturalist, which can either explore surrounding area, identify nearby mineral deposits or hunt wild animals. They can do either activity automatically or you can assign them particular spot to survey for minerals or particular animal to hunt.

Naturalist offices do not require any additional module to scout the area. They however require Standing Desk and Stacks of Paper for surveying for minerals, or Improvised Musket Locker and Stone Pellet Ammunition for hunting animals. Note that other weapon lockers or Bureacrat's Desk do not appear to be usable in Naturalist's Office.

The laboratory
is used to study artifacts that have been found. The overseers assigned to the laboratory are scientists

The laboratory is used for scientific research. A basic laboratory consists of one chalkboard. You can build additional modules to improve the amount of research points per scientist. You can research technologies here. It requires Stack of Paper to work. One Stack of Paper creates 40 research units in the laboratory
Public Services
Productivity requires a podsnappery populace - Public Services buildings will keep citizens happy and help them make the most of themselves.


Public House
is a place for your colonists to drink away their madness with the booze produced in your kitchens.

A Public House needs some booze vats to store the booze. You can choose whether to serve lighter alcohol like beer, wine and chicha or rather spirits like whisky. It is also possible to serve Laudanum. Colonists require chair to drink, so you have to put at least a couple of chairs or a table and chair.

Barbershop
- On the Frontier, it is the Barber who must tend to the sick, injurd, and mustachioed - if you have injured citizens, this will enable them to recover.


Chapel
is a place to worship the Holy Cog in all its glory. Until recently, the Empire would offer to send a Vicar to the colony upon completion of a Chapel. Now, the Overseer of any Work Crew assigned to the Chapel becomes the new Vicar.

Colonists can go to the chapel to confess their sins or listen to the Vicar give a sermon, if he is around to do so. This makes your colonists happy, and helps keep them sane.

A place of worship for members of the Church of Divine Mechanics; fights malign influence and improves colonists' moods.


Training Academy
is a place to train your overseers in certain skills without having them to do menial jobs. It requires at least one bookshelf for each member of an overseer workforce and will produce one additional training if a fancy bookshelf is available increasing total skill gain by one third in comparison to normal bookshelfs. It requires Paper Bundles gained from Stack of paper to work. The amount of training can also be doubled if Buckets of Ink are available.

The training academy can increase skills in these skill categories:

  • Carpentry
  • Naturalism
  • Smithing
  • Stoneworking
  • Cooking
  • Science
  • Farming
Housing

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Notes
Thank you for reading......

Version info:

24.03.2017 | Version 1.0 | First draft
28.03.2017 | Version 1.1 | Added Workshop, Foreign Outreach and Frontier Exploration section
31.03.2017 | Version 1.2 | Added Public Services section and Released guide

3 Comments
Red Angel 3 Mar, 2019 @ 9:33pm 
One of the best guides i have read for any game, well done my friend :)

Could do with an update and expanded on the housing segment
DanishScorpio  [author] 8 Oct, 2017 @ 2:38pm 
Great you could use the info :joyface:
-BIA- DanTower 8 Oct, 2017 @ 12:02am 
Thank you, was helpful.