
#WHICH BUILDING PRODUCES AXES IN WIDELANDS UPGRADE#
If the Galactic Emperor has a habitat as their capital, they can upgrade the capital to the respective Imperial capital.

Habitats have their own capital buildings, which are used by all empires. If there is a bright center to the galaxy, this is it. The standard set of capitals are built on planets without a special designation as well as ringworlds by non-gestalt empires.Ī massive palace complex fit for the greatest empire history has ever seen. Tier 4 and imperial capitals convert one tier lower, other tiers convert directly except as noted below. With Nemesis, the Galactic Emperor can upgrade their capital planet or habitat with a "fifth" tier imperial capital building. The standard capitals line up on these criteria neatly, however other types do not. Capital buildings cannot be demolished, downgraded or disabled, and will automatically be converted to the appropriate type if traded, ceded, or conquered by another empire with a different authority or if the planet designation is changed.Ĭapital buildings can generally be categorized into 4 tiers by which technology unlocks that tier, what other buildings require them, and the max general productivity bonus that they can apply. Upgrading the capital is one of the ways of unlocking additional building slots. The capital always occupies the first building slot and provides some of the basic housing, amenities, jobs that reduce crime and spawn defense armies, as well as other jobs which vary depending on empire authority and civics. Standard Construction Templates / Prefabricated Buildings prosperity tradition Master's Teachings: The Greater Good edictĪssembly Algorithms repeatable technology This modifier can be very useful, as it also affects building upgrades, and higher level buildings can take longer to build. The planetary build speed modifier reduces the time it takes to construct all buildings. Governor's Estates / Resort Capital-Complex Governor's Palace / Resort Administration Every 2 Habitation Modules ( +0.5 each).With Orbital Assembly Complex on planet.Every 3 Industrial districts ( +0.34 each).Every 4 Agriculture districts ( +0.25 each).Habitats have far fewer ways to unlock building slots than other colony classes, and can't normally unlock all 12.įunctional Architecture / Constructobot civic Ecumenopolises, Ring Worlds, Hive Worlds, and Machine Worlds start with all building slots unlocked. Additional building slots are unlocked by upgrading the capital building, constructing urban districts, researching technologies, and some civics.

A colony can have up to 12 building slots, although most of them are initially unavailable and the first one is dedicated to the colony's capital building. empire campaign map 2) you can push back the border after elimination of all(?) of their military sites.Buildings are constructed in a colony's building slots. I'm just not sure what exactly the conditions were that triggered a loss of territory (conversion to unowned).Īlso in Settlers, you frequently received messages to the effect of "an enemy has occupied a new building, resulting in loss of your territory (or building site)" In Widelands you can build a fortress right on the border with an enemy and not have it push the border whatsoever, even if all they have is a distant sentry or two. Additionally one time I DID lose some of my territory in Widelands by razing a bunch of recently captured military buildings (to give myself some time to rebuild my military against a superior opponent). That doesn't seem to happen (much) in widelands, although fog-of-war sometimes makes construction or placement of flags impossible in the affected zone. Even if a building was in the center of your territory, destroying it could result in a loss of buildings and paths due to loss of territory. In Settlers I, local borders were re-calculated after every military outpost occupation or destruction. What are the "rules" when it comes to whether a military site/lack of military site will alter a border with another empire?
