EDIT: This topic is heavily outdated and isn't updated any more.
The goal of this FAQ is to provide architects with all the needed information about the architect profession, the guild cities, the battlekeep etc. On the other hand this topic can serve as a time-saver for the developers looking for community-input and bugs regarding the architect profession and the guild cities.
If you have any information (comments, bugs, fixes, etc) you'd like to see added in this topic please be as constructive as possible and try to provide proof (screenshot, vid etc) when needed.
I will try to update this post as much as possible.
I will be using parts of Lahon's City Building FAQ on the US forums, a lot of credit goes to the hard work he has already spend in this. If you want all the information there is to find, don't only check this topic, but also Lahon's topic.
(
http://forums.ageofconan.com/showthread.php?t=96719)
Important: The architect-profession is going to have a revamp, and Funcom is constantly working on improving and adding new things to the guild cities. Stay tuned
Feel free to post this FAQ on your guild sites etc, but don't forget to give credit where it's due

(and don't forget to mention Lahon for his work on the US faq and Idejder for his awesome spreadsheet)
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Bugs, disabled parts, ...
Architect
- When crafting multiple plans of the same building (for example 5 wallplans) you need to unstack them before you can use them or the game will not see that you have the plan.
Guild City
- All buildings except the tier 1 buildings and the walls have a "Lorum Ipsum Dolor" text in the tooltip
Still in as of 18th July
- The trader at the tradepost is often falling through the floor. (standing on the ground instead of on the tradepost ground
Still in as of 18th July
- If you log out in a crafted building you will not be standing on the floor but on the ground inside the building when you log back in.
Still in as of 18th July
- The hole in the first floor for the stair in the Tier 2 (and possible tier 3 as well) Alchemist Workshop is too small. It's possible (with a lot of jumping) to get up, but you can't go down again.
Still in as of 18th July
- In the tradepost you can walk through the first 2 windows where the stairs are.
Still in as of 18th July
- At some city spots it is possible to walk over cliffs and mountains to get inside a city, evading the walls. (This both in normal area as in borderkingdom). An example is Lachleish West, where you can run over the cliffs into the city.
This should be fixed!
- City guards are attackable by the owning guilds and are neutral towards other guilds (they will not attack people from other guilds unless they attack the guards first)
- For some guilds the normal walls are not upgradable. The game states that they need a Predecessor - curved wall location. All other walls (curved, staired) are upgradable. The devs are working on a fix.
Comments and things that need to be looked into
Architect
- When training the architect profession there should be a warning stating the high money cost of this profession and that it is a guild profession
- There can be only a very small amount of architects on a server because it's not possible to do anything with it outside of building buildings or siege weapons. There should be more craftable items for the architect to make him more useful and to let more people enjoy this profession.
This is already being looked into:
Quote:
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Originally Posted by Twicer
Architects are undergoing a design-revamp - what exactly is included in this revamp I won't say, but it will allow architects to use their abilities for combat purposes as well as for building the cities.
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Source: http://forums-eu.ageofconan.com/show...479#post543479
Guild City
- The Library/University often faces the wrong direction, with the entrance facing either a wall or a mountain side. The entrance should be facing the city side.
- Unequal looks of buildings. The "big" buildings (Keep, Trade Post and Temple) have some very nice looks, are spacey etc. The other buildings, and especially the library and thieves guilds are incredibly small. The Thieves Guild is nothing more than a small storageroom.
-Lack of furniture or wrong furniture. The Temple is completely empty inside, there's not a single book in the library etc.
- Cities feel dead. The few NPC's that have been added don't really help, the merchants are static and don't feel alive. The buildings feel static, unreal. Roads have been proposed to help solve this.
- Make us able to open the gates from our mount.
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FAQ
(Mostly taken over from Lahon, but with some corrections etc)
Q. Do the building have to be built in a specific order?
A. Yes:
1 Keep,
2 Trade Post,
3 Temple,
4 Library,
5 Barracks,
6 Thieves' Guild,
7 Weaponsmith Workshop,
8 Armorsmith Workshop,
9 Alchemist Workshop,
10 Architect Workshop.
Walls, Towers & Gates can be built any time after the Keep is built.
Q. Are plans consumed when something is built? And/Or turning them in for the quest?
A. Yes plans are consumed each time you build something and for the quests, they are NOT reusable.
Q. Can i use my quest plan to build anything instead of turning it to the npc?
A. Yes you can currently build the city buildings before actually doing the quest.
Can I use one wallplan to build all the walls?
No, you will need to craft a wallplan for all walls. This is intended.
Q. Does an architect need to make two sets of plans for every building in order to advance to the next tier?
A. As of the 17th July patch the trainer should now return the plans for you, so you will not have to make two sets of plans any more.
Q. Do any of the buildings actually do anything?
A. The Trade Post provides one Trader NPC (bank, auction house, mailbox and guildbank) and most of the other buildings provide NPC's as well (check below). They also give the guild certain benefits (see below)
Q. Why do you lose the plans for a building once it is built.
A. Consumables... It's a gold sink, they keep inflation at bay and prices reasonable.
Q. Do we have to give our people rank to get the buffs from the city buildings?
A. No this rumor has been tested is it is NOT true!
Q. Is there going to be player housing that can be added to the cities one day?
A. While Funcom would like to see this in the game it's not one of their priorities. If it would ever come, don't expect it soon.
Q. Do we get any bonuses or benefits from the buildings? Are they working already? Where can I see them?
A. The buildings in the guild city give all kinds of benefits. These are already in-game! If you have a guild city you can view these benefits by viewing the "Guild Feats" tab in the Guild menu.
B. List of the benefits
Tier 1:
Keep
- +13.5 max health
University
+1 magic rating (heroic)
Temple
+1 resistance rating (heroic)
Barracks
+1 defence rating (heroic)
Thieves' Guild
+1 attack rating (heroic)
Tradepost, Blacksmith, Armorer, Alchemist and Engineer workshop don't give any bonuses
Tier 2:
Keep
- +27 max health
University
+2 magic rating (heroic)
Temple
+2 resistance rating (heroic)
Barracks
+2 defence rating (heroic)
Thieves' Guild
+2 attack rating (heroic)
Tradepost, Blacksmith, Armorer, Alchemist and Engineer workshop don't give any bonuses
Tier 3:
Keep
- +53.9 max health
Others: probably +3 to the ratings.
Note! Funcom has said that they will increase these bonuses (which is needed)
Q. How much does a guildcity cost?
A. This depends on the location of your city. Every cityspot has the same amount of buildings, but a different amount of walls.
This spreadsheat:
http://spreadsheets.google.com/pub?k...Rz_iVEcg&gid=0 will be your best friend as an architect. Credit to Idejder.
It shows the amount of money and resources needed for every location and for every tier.
The money-cost isn't updated! Check the post below to view the money-costs!
Q. Which resources are needed for guildcities?
A.
- Tier 1: sandstone, ash, copper and silver
- Tier 2: granite, yew, iron and electrum
- Tier 3: basalt, oak, duskmetal and gold
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Last updated: 21/07/08