Post by Emiliana on Sept 1, 2020 0:30:08 GMT 1
In Agonia, the map is yours, and your actions can have a large and lasting impact on your surroundings. Working together with your faction you may clear-cut entire forests, excavate valleys through the largest of mountains, construct far-reaching road networks, and easily cross rivers and vast lakes with bridges.
Below is a small example of the before and after of a hypothetical terraforming and building project. As you can imagine, these techniques and projects, once combined and completed, can greatly increase the speed at which it's possible to travel through the rougher regions of the map.
This post will list some of the final recipes involved in these tasks, but if you want to view all recipes including the intermediate materials needed below, check this link to go to the game's recipe guide.
Terraforming Terrains
Deforestation
Clearing forests is pretty simple, unlike mountains. Upon being cleared, the forest tile will become a plains tile. Deforestation also requires the Mayor's approval, but has no maintenance costs.
To clear a forest tile, you need to place 6 Log Piles on it. The recipe for a single Log Pile is as follows...
You need 150 in Woodworking and 10 turns.
This recipes produces 1 Log pile
Ingredients needed: 400 Log
Tools: None
While the recipe itself doesn't need a tool, to gather Logs in the first place you will need a Stone Hatchet.
Breaking Mountains
Mountain tiles come in a variety of types, depending on their height, and are a little more complicated. This leads to a few restrictions as to which mountain tiles can be lowered. It's not possible to lower a Level 1 Mountain if it is next to a Level 2 Mountain without lowering the Level 2 Mountain first. Likewise, it's not possible to lower a Level 2 Mountain to a Level 1 Mountain if a Level 3 Mountain is next to it. It's also currently impossible to step on a Level 3 Mountain, so there's no way to majorly terraform near Level 3 Mountain tiles. Breaking mountains will require the Mayor's approval, but has no maintenance costs.
For mountain tiles that you can terraform, you can do so by placing Excavation Rock Piles on the tile. To lower a Level 1 Mountain, you will need to place 6 Excavation Rock Piles on it. Lowering a Level 1 Mountain will transform that tile into the base terrain type below the mountain. This can be plains, wastes, or desert, depending on the mountain. To lower a Level 2 Mountain to a Level 1 Mountain, you need to place 9 Excavation Rock Piles on it. The recipe for a single Excavation Rock Pile is as follows...
You need 150 in Stoneworking and 10 turns.
This recipes produces 1 Excavation rock pile
Ingredients needed: 400 Raw stone
Tools: None
While the recipe itself doesn't need a tool, to gather Raw stone in the first place you will need a Stone Pick.
Fauna Migration
When a forest or a mountain is terraformed, it will become the new terrain type, meaning that the monsters and items found on the tile will also change. For example, if you deforest an area, it will turn into plains, and any monsters in the connecting plains tiles will have a chance to migrate there first. In the case that there are multiple fauna types in the connecting regions, the administrators will have to perform a dice roll to determine which fauna successfully migrated. In the case that there are no similar connected terrains to migrate from, the fauna monsters that appear there will be low level. Using this, it's possible to expand very limited fauna areas under the right circumstances, but overall it's a small system with very niche applications, mostly used by the administrators to determine how to populate newly transformed areas.
Faction Infrastructure
Roads
Roads are a way to build quicker travel networks within your faction's lands, as stepping on a road is a good deal less costly on your movement points than any other terrain. To build a road, you'll need to gather materials and transport them to the building site, oftentimes a wheel cart can greatly help you with this. Limestone can be gathered from a specific mountain, of which you can ask your faction for the specific location, and the Paving Stones can be made from Raw Stone from anywhere. Once gathered, be sure to build the road in the correct place as it can not be moved afterwards.
The recipe for a road is as follows...
You need 150 in Stoneworking and 100 turns.
This recipes produces 1 Road
Ingredients needed: 40 Limestone powder, 250 Paving stone
Tools: Rock Hammer
Road construction needs to be approved by the Mayor, and they have a maintenance cost, paid by the faction capital's budget. This cost is 50 gold per month per road tile, however the end tiles of roads (roads with only one connection to another road), have an additional 25 gold per month cost.
Roads can be built on plains, wastes, and desert tiles. Road tiles graphically appear to be plains, however they are not plains tiles, they are just Road tiles. This has some consequences when building near mountains of certain types. While a road can be built next to a mountain that has plains under it, it will need to be built one tile further away from a mountain with a base of wastes or desert, or you can simply remove the offending mountain tiles as well.
Roads can not connect diagonally. Roads also can not be a single tile in length.
If a road tile is removed (by a mayor deciding to no longer fund its upkeep), it will revert to whatever terrain it was before becoming a road.
Bridges
Bridges are a special road tile built over river and lake tiles, possibly allowing you to save a ton of movement from going around the entire body of water. Similar to roads, bridges are a large project, needing a good amount of limestone, stone, and logs to be transported and worked. Since you likely can not step on the water tile beforehand, the bridge needs to be built on the shore adjacent to (north, south, west, or east) where you want it to go. Once a bridge is placed, it will no longer be considered a water tile while the bridge is maintained, meaning everyone can now step on it, but you can no longer explore for muddy gems and gold nuggets, or find water snakes and crocodiles. It will become a road tile, which means low level plains fauna and flora. If the bridge is removed (by a mayor deciding to no longer fund its upkeep) it will revert to being a water tile.
The recipe for a bridge is as follows...
You need 300 in Stoneworking and 250 turns.
This recipes produces 1 Bridge
Ingredients needed: 80 Limestone powder, 150 Paving stone, 150 Dimensional stone, 150 Plank
Tools: Rock Hammer
Bridge construction needs to be approved by the Mayor, and they have a maintenance cost, paid by the faction capital's budget. This cost is 400 gold per month per bridge tile.
Bridges can span one tile, to simply cross over a river, or they may span multiple tiles to cross a lake or a channel. Keep in mind, the price for upkeep is per tile, and the bridge recipe is for one tile as well, so to cross three tiles of water you will need to construct three bridge recipes and pay three instances of the maintenance cost. Bridges also can not be built diagonally, or have any turns over the water, they need to be straight. Bridges are also exempt from the "Roads can not be a single tile in length" rule, and they may exist as a single tile without any connecting roads.
Future Infrastructure
More faction projects, buildings, and utilities are in development and hopefully you will see them soon!
Below is a small example of the before and after of a hypothetical terraforming and building project. As you can imagine, these techniques and projects, once combined and completed, can greatly increase the speed at which it's possible to travel through the rougher regions of the map.
This post will list some of the final recipes involved in these tasks, but if you want to view all recipes including the intermediate materials needed below, check this link to go to the game's recipe guide.
Terraforming Terrains
Deforestation
Clearing forests is pretty simple, unlike mountains. Upon being cleared, the forest tile will become a plains tile. Deforestation also requires the Mayor's approval, but has no maintenance costs.
To clear a forest tile, you need to place 6 Log Piles on it. The recipe for a single Log Pile is as follows...
You need 150 in Woodworking and 10 turns.
This recipes produces 1 Log pile
Ingredients needed: 400 Log
Tools: None
While the recipe itself doesn't need a tool, to gather Logs in the first place you will need a Stone Hatchet.
Breaking Mountains
Mountain tiles come in a variety of types, depending on their height, and are a little more complicated. This leads to a few restrictions as to which mountain tiles can be lowered. It's not possible to lower a Level 1 Mountain if it is next to a Level 2 Mountain without lowering the Level 2 Mountain first. Likewise, it's not possible to lower a Level 2 Mountain to a Level 1 Mountain if a Level 3 Mountain is next to it. It's also currently impossible to step on a Level 3 Mountain, so there's no way to majorly terraform near Level 3 Mountain tiles. Breaking mountains will require the Mayor's approval, but has no maintenance costs.
For mountain tiles that you can terraform, you can do so by placing Excavation Rock Piles on the tile. To lower a Level 1 Mountain, you will need to place 6 Excavation Rock Piles on it. Lowering a Level 1 Mountain will transform that tile into the base terrain type below the mountain. This can be plains, wastes, or desert, depending on the mountain. To lower a Level 2 Mountain to a Level 1 Mountain, you need to place 9 Excavation Rock Piles on it. The recipe for a single Excavation Rock Pile is as follows...
You need 150 in Stoneworking and 10 turns.
This recipes produces 1 Excavation rock pile
Ingredients needed: 400 Raw stone
Tools: None
While the recipe itself doesn't need a tool, to gather Raw stone in the first place you will need a Stone Pick.
Fauna Migration
When a forest or a mountain is terraformed, it will become the new terrain type, meaning that the monsters and items found on the tile will also change. For example, if you deforest an area, it will turn into plains, and any monsters in the connecting plains tiles will have a chance to migrate there first. In the case that there are multiple fauna types in the connecting regions, the administrators will have to perform a dice roll to determine which fauna successfully migrated. In the case that there are no similar connected terrains to migrate from, the fauna monsters that appear there will be low level. Using this, it's possible to expand very limited fauna areas under the right circumstances, but overall it's a small system with very niche applications, mostly used by the administrators to determine how to populate newly transformed areas.
Faction Infrastructure
Roads
Roads are a way to build quicker travel networks within your faction's lands, as stepping on a road is a good deal less costly on your movement points than any other terrain. To build a road, you'll need to gather materials and transport them to the building site, oftentimes a wheel cart can greatly help you with this. Limestone can be gathered from a specific mountain, of which you can ask your faction for the specific location, and the Paving Stones can be made from Raw Stone from anywhere. Once gathered, be sure to build the road in the correct place as it can not be moved afterwards.
The recipe for a road is as follows...
You need 150 in Stoneworking and 100 turns.
This recipes produces 1 Road
Ingredients needed: 40 Limestone powder, 250 Paving stone
Tools: Rock Hammer
Road construction needs to be approved by the Mayor, and they have a maintenance cost, paid by the faction capital's budget. This cost is 50 gold per month per road tile, however the end tiles of roads (roads with only one connection to another road), have an additional 25 gold per month cost.
Roads can be built on plains, wastes, and desert tiles. Road tiles graphically appear to be plains, however they are not plains tiles, they are just Road tiles. This has some consequences when building near mountains of certain types. While a road can be built next to a mountain that has plains under it, it will need to be built one tile further away from a mountain with a base of wastes or desert, or you can simply remove the offending mountain tiles as well.
Roads can not connect diagonally. Roads also can not be a single tile in length.
If a road tile is removed (by a mayor deciding to no longer fund its upkeep), it will revert to whatever terrain it was before becoming a road.
Bridges
Bridges are a special road tile built over river and lake tiles, possibly allowing you to save a ton of movement from going around the entire body of water. Similar to roads, bridges are a large project, needing a good amount of limestone, stone, and logs to be transported and worked. Since you likely can not step on the water tile beforehand, the bridge needs to be built on the shore adjacent to (north, south, west, or east) where you want it to go. Once a bridge is placed, it will no longer be considered a water tile while the bridge is maintained, meaning everyone can now step on it, but you can no longer explore for muddy gems and gold nuggets, or find water snakes and crocodiles. It will become a road tile, which means low level plains fauna and flora. If the bridge is removed (by a mayor deciding to no longer fund its upkeep) it will revert to being a water tile.
The recipe for a bridge is as follows...
You need 300 in Stoneworking and 250 turns.
This recipes produces 1 Bridge
Ingredients needed: 80 Limestone powder, 150 Paving stone, 150 Dimensional stone, 150 Plank
Tools: Rock Hammer
Bridge construction needs to be approved by the Mayor, and they have a maintenance cost, paid by the faction capital's budget. This cost is 400 gold per month per bridge tile.
Bridges can span one tile, to simply cross over a river, or they may span multiple tiles to cross a lake or a channel. Keep in mind, the price for upkeep is per tile, and the bridge recipe is for one tile as well, so to cross three tiles of water you will need to construct three bridge recipes and pay three instances of the maintenance cost. Bridges also can not be built diagonally, or have any turns over the water, they need to be straight. Bridges are also exempt from the "Roads can not be a single tile in length" rule, and they may exist as a single tile without any connecting roads.
Future Infrastructure
More faction projects, buildings, and utilities are in development and hopefully you will see them soon!