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Brunelleschi: Age of Architects (Quick)

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Margaret Staples

on 30 July 2014

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Transcript of Brunelleschi: Age of Architects (Quick)

Minister of Agriculture
Personal
Private Storage Buildings
Settlement
Game Features Overview
Heroes and Lords
Heroes
Lords
Independently powerful, fast to level, and are valuable assets to any Settlement or Lord lucky enough to earn their allegiance.
Able to hold Government positions ("Ministries") where they oversee whole Districts, and may choose to found new Settlements.
Traits: Zodiac
Character Traits
, such as
Zodiac
, can currently be altered without limitation through their Character Report, but will become permanent selections once all trait effects have been incorporated.
Traits: Season
Traits: Philosophy
New Character
Action Points
Personality Character Traits such as
Philosophy
,
Culture
, and
Religion
will have both passive game play effects and allow other Characters to get to know you more easily.
Traits like favored
Season, Moon Phase,
and
Day
will provide passive bonuses to your Character during their favored time and may have penalties during some 'off' times.
When naming your character, you may also look over your selections and make changes. Once you are happy with your
name
and
traits
, Submit will create your new Character.
"AP" are spent to perform
Actions
and participate in
Scenarios
. Your max "AP" increases with level and your current "AP" regenerates fully about every 12 hours.
Action Menus
Selecting Actions from the navbar brings up your Actions page. Actions you have access to are sorted into Menus such as Labor, Commerce, and Combat. Actions you use frequently will appear at the top of your actions overview.
Walk Through
Invitations
Lord
Characters when selecting the "Move" option are presented with
would include a unique code to be entered here.
a pop-up form to enter an "Invitation Code".
Sovereigns
may send invitations to fill a specific Ministry which
Click the "X" or anywhere in the darkened portion of the page to move past this optional form.
Available Residences
Lords and Heroes both have the Relocate menu:
Available Residences
Selecting a Location name will bring up an info report on that Settlement. Selecting a Sovereign name will bring up an info report on that Sovereign.
The
Select
button moves you to your new Settlement where you can benefit from district actions and local market trades!
Open Ministries
Lords
additionally have the Relocate menu:
Open Ministries
Ministries which you currently qualify for will be listed here. If you see one you'd like "
Select"
will send your application and move you to that Settlement!
This menu also contains the
Start New Settlement
button, but we do not recommend starting a new Settlement before you're familiar with the game.
Ministerial Candidates
Lords
additionally have the Relocate menu:
Ministerial Candidates
Here Sovereigns may browse Lords who are currently looking for a Ministry to fill. Select
Request a Ministry
to bring up a form to create your own posting!
Ministerial Candidates
Lords creating a Ministry Candidate application have a lot of options for letting potential Sovereigns get to know them and what kind of Role they are looking to fill, in what kind of Settlement, and with what kind of Sovereign.
There is a place to set your hiring
price
in game currency.
A Sovereign would transfer this amount to you immediately upon
hiring
.
Your New Home
Once you have selected and moved to a new Settlement you will have access to its
District Actions
, Local
Trade
Market, and
Scenarios
.
It will also be much easier to form beneficial
alliances
with characters who share your
Settlement
so it is a good idea to get to know your
neighbors
!
Building Ownership
Sovereigns and Ministers are responsible for managing
Public buildings
under their authority, while Lords without title and Heroes gain the ability to purchase
Private property
as they level.
New Construction
Sovereigns or Ministers overseeing Districts with empty space, or Private Property owners with empty plots will want to start a new Construction project.
You can browse available Blueprints in the District that holds your empty plot.
Building Blueprint
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
Building Options
Under Construction
Any character in Brunelleschi may wind up managing a building.
It is up to individual
Ministers
and
Sovereigns
whether or not to create
Private
Property by selling
Public
lands.
Each District has an Exclusive Blueprint, which can only be constructed in that District, and a Linked Blueprint, which receive a bonus when constructed there. These are found by selecting the buttons next to the Building Types menu.
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
A Purchase button next to each construction material will take you to the market with that particular good seleted.
Selecting the Building Name will open the catalog information page on that building.
Construct Now will initiate construction.
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
Current construction projects can be seen by selecting
Manage->Construction
from the navigation bar at the top of the page.
If the buildings will
Employ Population
or P
roduce an Output
, the gears button on the Under Construction panel brings up building options you may set to take effect when the building is complete.

The "
+
" next to the
"
Build Faster
" button will open up the a new menu with any options available to you for
accelerating construction
.
Several options are available to everyone, but use rare currency, others are acquired through
leveling
.
Building Oversight
Harvesting Buildings
Harvest Buildings display their next output, and the approximate time until the next Harvest.
Additionally, there are options for changing output, changing staff, Upgrading and Downgrading the building.
Processing Buildings
Processing Buildings additionally display information on how much and what type of resource is being
consumed
each cycle.
Purchase
buttons next to display data will take you to the
Markets
with that
material selected.
Crafting Buildings
Crafting Buildings display the multiple amounts and types of materials consumed each cycle, as well as how many Crafting cycles will be needed to complete the selected Item.
Crafting
and
Recruiting
Buildings can be provided output
Orders
by selecting the Flag button. Unless the
Craft Indefinitely
box is checked, the building will stop producing after Orders are met.
Buildings with an Output all have the Staffing / Productions setting which can be accessed by selecting the staff button.
Buildings consume and produce at the same rate at which they are staffed.
Recruiting Buildings
Recruiting Buildings allow you to select the type of
Unit
being recruited, as well as setting
Orders
for the building as with
Crafting buildings.
Trained Units seek out places in area
Garrisons
once trained, where they can be hired by Sovereigns or Ministers into
Personal Armies
or hired out to fill the Personal Armies of others.
Harvest, Process, Crafting, Recruiting buildings each produce a
report
of their usage and production each cycle which is sent to a dedicated thread in your character's personal
forum
(which shares their name).
Information on the amount of storage capacity is being provided by your buildings can be viewed by selecting your character's Storage Capacity display in game header.
Estimations
on future output and consumption (including
bonus effects
) can be found under the Forecasts tab, found by selecting
Manage->Reports
from the top naviagtion bar, or by selecting the countdown clock.
Minister Bonuses
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
Each Ministry filled provides Attribute based bonuses in their District.
The higher the Rank of the Ministry, the more bonuses it offers.
A single character may be assigned multiple Ministries in the same Settlement, but their Attributes when used to determine Ministry Bonuses will be divided by the number of Districts they are overseeing..
Higher Ranking Ministries may offer Settlement wide Attribute based bonuses.
District Taxation
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
Sovereigns may set
Taxes
which will be collected from your
buildings
each time they produce output.
Ministers
may additionally set
Taxes
which are collected from
Private
buildings in their District in
addition
to Settlement Taxes.

Private Property
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
At 150th Level any character with oversight of
a public buildings gains the ability to
sell
those buildings as
Private Property
on their Settlement's Real Estate market.
Buildings of private owners who violate their Settlement's property laws or have their property manually confiscated return to being public property.

Region
District Happiness
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
When managing a District which houses
population
it is important to keep an eye on the various types of
Happiness
in that District.
A particularly high score in a type of happiness may result in a positive
Scenario
for the Settlement.

All
buildings
have an effect on at least one type of happiness - either positive or negative.
Some buildings are primarily Happiness buildings and have strong effects.
A particularly low score in a type of happiness may result in an unfortunate Scenario,
such as
Famine
or
Plague
, for the Settlement to defeat.

Private Armies
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
Garrison Units
in any District you oversee may be
hired out
, at a price you set, as Private troops in the
Personal Armies
of others.
As a
Minister
or Sovereign, transferring
Garrison Units
into your own Personal Army is as simple as requesting them through the
Manage->Gear
page, and has no cost.
District Taxes
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
Regions will effect Travel time, and impact Trade and Conflict relationships between Settlements.
Until Region effects have been integrated,
Sovereigns
may
alter
their state Region freely through the
Manage->Government
page.
Culture
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
Cultures will effect Diplomatic Relationships between Settlements and may also effect Personal Relationships between characters.
A Settlement's culture later may determine their access to various District and Settlement layouts and/or Building designs in the Unity 3D client.
Government
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
While this Settlement trait is currently only a cosmetic feature, later this and other Settlement traits will determine how the Settlement is run.
Economy
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
When fully incorporated, the Economy of a Settlement will determine factors like who can place Market Orders and what kind of Taxes may be set.
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
When fully incorporated, the Society of a Settlement will determine factors like how Settlement decisions are made and which residents may vote or otherwise participate in the Settlement's management.
Society
Economy
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
If you are not ready to select a Religion for your Settlement, or if you do not wish to have a State Religion, there is the "Other" option.
Religion
Economy
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
If not yet ready to select
a Philosophy for your Settlement, you may choose the "
None
" option for now and update your selection from the
Manage->Government
page later.
Philosophy
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
Settlement traits may be easily
altered
from the Naming page by selecting the one you wish to alter.
When you are happy with your selections, enter a
name
for your Settlement and choose "
submit
".
Name and Create
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
To get started ruling your Settlement, you may want to navigate to and explore
Manage->Government
.
From this page you can seek out
Ministers
for your Districts, set
Taxes
,
Immigration
Policy, and other Government settings, as well as quickly jump to
Forecasts
or specific departments.
Reign
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
Generating a new Settlement may take a minute.
When complete, the page will refresh and you will be in your new Settlement.
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
The best way to launch your Settlement is with
Allies
you can count on as your
Ministers
.
If you do not yet have friends in the game who can take your first Ministries, you can use the
email
invitation option to send a friendly email out inviting someone you know to join the game and take your Ministry.
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.

As your Settlement grows and you construct progressively higher
ranking
Districts, keep in mind, a
Lord
may only accept a Ministry of equal or lesser Rank to themselves.
A building blueprint displays the amount of time and materials needed for construction, and the employees the building will require to be fully staffed.
Those are the basics, but there's much more to explore and enjoy on your adventure!
May all of the levels
be yours!
Have Fun!
Lords
Heroes
Walk Through
Walk Through
Walking around in the experimental Unity 3D Client
Full transcript