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Devblog #30

[h3]The latest news from Ancient Egypt![/h3]
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Dear All,
Welcome to our weekly Devblog! Today's topic is administrative buildings introduction # 1 so let's start!

This time, we will briefly discuss the basic buildings responsible for preventing such risks as fire, collapse, and other in-game threats (animals, bandits, thieves). One of those we've already introduced in the Builders of Egypt: Prologue is the Fire Station. If you didn't see it yet, we encourage you to check it out, especially keeping in mind that we are planning to add additional content soon (including one from the Closed-Beta). Today we will show you also the Architect's Post and the Police Station.

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Fire Station is one of the most crucial, if not the most important, administrative building available in the game. This particular structure doesn't need any access to water (not like for example - common wells which are required in the housing evolvement process) as it uses its own water reserve. It is highly recommended to plan wisely your city layout considering fire stations radiuses, specifically when building your settlement in a harsh desert where chances to catch fire are 50% higher than compared to buildings placed on grassy terrain. All of the services buildings need proper access to the road. You can rotate them by using the R key.

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The second most important administrative building in the game, right after the Fire Station, is the Architect's Post. The more primitive the building, the greater the risk of its collapse without proper architect supervision. This includes also quarries and mines as the most at risk due to their architectural character as well as the climate and building place (usually in the sun-scorched desert next to the stone deposits). As with any other building that provides certain services - the more workers the higher efficiency and the better protection.

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Time for the last building in today's overview - Police Station. Each Police Station reduces the risk of animals attacks, bandits ambush, and theft. At the moment this specific building divided in two has a neutral impact on neighborhood desirability but we're still deciding on additional tunning for some structures regarding attractiveness. The same goes for features such as the rebellion of your unhappy and highly dissatisfied with your strategic decisions people. Introducing more events connected with in-game happiness would be a great challenge for players' management skills. Officers at the Police Stations defend also your city during enemies attacks, but they are not as effective as soldiers in your mighty, well-trained army.

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BEHIND THE SCENES

This week we're very happy to share with you another type of in-game temple. What do you think? Do you like the details such as hieroglyphs placed on the walls of the building and the elegant entrance?


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Looking forward to your thoughts about today's introduction! Don't forget to share them with us in the comments below. We love seeing so many valuable opinions from you guys and can't wait to show you another DevBlog and new content!

Stay tuned and see you next week Egyptian Architects and Medjays!

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