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So currently structures that 'support' classes are called 'class support structures'. AND structures like fountains, statues, gardens, and silos which provide a bonus to DI are called 'support structures'.
I think it makes sense to keep 'support structures' as the term for things that support classes/skills/roles. So any strong feelings about what we should call the decorative/civilization type structures that provide a DI bonus?
So these are our current contenders. I think the only one to get a second so far is Auxiliary Structures.
Morale Structures
Decoration Assets
Decorations
Auxiliary Structures
DI Structures
DI Boosters
Index Enhancers
Ornaments
Infrastructure
Index Assets
SSR Structures
Civ Features
Settlement Enhancement Structures
Settlement FeaturesJust to maybe add a bit of fuel- the current list of structures serving this purpose is as follows. Its a pretty diverse list of things and the terms should really take that into account. Not least cos it will be fun to come up with even more diverse ones in the future... I'm in LOVE with the idea of 'heads on spikes' - a kind of 'Garden of Skulls'.
Warehouse
Public Garden
Philosopher's Statue
Heroic Statue
Silo
Well
Guard Post
Religious Statue
Guillotine
Here's a few possibilities:
Civic Support Structures
Cultural Structures
Civic Enhancements
Other things to add later:
Graveyards
Fountains
City Park
Carillon
Zoo
Public Bath (might be a normal improvement)
Gutters
Town Crier
Maybe later "wonders" could be implemented for major DI bonuses, but they would require huge amounts of labor, resources, expertise, and gold.

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I'd rather it be descriptive of the building's function, like DI Structures, DI Add-ons, or something. I don't like "Enhancements" for example because it's very generic and that term can mean a lot of things. The less terms we have that someone sees and goes "What the hell does that mean" the better.

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I like Auxiliary Structures.
They all are structures of some form, if not necessarily buildings. And Auxiliary ist just a fancy way of saying "providing support", that clearly distinguishes them from class support structures, while basicly still naming them for what they are.
Second choice would be DI structures, but that's too technical for my tastes.

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I'd rather it be descriptive of the building's function, like DI Structures, DI Add-ons, or something. I don't like "Enhancements" for example because it's very generic and that term can mean a lot of things. The less terms we have that someone sees and goes "What the hell does that mean" the better.
I prefer terms that sound like a mid-fantasy world, rather than a tech production studio in Redmond, WA.
CIVIC ASSETS
It's in your town, affects your town, and is never outside your town or working with things other than your town right? Civic. "Auxillary" is a word with much more diverse application and we should save it for some other really good meaning later on (formations?).
If it makes something better, adds worth, it's an asset, and that word is more descriptive for its purpose than "structure". We can't be more specific than that because it already means statuary to grain silos and could get even more diverse in the future.
'Enhancement' could work but that word already has a specific connotation for the game (which is why we're changing the name from 'support structure' in the first place).
Unless we're going to be able to build a +3 Settlement of Never Sleeping. Just avoid the flaming keyword.

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I prefer terms that sound like a mid-fantasy world, rather than a tech production studio in Redmond, WA.
CIVIC ASSETS
It's in your town, affects your town, and is never outside your town or working with things other than your town right? Civic. "Auxillary" is a word with much more diverse application and we should save it for some other really good meaning later on (formations?).
If it makes something better, adds worth, it's an asset, and that word is more descriptive for its purpose than "structure". We can't be more specific than that because it already means statuary to grain silos and could get even more diverse in the future.
'Enhancement' could work but that word already has a specific connotation for the game (which is why we're changing the name from 'support structure' in the first place).
Unless we're going to be able to build a +3 Settlement of Never Sleeping. Just avoid the flaming keyword.
Completely agree 100%.
A garden is not a structure, but if it provides a DI bonus then it is an asset for your settlement. And you had the same sentiment about enhancement that I had.
I think a lot of these terms are great, but obviously Civic Asset makes the most sense to me in this setting. Index Asset is good, but I don't want to use Index as I can't picture a character in game referring to the hero statue in the center of town as a great 'Index Asset'. The character has no concept of Development Index, that is meta. I could picture the character calling it a Civic Asset though.
Ok, I will shut up about this now, I already made my choice clear and I don't want to be that guy.

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I like Civic Assets over Structures (my #2 choice). The term Assets could be shared across multiple concepts as well: Kingdom Assets, Exploration Assets, Dungeon Assets, etc. In addition, I can see Assets that don't truly have to be a physical building, but could also represent income, gained prestige, or other varieties of boosting to a Settlement.

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Civic Assets for the DI enhancing items
The other items could be subdivided, but I suspect it makes no difference, ski why not leave as support structures which has been in use. It there are separate limits on subgroups (Banks, warehouses, and tverns vs skill training institutes vs role support facility), further crowd forging could happen, but I have no reason to believe these distinctions exist.

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Urban is definitely less fantasy than civic. Settlement already has a very pinpointed connotation so if that word were used for a second meaning it would create confusion, which is the original impetus to change the support structure name.
QUESTION FOR DEVS
When putting stuff inside the walls of our settlement, are there things that have a function other than training, support, or civic (DI increase)? I'm thinking as a way to simplify this if it would be accurate to say a sentence like, "There are three kinds of structures you will build in your settlement: training, support, and civic."
Do the bank and market increase DI, or do they qualify as a fourth type of community structure?
"There are four types of structures you will build in your settlement: training, community, support, and civic."
As settlement controls develop it would be handy for leaders (and you I think) to break down the build-a-new-building interface into those four categories or however many there end up being.
Lastly, why do we still call them "buildings" when they're already done being built? Can we just change their in-game name to builts?

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^ That is why I asked that question to devs to get this into a simple umbrella category format.
I think the word will finalize at "structure" and we'll end up divvying up our DI between training structures, support structures, community structures (like the bank and market), company structures?, and spending extra resources and floor space on civic structures to increase DI enough to squeeze one more productivity structure in.
In the end, it turns out a settlement is just CHOCK FULL of structures. Who'da thunk?

Kobold Catgirl |

Lastly, why do we still call them "buildings" when they're already done being built? Can we just change their in-game name to builts?
Honest question—is English not your first language?
I'm asking because "building" is a very commonly-used noun referring to a structure, not just to the process of creating said structure.

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I feel the root of the word should apply to both training and decorative.
Example if you are using the word 'assets,' then it would be training assets and decorative assets.This allows for expandability in game design if another category needs to be added in settlement expansion/ building.
I agree, everything probably needs to have the same root.
Training Assets, Community Assets, Support Assets, and Civic Assets....
Actually I think that sounds good, and allows for a more natural adding of structures, works, projects, because everything isn't just a Structure/Building. To top it off, all of these are actually assets.
You could even add a 5th Category, Monetary Assets, specifically for anything that would be money/trade goods.

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Proxima Sin wrote:Lastly, why do we still call them "buildings" when they're already done being built? Can we just change their in-game name to builts?Honest question—is English not your first language?
I'm asking because "building" is a very commonly-used noun referring to a structure, not just to the process of creating said structure.
You park in driveways and drive on Parkways.
Greenland is covered in ice and Iceland is covered in green fjords.
Through and threw rhyme.
Blood and good don't rhyme.
English is not English's first language, man.

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Proxima Sin wrote:Lastly, why do we still call them "buildings" when they're already done being built? Can we just change their in-game name to builts?Honest question—is English not your first language?
I'm asking because "building" is a very commonly-used noun referring to a structure, not just to the process of creating said structure.
Just a bit of Proxima-style stand-up. :)

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@Tork
1- Any updates on the naming conventions to be used for "support structures" and "class support structures"?
2- Do you have an updated list of currently known POIs and Outposts that can be shared?
I know the devs try to keep up with the forums, but it might be easier for them if you started a new thread with a few questions so it's a bit more visible to them.