Search: Home | Atlas | Guides | Tests | Research | Techs | Skills | Index | Recent Changes | Preferences | Login

Initiation Into Architecture

Other languages:

Demonstrate the Principle (Required Level 1)
Show 1000 Bricks and 1000 Boards at the University of Architecture
Principle demonstrated by: Archilochus (Lower Egypt) On: 27 May 2006

Initiation into Architecture

The Initiation Into Architecture principle is available to citizens of level 1 or higher. It requires that you build a compound which is then expanded to 16 sectors. You don't have to expand it yourself, in fact you can donate the compound to your guild and still pass the initiation if somebody else expands the compound. Successful completion of this Principle increases your level by 1.

Low Cost Housing

Once you've aquired Citizenship, your next likely task will be to build a Compound and complete Principles of Architecture. You'll need the following materials:

Step 1

Go to a convenient School of Architecture, use your F3 map to find a SArch, and purchase the Compound Construction skill. The cost is:

If you've already built a compound before you become an Initiate Into Architecture, the "Build a Compound" item won't show as "Done". Not to worry, the real requirement is the expansion of a compound, by whomever, that you originally built. When you click on the compound utility menu, and claim the buildout, the program will give you proper credit.

Step 2

Decide where you would like to build your camp. If you are associated with a Guild, ask the elders for some good suggestions. You'll need some room to expand later on, so pick a spot that is 40 or more coordinates from the nearest compound. A handy way to judge distances to remember that there are 16 feet per coordinate, and avatars are also 16 feet tall, to scale. Use the /clockloc command or the F3 map to get the actual numbers for the coordinates.

You can get a quick view of the compound floor plans at Initial Styles, and you can click on the links in the first column to see snapshots of the finished compounds.

We'll go into the details later, in Compound, but if you want a nice looking expanded compound that costs significantly less than any other approach, click on yourself (or use the ESC key) and select

Projects > Compounds > GemFacets.
The cost for each of the compounds is: If you have a paid account, click on the Compound > Utilites > Add a Cornerstone. If you don't add a cornerstone, or have already used it somewhere else, you'll have to do monthly maintenence on your compound.

Step 3

Press your F8 key twice to get a cartography view of your compound, directly overhead with north at the top of the screen. Lower the walls and move to the center of your compound.

Click on your compound, pin the menu, and select Blueprints > Edit Blueprints. Move the popup so that it doesn't block your view. Someday, when you're rich and famous, you can indulge in Paint and Cut Stone Textures. For now:

You don't actually have to do this step for the GemFacets compound, but you should get in the habit.

Step 4

Click on the Building Shape tab > Add a sector. Here's the shape we're after.

If you're careful, you can add the sectors while you're in the Double F8 view. Add the following sectors:

Now that the Sloped Roof Unit is not blocking the view, carefully note the sector where the bricks are running vertically rather than crosswise, the sector with the avatar name. That's your Cornerstone Sector. In Tale 3 the exact location of your cornerstone sector is very important because the cost of each new sector varies with the cube of the distance (number of coordinates SQRT(X^2 + Y^2) from your cornerstone sector.

Step 5

Now that we have the 16 sectors that we need, the GemFacets Compound had 9 sectors and we added 7 more, we need to finish the walls. Use the F6 view to take a close look at your compound and then come back to a Double F8 view to do the actual work.

On your Blueprint Editor, click Basic > Post-Lintel Door and click on the center of the right, east wall to create a door.

On your Blueprint Editor > Basic menu again, select Extruded Wall and click each of the other 12 surfaces that we added in the previous step, two outside walls and two end walls on the north, east, and south sides.

At this point your blueprint should match the earlier picture.

Step 6

Click on the X to close the editor, click on the compound again > Blueprints (maybe you pinned the menu) and this time select "Load the Materials".

With extruded walls all around
With one Post-Lintel door

If you look in Compounds, you'll see that Post Lintel doors are supposed to cost the same as an extruded wall, and yet the model with the door is less expensive. Why? Because the brick requirements have their decimals truncated.

Load the necessary items. Congratulations, you are now the proud owner of an expanded compound!

Click on the compound again > Blueprints (you still didn't pin the menu??), and Claim your Right to be an Initiate of Architecture.

Construction Budget

Here's a recap budget for the Initiation into Architecture.
Budget Item Flax Straw Floor Bricks Wall Bricks Total Bricks Boards
Compound Construction Tuition 200 100
Build the Compound 200 100
13 Extruded Walls 11 22 221 288 509
12 Extruded Walls 11 22 221 265+22=287 508

Related pages


NameCreatorDateSizeDescription
12Extruded.jpgMarvLMay 30, 2006 1:58 pm19823
13Extruded.jpgMarvLMay 30, 2006 1:59 pm17663
GemFacets16.gifTheMazeEchoMay 24, 2006 9:04 pm47847A view of the expanded compound
GemFacets16Layout.jpgMarvLMay 30, 2006 2:03 pm10885The floorplan of the finished compound
GemFacetsF8.gifTheMazeEchoMay 24, 2006 9:05 pm71938Overhead view of the recommended compound expansion

Home | Atlas | Guides | Tests | Research | Techs | Skills | Index | Recent Changes | Preferences | Login
This page is read-only | | Create/Edit another page | View other revisions
Last edited August 14, 2006 10:42 pm by MarvL (diff)
Search: