Production buildings transform the raw materials of plantations into goods.
In order to produce a merchandise (maintenance phase), the player must have many colonists both on plantation and on the associated production building.
(Example: with two occupied tobacco plantations, 2 commodities of tobacco are produced, although 2 colonists are placed in the tobacco store)
Maize is harvested directly from the plantation and does not require a production building.
There are 17 different purple buildings, each one is present twice. The special function of the buildings is partly based on basic rules. The use of these buildings is voluntary, the effect of a building can be deactivated by clicking on the check box at the top right of the building.
If the owner of a small market hall sells a commodity in the retail phase, he will receive a doublon more from the bank.
If the owner of a Hazienda comes to the row in the settler phase, he can take an additional platelet from the covered stack and put it on his island before taking one of the open plantations. Click on the Hazienda leaf at the top right.
If the owner of a building hut arrives in the settler phase, he can also take a quarry instead of a plantation.
The owner of a small warehouse may at the end of a master phase - apart from the one commodity that each player may always store - still have any number of items a Store variety.
If the owner of a hospice takes a plantation or a quarry in the settler phase, he may immediately take a colonist from the general stock and put him on this plate.
If the owner of an accountant sells a merchandise in the trader phase, it may be of a variety already located in the trade house. If the house is full, the accountant doesn't use anything.
If the owner of a large market hall sells a merchandise in the retail phase, he receives two doublons more from the bank.
The owner of a small warehouse may at the end of a master phase - apart from the one commodity that each player may always store - still have any number of items two Store varieties.
If the owner of a manufactory produces more than one type of goods during the warehousing phase, he will receive money from the bank: for 2/3/4/5 types he will receive 1/2/3/5 dublons.
If the owner of a university builds a building in the master building phase, he can immediately take a colonist from the general stock and lay on this building.
Every time the owner of a port delivers goods during a master phase, he gets a victory point more.
If a player arrives at the master stage, he must load goods to the conditions described under "Capital". But if he has a yard, he can use it as follows when he comes to the line:
instead of loading on one of the three transport ships, he ship All own merchandise a any variety over the yard and receives accordingly many points of victory. For this he simply draws the goods on his yard instead of on one of the transport ships.
The following five buildings are only available once in the game. Although they consume two construction sites in the city, they are still only considered a building. Are the buildings at the end of the game occupied, if the corresponding conditions are fulfilled, there are extra points of victory.
The owner of the Zunfthalle also receives a victory point at the end of the game for every small small Poduction building (occupied or unoccupied), as well as two victory points for each large production building.
The owner of the residence will receive additional points of victory at the end of the game for its island fields (occupied or unoccupied) with plantations/stone quarries: for fields up to 9/10/11/12 it will receive 4/5/6/7 points of victory.
The owner of the fortress gets a win point at the end of the game for three colonists on his schedule.
The owner of the customs house will also receive a win point at the end of the game for four own win points (by shipping).
The owner of the town hall also receives a victory point at the end of the game for every violet building (including the town hall).
With the PuertoRico extension new buildings have come into play. In addition, the extension differs from the basic version in that at the beginning of the game first the buildings used in this game are selected by the players. This is done with the options /extension and /random.
For /random the new buildings are mixed in by chance, /extension the selection takes place as follows:
At the beginning of the game a window opens in which all available buildings are displayed. By clicking one of the buildings, this is selected. Reihum gets each player the opportunity to select another building; already selected buildings are marked by a red frame.
The production buildings are taken over from the basic version and are therefore not available - only among the purple buildings can be chosen; more precisely, building types are selected - after that two buildings of the selected types are available, with the exception of the green buildings, of which only one remains.
It should be noted when selecting that the buildings are divided into pairs or groups of four, according to their construction costs. For example, there are exactly two buildings with construction costs 1 (the small market hall and the aqueduct). One must be selected by such pairs of buildings. The same applies to four groups of buildings with the same construction costs that exactly two of them must be selected. In addition, exactly five of the seven green buildings (with construction costs 10) must be selected. Buildings that cannot be selected due to this restriction are automatically hidden from the dialog.
If all buildings have been selected according to this rule, the selection dialog closes and the game can begin.
If the owner of an aqueduct produces at least 1 indigo with the large indigo, he receives an indigo; the same applies to the large sugar mill.
If the owner of a forest house arrives in the settler phase, he is allowed to convert the plantation to which he stands into a forest. To activate this function, click the right lower quadrants of the forest house before selecting the plantation; this is displayed by a green frame around the plantation platelets. This conversion cannot be reversed. Forests are never occupied with colonists.
If he builds a building, he pays a dublone less for two forests on his island (whether the forest house is occupied or not). This saving is in addition to the quarries.
If the owner of a black market builds a building, the price may exceed its balance by a maximum of three dubons. The owner must then give a maximum of a colonist, a merchandise and a winning point "in payment", which gives him a dublone for construction. But there must be no money left after construction. The black market can therefore only be used if its revenue is actually needed to build the building.
At the end of a master phase, the owner of a warehouse - apart from the one commodity that each player can always store - may store three other, arbitrary commodity blocks.
In the mayor phase, the owner can put up to two colonists in his inn. He may then transfer such guests to another place at any time, where they then act immediately and remain. If a player selects the supervisory phase, other owners of occupied guest houses will still be able to implement the guests before production begins.
The trading post can be by its owner in the trading phase alternative to be used for the trading house, whether it is already full. In the trading post, any commodity can be sold, but in this case the market halls do not work out.
The owner of a church receives an additional victory point when building a new building worth two or three points of victory. If he builds a large building with four or eight win points, he gets two additional win points.
The small yard is used at the same conditions as the yard, with the following differences: the player can also load different types of goods during shipping, but only gets one victory point for two loaded stones. The player does not have to load as many items as possible.
The lighthouse is used at the same conditions as the port, only that it takes Dublonen instead of points of victory. If the owner of a lighthouse is also captain, he will receive another dublone.
The monofiche brings money in the production of goods: the player receives a dublone less than the highest number of commodities he has just produced from a variety. However, maize is not taken into account.
The owner of a library receives the double privilege of its role. As a settler, he is allowed to take a second plantation at the end of the phase, but no further quarry (exception: Bauhütte). As a supervisor, he may also take two different items.
If the owner of a guild house arrives for the first time in the master phase, he will receive a victory point for two identical merchandise in his stock.
No colonist is placed on the statue. She's worth eight win points at the end of the game.
The owner of the occupied monastery also receives victory points at the end of the game for three identical island plates (=three). For 1./2./3./4. Three he gets 1/2/3/4 win points. So he can get a maximum of 10 win points.