|This game is currently in development. There is no download or playable content as yet. All information is based on Developer Journals, the Kickstarter, and community discussions with developers.|
When will the Architect Tool be available?[edit | edit source]
Originally it was planned to release Q1 2017 as a stand-alone tool, however it is now being incorporated into alpha 2 (which is scheduled to release around Q4 2018), so that everyone can experiment and test with the architecture tools and see what it feels like to design buildings in Chronicles of Elyria. As player-created content is paramount to the success of Chronicles of Elyria and isn’t part of our business model, the tool will be made freely available to everyone.
Building Types[edit | edit source]
There are 3 types of buildings: Commercial, Residential, and Military.
The Architect[edit | edit source]
While there is a huge range of customization in housing, it's the architect that creates the blueprint for a building. Any shape or size building can be created, as long as it's within the skill-set of the architect.
Blueprints and the Architecture Tool[edit | edit source]
Blueprints are made by architects using the Architecture Tool, it's similar to the map tool which is used by cartographers in that it allows you to draw content directly onto a blue-print. Blueprints are different from maps in that they are more of a 3D environment which allows architects to visualize their work.
Within the Architecture Tool, there are several things that are determined by the skill of the architect such as: number of floors a building has, complexity of the shape (number of walls), and what materials can be assigned to the building (wood, stone, or other materials). The tool will also make the architect aware of any instability issues with the building but may not account for other outside environmental factors that may affect the building.
Construction[edit | edit source]
It is impractical (although still possible) that a single person could build a house as are several different skills involved in its construction, including skills like carpentry, masonry, glass-blowing, metal working and others depending on the complexity of the project.
Construction is an active process which involves crafters of all walks of life to work together to create the individual components of the house and then to combine them at the appropriate points of construction. As construction is modular, players can choose different components (either higher or lower quality) compared to what is marked on the blueprint. "For example, if you've got a wall piece, the pattern may call for a wooden frame. In this case, the frame can be made out of virtually any wood. However, the pattern may also call for a wood of a specific hardness or strength. In this case, it'll be necessary to find a wood of correct hardness in order to complete the design.
Pre-Constructed Buildings[edit | edit source]
If you do not wish to retain the services of an architect and purchase a pre-constructed building, here are the current options and their sizes. 
Commercial[edit | edit source]
A small commercial building is 36 square meters (4m x 9m), a medium commercial building is 54 square meters (6m x 9m), and a large commercial building is 108 square meters (12m x 9m).
- The "type" of commercial building depends on the workstations it contains. A single room may contain more than one workstation.
- A commercial building may be upgraded to have a stone exterior, or add a second story. It has been confirmed that players can "live above their shop" by placing a bed/other residential furniture in this second story room.
- Pre-constructed buildings may be expanded later (see Construction above), to create a "multi-storefront" building or combined commercial/residential building.
During Exposition, players may purchase prepackaged crafting buildings using Exposition Points. Ones that have been mentioned include (exact contents of each package not yet known):
- Alchemy Lab
- General Store
- Glass Shop
- Map Shop
- Masonry Shop
- Paper Mill
Residential[edit | edit source]
- Shack - 25 square meters
- Cottage - 64 square meters
- House - 144 square meters
- Townhouse - 192 square meters
- Villa - 384 square meters
- Manor - 672 square meters
Military[edit | edit source]
Upkeep[edit | edit source]
If you are building in an area and use the correct materials, there may be little to no upkeep in maintaining your house. However, if the wrong material is used, you may find that your house may deteriorate over time (rust, mold, cracking, or other negative effects) and should have the components replaced to more suitable materials.
This also enables players to "upgrade" their homes with higher quality components to improve overall structure (or look) of the home, players may also add onto existing homes in order to expand them as their family grows.
Notes[edit | edit source]
Biomes and culture will affect how the architecture will look in a particular area. 
References[edit | edit source]
- Walsh, Jeromy "Caspian". 
- Development Timeline 
- Walsh, Jeromy "Caspian". Design Journal #14 Player Housing - Architecture and Construction Designs Journals - Chronicles of Elyria.
- Kickstarter Store
- Q&A January 10th, 2017 Chronicles of Elyria Channel