Chapter 4

Building your church

The building is where your tradition becomes something people can walk into. This chapter covers every building tool, how levels work, and the hidden qualities that decide how a building feels on a Sunday: sound, sight, light, access, and how quickly people can get in.

St. Michael's, a Gothic Catholic parish built for this guide: a narthex and nave with a balcony, a sacristy, a reconciliation room, a fellowship hall with a kitchen and restroom, a nursery, an office, a classroom, and a steeple.
St. Michael's, a Gothic Catholic parish built for this guide: a narthex and nave with a balcony, a sacristy, a reconciliation room, a fellowship hall with a kitchen and restroom, a nursery, an office, a classroom, and a steeple.

The building tools

Choose a tool on the build bar along the bottom of the screen (or press 1 to 7), pick what to build from the tray of cards above it, then click or drag on the lot. While any tool other than Select is chosen, time stands still, so you can build without missing a Sunday. Right-click or Esc cancels what you're doing, and Ctrl+Z undoes it. As you point, the cursor tip shows what the work will cost and any problem with it.

ToolHow to use itCost
SelectClick a person to inspect them, or a room for the room inspector. Point at an item for its description.
WallsDrag along the grid lines to draw walls.$900 a metre (×3 in Gothic)
DoorsClick a wall to put a door in it. The narthex needs one to the outside.$1,500
WindowsClick a wall to put a clear window in it.$1,200
FloorsPick a material, then drag over tiles to lay it. Remove floor takes it up.$30 to $200 a m²
RoomsPick a room type, then click inside closed walls to make that space a room.Free
FurnishPick an item, then click to place it. R turns it. Drag pews and chairs to lay a row.The item's price
MoveClick an item to pick it up, then click where it goes. R turns it; Esc puts it back.Free
RemoveClick an item to take it out, or drag along walls to take them down.Nothing back

Removing things gives no money back, and taking out cherished pews starts a conflict. See Projects, approvals and conflict before you rip anything out.

Walls, doors and windows

The Walls tool. Walls run along the grid lines between tiles, a metre at a time.
The Walls tool. Walls run along the grid lines between tiles, a metre at a time.

Walls enclose rooms. A room only exists inside a fully closed ring of walls, so a gap in a wall turns two rooms into one, or a room into open lot. Doors and windows sit in walls. Every room people use needs a door, and the narthex needs a door to the outside. Windows let daylight into a room (see light below). In a Gothic church, walls rise to 9 metres and cost three times as much.

Walls up, or cut away

Walls up, cut away round the pointer: the walls near it drop to knee height, so you can see in where you're working while the rest of the church stands whole.
Walls up, cut away round the pointer: the walls near it drop to knee height, so you can see in where you're working while the rest of the church stands whole.

The walls button in the view controls, or V, steps through three ways of showing walls: full height; full height, cut away round the pointer (the walls within about five metres of it drop to knee height, as in many building games); and cut away everywhere.

Decorate: floors and wall finishes

The Floors tray, with a tab for each kind of floor (carpet, tile, wood, stone), each card showing the floor as it's laid and its price per square metre, and No floor to take one up.
The Floors tray, with a tab for each kind of floor (carpet, tile, wood, stone), each card showing the floor as it's laid and its price per square metre, and No floor to take one up.

The floor sets how a room sounds: carpet soaks sound up, stone and tile make a room ring. Carpet comes in eight colours, and tile, wood, and stone in several patterns: chequers, boards, parquet, flagstones. Only floored space inside walls is heated, so a shell with no floor yet costs nothing to heat. Every floor is described in Rooms, materials, styles and lots.

The same tray's Walls tab finishes walls: paint in eight colours, plaster, panelling, and wainscot (usually inside); brick, stone, stucco, and clapboard (usually outside). Any finish goes on any face. You finish the side of a wall you can see: click a wall, or drag from corner to corner along a run of walls (or round a rectangle), and a slab of colour shows which faces will take it. A wall between two rooms has a side in each: do one, then turn the view (Q or E, twice) and do the other. With the walls cut away you see into the rooms past the near walls. A handsome outside and grounds bring up to 15% more newcomers; a finished worship space lifts everyone a little at every service, and draws more weddings. See Rooms, materials, styles and lots.

Rooms

The Rooms tray has a tab for each kind of room, and a card for each room type with its minimum size. The rooms are washed in their colours over the church.
The Rooms tray has a tab for each kind of room, and a card for each room type with its minimum size. The rooms are washed in their colours over the church.

Click inside a closed ring of walls to make it a room of the chosen type. The cursor tip shows its area and whether it's big enough. Each room type has a minimum area and items it needs before it counts (a nursery needs a crib and a sink; a kitchen needs a stove and a sink). All 14 room types are in Rooms, materials, styles and lots.

With Rooms chosen, the church's rooms are tinted by type, so you can see at a glance what's what.
With Rooms chosen, the church's rooms are tinted by type, so you can see at a glance what's what.

Furnish

The Furnish tray, with a tab for each category (and Recent, for what you've used lately): each item's picture, price, and fit with your tradition. Green suits it, red doesn't, blank is neutral.
The Furnish tray, with a tab for each category (and Recent, for what you've used lately): each item's picture, price, and fit with your tradition. Green suits it, red doesn't, blank is neutral.

The Furnish tray shows every item by category, with its picture, its price, and its fit: how well it suits your tradition, from −1 to +1. Green numbers raise the building's fit; red ones lower it. Items that take months to make show it with their price, such as "$450,000 over 30 mo", and a card the church can't afford is dimmed, its price in red. Rest the pointer on a card for what the item does (seats, beauty, upkeep, fit) and how it compares with the commonest item of its kind already in the church. As you move an item over the floor, a ghost shows where it would go: green if it fits, amber if it fits but would overdraw the church, and red if it doesn't, with the reason in the cursor tip.

Items are placed in one of three ways:

Every item is pictured and described in The item catalogue.

Levels: basements, balconies and choir lofts

The upper floor at St. Michael's: a balcony of pews over the back of the nave, reached by stairs in the east aisle. Levels below show beneath it.
The upper floor at St. Michael's: a balcony of pews over the back of the nave, reached by stairs in the east aisle. Levels below show beneath it.

A building can have a basement and up to two floors above the ground. Use + Floor above and + Basement in the view controls, bottom right, to add them, and the level buttons there to choose which one you're building on. In free play, floors above wait for the A growing congregation milestone, and basements for A church, not a chapel. Levels above the one you're on are hidden, so you can see into a basement from above.

Sound: acoustics

Every worship space has a reverberation time, worked out from its volume and how much its surfaces absorb:

Reverb from 0.8 seconds (dry) to 3.5 seconds (ringing) maps to a liveness from 0 to 1. Each tradition's music wants its own: organ and choir traditions want a ringing room; a band wants a dry one. How close you come moves everyone by up to 0.05 after every service. A carpeted brick nave rings for about a second. The same nave in Gothic stone rings for over 3.5 seconds, which carries a Catholic organ beautifully and turns a Pentecostal band to mud.

Click a room with Select for the room inspector: its area and seats, what it needs and has, and its sound, light, and views. Here the reverb is 1.1 s, "dry", which suits a Baptist piano well enough.
Click a room with Select for the room inspector: its area and seats, what it needs and has, and its sound, light, and views. Here the reverb is 1.1 s, "dry", which suits a Baptist piano well enough.

Sight: sightlines

Every seat gets a score from 0 to 1 for its view of the front of its worship room: the pulpit, altar, table, and font.

A good view is what people expect and earns nothing. Below 0.6 it costs, up to 0.06 for a blocked seat. Turn on Sightlines among the map views (the layers button, bottom right) to colour every seat by its view, from green to red; it shows the seats on whichever floor you're looking at, so check a balcony from the balcony. The other map views (all six are listed in chapter 1) show how each room's sound suits your music, its daylight, the way in for a wheelchair, the pews regulars have claimed, and where people bunch up as they arrive.

Sightlines at First Baptist: every seat has a clear view.
Sightlines at First Baptist: every seat has a clear view.
Sightlines at St. Michael's. The pillars stand in the side aisle, clear of every line of sight.
Sightlines at St. Michael's. The pillars stand in the side aisle, clear of every line of sight.

Light and orientation

Daylight. Each window lets in light by the way it faces (south 1.0, east and west 0.85, north 0.6), times the style's window light (Gothic lancets let in 0.8), times any stained glass in it (which halves it). A room has full light with one plain south window per 10 m². A dark worship space costs up to 0.04 after every service; a bright one adds up to 0.02.

Orientation. The lot has a compass direction: which way its north edge points, set in Church → Church. The church faces the way its worship space's seats face, turned to the compass. Facing the way the tradition expects counts +0.04 after a service, and facing any other way −0.04. In practice this matters to the Orthodox, who expect to face east.

Access

Older buildings have steps at their doors. Doors you build yourself are at grade. Without a step-free way from the entrance to the seats:

A Ramp outside each stepped door fixes it. A lift does the same between floors. Add a Hearing loop while you're at it: without one, the hard of hearing lose 0.03 to 0.08 a service (more in a ringing room); with one, they gain 0.03. Church → Church tells you whether there's a step-free way in and a loop, and sells you a loop right there: it's bought once, for the whole church, and isn't in the Furnish tray.

Pew cushions

Red cushions on the oak pews, seen from the front of the church (the seats face the front, so turn the view to see them).
Red cushions on the oak pews, seen from the front of the church (the seats face the front, so turn the view to see them).

Oak pews can be cushioned, all of them at once, from Church → Church under Comfort: red, burgundy, royal blue, navy, green, gold, purple, or grey. Cushions cost $320 a pew (about $40 a seat) and make every service a little more comfortable for whoever sits on them (+0.02). They wear out after three years and are replaced, at the full price again, at the end of that month; a message says so. Changing colour is new cushions, at the full price; taking them off is free, and stops the replacing.

Getting people in: doors and the narthex

People come onto the lot from the street at the edge nearest the entrance and walk in. Anyone who reaches their seat after the service starts loses 0.08. A crowded narthex or a single narrow door makes a bottleneck. The service report's "When people sat down" chart shows it as red bars after the start. Widen the entrance, add doors from the narthex into the nave, or add a service to spread the crowd.

Construction takes time

Building work under way: each site is fenced off in orange until it's finished. A room that's partly a building site can't be used.
Building work under way: each site is fenced off in orange until it's finished. A room that's partly a building site can't be used.

Buying land

Church → Church lets you buy strips of land 10 or 20 metres deep to the east or south, at the lot's price per square metre. All of the lot is yours to build on: there's no parking requirement and no zoning. A big purchase is a project like any other, and needs approval.

Style: brick or Gothic

With walls shown full, a Gothic church's 9-metre walls tower over its rooms. Press V to switch between full and cut-away walls.
With walls shown full, a Gothic church's 9-metre walls tower over its rooms. Press V to switch between full and cut-away walls.

The whole building has one architectural style, chosen in Church → Church. Changing it refaces existing walls at half the cost of building them new in that style. The two styles are compared in Rooms, materials, styles and lots. In short: Gothic suits high-church traditions and costs far more to build and heat; Colonial brick suits low-church traditions and is cheap.

Growth stages

The game reads your church's stage of growth from the building as it stands. Scenarios measure it, and it's a good plan for any church:

StageNeeds
StorefrontSomewhere to worship
Chapel60 seats in worship spaces
Church150 seats, a fellowship hall, and a classroom or nursery
Campus300 seats, a fellowship hall, three classrooms, an office, and a nursery
Church → Church: the name, the tradition, the style (with what refacing would cost), orientation, access, the stage of growth and what the next one needs, the lot and neighbours, land to buy, and the climate.
Church → Church: the name, the tradition, the style (with what refacing would cost), orientation, access, the stage of growth and what the next one needs, the lot and neighbours, land to buy, and the climate.

Building well: a checklist

  1. A nave with enough seats for your busiest service, and the tradition's furniture at the front.
  2. A narthex with the outside door, and more than one door into the nave.
  3. A restroom with a Plumbing stack within 12 metres of its toilet and sink.
  4. A nursery with a crib and a sink, if young families come.
  5. Whatever your tradition requires: a sacristy for liturgical traditions, a reconciliation room expected by Catholics and the Orthodox.
  6. A fellowship hall before you rebuild the nave, so services have somewhere to go.
  7. A ramp at every stepped door, and a hearing loop.
  8. Floors and style that give the sound your music wants.