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establishments [2020/10/16 08:30]
kyle
establishments [2021/08/10 13:25] (current)
kyle [Future]
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 To create a new establishment, you have to slowly make construction progress on it. You can gain construction progress in three different ways: To create a new establishment, you have to slowly make construction progress on it. You can gain construction progress in three different ways:
   * **Capital.** Capital are special items that can be found out on your adventures. Bring a Capital item back to your base and you can spend it there to instantly gain +1 construction progress. Capital is specific to a certain category of establishment and can only be used to create constructions of that type- for example, Administration capital can only be used to create an Administration establishment or one of its upgrade facilities.   * **Capital.** Capital are special items that can be found out on your adventures. Bring a Capital item back to your base and you can spend it there to instantly gain +1 construction progress. Capital is specific to a certain category of establishment and can only be used to create constructions of that type- for example, Administration capital can only be used to create an Administration establishment or one of its upgrade facilities.
-  * **Retirement.** Retiring an adventurer creates construction progress as the adventurer in question turns their considerable experience towards bettering their community and creating a new life for themselves. The amount of construction progress generated upon retirement depends on the adventurer's rank: noobs generate 0 progress, seasoned generate 2, veterans generate 5, paragons generate 10, and legends generate 20. This progress can be applied to literally any establishments the retiring adventurer wants. +  * **Retirement.** Retiring an adventurer creates construction progress as the adventurer in question turns their considerable experience towards bettering their community and creating a new life for themselves. The amount of construction progress generated upon retirement depends on the adventurer's rank: novices generate 0 progress, seasoned generate 2, veterans generate 5, paragons generate 10, and legends generate 20. This progress can be applied to literally any establishments the retiring adventurer wants. 
-  * **Investment.** The default, costly method. The party can undertake an operation procedure to attempt to make 1 construction progress on any establishment they like. Classes that are relevant to the establishment they are constructing are also considered relevant to this challenge- for example, somebody with levels in [[Oracle]] would be very helpful when trying to create the [[Amuseum]]'s Fortuneteller facility. It costs 5 Dosh to attempt a single such operation, and if the operation fails then the Dosh invested is wasted.+  * **Investment.** The default, costly method. The party can undertake an operation procedure to attempt to make 1 construction progress on any establishment they like. Archetypes that are relevant to the establishment they are constructing are also considered relevant to this challenge- for example, somebody with levels in [[Oracle]] would be very helpful when trying to create the [[Amuseum]]'s Fortuneteller facility. It costs 5 Dosh to attempt a single such operation, and if the operation fails then the Dosh invested is wasted.
  
-Completing an establishment requires an amount of progress equal to the next-higher level the base will achieve. For example, creating any establishment in a level 3 base will require a total of 4 construction progress. Creating a new base from scratch only requires a suitable location and 1 construction progress. A single base can have multiple construction projects in progress simultaneously.+Completing an establishment requires an amount of progress equal to the next-higher level the base will achieve. For example, creating any establishment in a level 3 base will require a total of 4 construction progress. Creating a new base from scratch only requires a suitable location and 1 construction progress. A single base can have multiple construction projects in progress simultaneously. The larger a base grows, the more difficult it is to meaningfully grow it further. 
 + 
 +Establishments are structured like archetypes- there is an entry root type that must be built first, then five different advanced facilities that can be created or not created in any order afterwards.
  
 Bases have three different statistics that determine their basic capabilities: Vitality (the health, eagerness, and fecundity of its citizens), Influence (the education, stability, and culture of its citizens), and Economy (the wealth, resources, and expertise of its citizens). All establishments have an associated statistic, and provide greater benefits as their associated statistic rises.  Bases have three different statistics that determine their basic capabilities: Vitality (the health, eagerness, and fecundity of its citizens), Influence (the education, stability, and culture of its citizens), and Economy (the wealth, resources, and expertise of its citizens). All establishments have an associated statistic, and provide greater benefits as their associated statistic rises. 
  
 Creating an establishment increases its associated statistic's rating by +1- so a level 3 base with two Vitality establishments and one Economy establishment has overall ratings of Vitality 2, Influence 0, Economy 1. Creating an establishment increases its associated statistic's rating by +1- so a level 3 base with two Vitality establishments and one Economy establishment has overall ratings of Vitality 2, Influence 0, Economy 1.
 +
 +===== Establishment List =====
  
 ^# ^Establishment ^Summary ^Types ^^ ^# ^Establishment ^Summary ^Types ^^
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 |11 |[[University]] |Easier learning. |{{ra>queen-crown?24|Influence}} |{{ra>leaf?24|Vitality}}{{ra>queen-crown?24|Influence}}{{ra>queen-crown?24|Influence}}{{ra>diamond?24|Economy}}{{ra>diamond?24|Economy}} | |11 |[[University]] |Easier learning. |{{ra>queen-crown?24|Influence}} |{{ra>leaf?24|Vitality}}{{ra>queen-crown?24|Influence}}{{ra>queen-crown?24|Influence}}{{ra>diamond?24|Economy}}{{ra>diamond?24|Economy}} |
 |12 |[[Workshop]] |Make things. |{{ra>diamond?24|Economy}} |{{ra>leaf?24|Vitality}}{{ra>leaf?24|Vitality}}{{ra>queen-crown?24|Influence}}{{ra>diamond?24|Economy}}{{ra>diamond?24|Economy}} | |12 |[[Workshop]] |Make things. |{{ra>diamond?24|Economy}} |{{ra>leaf?24|Vitality}}{{ra>leaf?24|Vitality}}{{ra>queen-crown?24|Influence}}{{ra>diamond?24|Economy}}{{ra>diamond?24|Economy}} |
 +
 +===== Future =====
 +
 +Scraps of ideas for future additions. Not available for current play.
  
 | |[[Emprisium]] |All about the adventures. | | |[[Emprisium]] |All about the adventures. |
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 | |[[Champion]] |Mighty protector. | | |[[Champion]] |Mighty protector. |
 | |[[Scourge]] |Punish and enslave. | | |[[Scourge]] |Punish and enslave. |
 +| |[[Mobility]] |The base can move. |
  
-labor, adventure- bounty board, legendarium, trophy hall, etc +make clones?
- +
-|2 ^Alarm |{{fa>plus-circle?24&align=left}}**Alert Mode:** Your base has some form of alarm that can be triggered by any of its residents. When the alarm is triggered, everybody in the base instantly goes on high alert and moves to defend it (or evacuate, if you'd prefer). \\ \\ {{fa>plus-circle?24&align=left}}**Distant Ping:** Adventurers that are not currently in the base when the alarm goes off still know that it was tripped, no matter how far away they are at the time. | +
-|4 ^Hidden |{{fa>plus-circle?24&align=left}}**Camouflaged:** The base is hidden from view in some way. Nobody that didn't already know it was there would be able to find it or notice it even if they wandered across it. | +
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establishments.1602858627.txt.gz · Last modified: 2020/10/16 08:30 by kyle