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establishments [2020/10/30 10:22] kyle |
establishments [2021/08/10 13:25] (current) kyle [Future] |
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* **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' | * **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' | ||
- | * **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 | + | * **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 |
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. | 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 classes- 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. | + | 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: | Bases have three different statistics that determine their basic capabilities: | ||
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| |[[Scourge]] |Punish and enslave. | | | |[[Scourge]] |Punish and enslave. | | ||
| |[[Mobility]] |The base can move. | | | |[[Mobility]] |The base can move. | | ||
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+ | make clones? |