Establishments are an (entirely optional) system for base-building. Much like individual adventurers gain XP, level up, and become stronger base-building allows for adventurers to collaborate and level up the game world itself (or at least their own little corner of it).
Bases have levels just like adventurers do. Every time a base has a new establishment constructed in it, it gains a level. Establishments each grant different benefits and advantages, so different bases can be very different from each other as they grow from tiny ramshackle hideouts to thriving settlements.
To create a new establishment, you have to slowly make construction progress on it. You can gain construction progress in three different ways:
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.
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 | Summary | Types | |
---|---|---|---|---|
1 | Administration | Factionalize and connect. | Influence | VitalityInfluenceInfluenceInfluenceEconomy |
2 | Agency | Intelligence and covert ops. | Influence | VitalityVitalityInfluenceEconomyEconomy |
3 | Amuseum | Recreational activities. | Vitality | VitalityVitalityInfluenceEconomyEconomy |
4 | Barracks | Field soldiers. | Vitality | VitalityInfluenceInfluenceInfluenceEconomy |
5 | Bazaar | Buy and sell. | Economy | VitalityInfluenceEconomyEconomyEconomy |
6 | Habitation | Space to live in. | Vitality | VitalityVitalityVitalityInfluenceEconomy |
7 | Hospice | Take care of yourselves. | Vitality | VitalityVitalityVitalityInfluenceEconomy |
8 | Industry | Growth and development. | Economy | VitalityInfluenceInfluenceEconomyEconomy |
9 | Sanctum | Spiritual fulfillment. | Influence | VitalityInfluenceInfluenceInfluenceEconomy |
10 | Transport | Get around. | Economy | VitalityVitalityInfluenceEconomyEconomy |
11 | University | Easier learning. | Influence | VitalityInfluenceInfluenceEconomyEconomy |
12 | Workshop | Make things. | Economy | VitalityVitalityInfluenceEconomyEconomy |