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establishments

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Establishments

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:

  • 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.
  • 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.

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.

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
Emprisium All about the adventures.
Security Defend the base.
Champion Mighty protector.
Scourge Punish and enslave.

labor, adventure- bounty board, legendarium, trophy hall, etc

2 Alarm plus-circleAlert 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).

plus-circleDistant 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 plus-circleCamouflaged: 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.
establishments.1602858627.txt.gz · Last modified: 2020/10/16 08:30 by kyle