Construction

When creating a city there will be many different factors that affect it. Not only do your daily decisions matter, but so does each building you creat has a certain influence on the town. Each influence will have its own bearing on the town whether good or bad and this will proc events upon the city when the scale is tipped so far in one direction. The effects can be a bane or boon upon the city depending upon what is built, and what the guild adventurers do on their adventures and through RP.
These influences include

  • Structure: Defines the strength and rigidity of the project, and its ability to withstand damage.
  • Comfort: Defines the overall satisfaction of the citizens, and the likelihood they will continue to live in the project.
  • Security: Defines the presence of law and order in the project, as well as the ability to defend itself.
  • Intelligence: Defines the overall ability for citizens to innovate in times of need, and their ability to problem-solve their way out of bad situations autonomously.
  • Aesthetic: Defines the overall beauty of the project, and the quality of goods it produces.
  • Health: Defines the citizenship’s ability to persist through disease, famine, and the effectiveness of their work.
  • Appeal: Defines outside element’s perception of the project, informing decisions on whether or not they should consider it a liveable place, or if it has good trade.
  • Trade: Defines the quality and quantity of goods both being produced and being bought through traders.
  • Entertainment: Defines the citizenship’s ability to relieve stress built up from work or labour.
  • Wealth: Defines the overall wealth of the citizens within the project, widening or narrowing the possibilities for trade.
  • Education: Defines the overall wisdom of the citizens, all allowing them to make informed decisions involving the projects various issues.
  • Law: Defines the strength of the Judiciary system within the project, and how criminals are processed.
Service Tiers
Business Size Cost Fees Influence Profit
Small Business -75% -75% -50% -50%
Average Business -50% -50% -25% -25%
Flourishing Business 100% 100% 100% 100%
Prime Establishment 250% 250% 200% 200%

Structures

Modifications

Individual rooms can be built up, improved, and modified in a small variety of ways.
You may choose to purchase a modification from the list below for either a room being built or for one that has already been built. If the room is being built, the modification adds its build time to the total build time. If a modifica­tion is purchased for an existing room, the modification's building begins immediately, and the room will not provide a benefit until this building is complete.
Some modifications have requirements, which the owner or at least one of the owner's allies within the structure must be able to fulfill in order to build.

Infrastructure

Hirelings

Any large-scale structure requires constant work and upkeep to remain operational, and roving heroes aren't usually predisposed to building maintenance. Hirelings are individuals you may pay to perform ordinary or skilled tasks at your behest, expecting payment in return. Soldiers are hirelings skilled in the art of combat, who will fight and even possibly die in the defense of your structure, or for the glory of its banner.
Hirelings of any sort must be paid to retain their services, and hirelings will typically desert their service after 7 days without pay. If hirelings required by a structure are not paid or desert, the structure and its expansions will cease functioning or providing any benefits.

MERCHANTS AND TRADERS
Select rooms will entice merchants to visit or take up residence at your structure, bringing commerce to your doorstep. Whenever a room tells you to roll ( or or choose an option) on the Merchants table, do so on the table below.

D20 Merchant
1 Alcohol
2 Animals (mounts and pets)
3 Books and maps (mundane)
4 Food, supplies, and animal parts
5 Furnature and interior decoration
6 High fashion and fancy hats
7 Jewelry
8 Knick-knacks
9 Leather and hide armor, leatherworking
10 Magic items and enchantments
11 Mechanical contraptions and toys
12 Medium and heavy armor, shields
13 Musical instruments and written songs
14 Perfumes, spices, and foreign oddities
15 Poisons, disguise kits, and thieves' tools
16 Potions and herbs
17 Religious blessings, idols, and symbols
18 Spell tomes and scrolls
19 Tools
20 Weapons

Whenever you roll or choose a merchant from the above table, also roll on the Quality table, below, to determine the quality of their goods.

Quality
1-2       Atrocious. Goods likely fail to work.
3-5       Very poor.
6-8       Poor.
9-12     Mediocre.
13-15   Good.
16-18   Very good.
19-20   Excellent. Likely masterwork or magical.