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= '''<u><big>Estate package V2</big></u>''' = | |||
(In process, may be refined further in the future in case of found oopsies) | |||
Estates are large plots of land owned by a single player, there are several ways to acquire an estate either as a reward for some service provided to a local Nobel or government official, or purchasing the land. Since Nexus does not have nobles the ONLY way to acquire one locally is by purchasing the land. Purchase of an estate on other planes or in other places is not unheard of however these are normally limited in size as “we wouldn't want to give the impression one could buy their way into the aristocracy”. | |||
== '''<u>Intended function:</u>''' == | |||
Estates are designed to be a “Money pit” (see the Tom Hanks movie by the same name if you have questions) now this isn't to say that you couldn’t garner some benefit from them but they're by design not endless treasure loops. But instead just an additional aspect for folks to be able to interact with the game world and enjoy the game if they are inclined to do so. | |||
== '''<u>Acquiring an Estate:</u>''' == | |||
This section will deal with the purchasing of an estate as the other way is relatively self explanatory. | |||
The Title and deed of land costs fifty(50) gold, the price is then increased by the number of acres purchased. This acreage may be limited in volume by several IG factors which will be handled on a case by case basis. | |||
The base price for an acre of undeveloped land is 2(two) gold per acre. | |||
== '''<u>Developing an Estate:</u>''' == | |||
Once the Title and deed and acreage is purchased you may then build your estate to fit your needs. | |||
Not every acre of land is completely usable as such you may not have more than six(6) units of structure per acre. Note that some structures may require more than 6 units to complete, this would mean that the structure requires more than a single acre to build. | |||
Development of an estate can be done slowly over time or may be done all at once if the player has the appropriate resources available. | |||
== '''<u>Running an Estate:</u>''' == | |||
The running of an estate requires a BGA action per “thing” you would like to do. | |||
Say you wanted to develop a Mine node on your estate, it still requires the 10 gold to purchase the required materials and build appropriate infrastructure, roads and what have you to establish the mine as well as requiring a BGA action to do so. | |||
If you have a Mine set to Ore production and you wish to change it to feeding your forge instead it will require a BGA action to do so, this will be explained in more detail later. | |||
=== '''<u>Buildings with multiple costs:</u>''' in the event a building lists multiple costs you may pay the lower price and upgrade later by paying the cost difference. The exception is the buildings that count as workshops, the three prices reflect whether the building will function as a minor, standard, or major workshop. They may still be purchased in the manner described above. === | |||
=== '''<u>Buildings:</u>''' === | |||
'''Common House''' | |||
One(1) Unit | |||
Building cost: 100 Copper | |||
A small building that has the basics needed for day to day life and can house up to four people. | |||
'''Craftsman Hall''' | |||
One(1) Unit | |||
Building cost: 500 Copper | |||
This building improves the rate of cash generated from the Craftsman skill from 10 copper per rank to 15 copper per rank. Only one character may benefit from this per event. | |||
'''Cook house''' | |||
Two(2) Units | |||
Building cost: 1000/2000/4000 copper may include lower tier in cost of upgrade | |||
This building allows the character who owns it and has the cooking skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the Cooking skill assigned to it to produce cooking items. You may not garner both benefits, you must choose one or the other. | |||
'''Forge''' | |||
Two (2) Units | |||
Building cost: 1000/2000/4000 copper may include lower tier in cost of upgrade | |||
This building allows the character who owns it and has the smithing or engineering skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the Smithing or Engineering skill assigned to it to produce appropriate items. You may not garner both benefits, you must choose one or the other. | |||
'''Laboratory''' | |||
Two(2) Units | |||
Building cost: 1000/2000/4000 copper May include lower tier in cost of upgrade | |||
This building allows the character who owns it and has the brew potion or chemistry skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the brew potion or chemistry skill assigned to it to produce appropriate items. You may not garner both benefits, you must choose one or the other. | |||
'''Inventors Workshop''' | |||
Four (4) Units | |||
Building costs 10000 Copper | |||
Assists in creation of new works. When creating entirely new items via research, this building will allow the user to produce their invention more efficiently, and improved design. When submitting an item creation research, this building will be treated by plot/rules as an improvement to the crafting process. It specifically doesn't reduce the research time required for an item, but means the material cost of the research may be lower, and that the end result item may be more effective/efficient/stronger. Subject to the usual staff review. | |||
'''Reliquary''' | |||
Two(2) Units | |||
Building cost: 1000/2000/4000 copper May include lower tier in cost of upgrade | |||
This building allows the character who owns it and has the scribe scroll skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the scribe scroll skill assigned to it to produce scribe scroll items. You may not garner both benefits, you must choose one or the other. | |||
'''Grand Hall''' | |||
Three (3) Units | |||
Building cost: 1000 Copper | |||
This large building can hold up to 100 people and is often used for functions such as feasts and town meetings. This allows a group of up to 10 characters to have a great feast and gain +2 base body Points for the duration of the event. This should be noted on the character sheets at check in. | |||
'''Library''' | |||
Three(3) Units | |||
Building cost: 500 Copper | |||
This building houses a variety of common and even some uncommon tomes of knowledge and if noted on a BGA research question will improve the information gained. | |||
'''Ritual Tower''' | |||
Three(3) Units | |||
Building cost: 3000 Copper | |||
This Building is a stone tower that contains the room and equipment to research and develop rituals and other aspects of the Arcane Arts. If a skilled ritualist is assigned to it they may cast one ritual, each event with a fuel cost of less than ten from any common knowledge area for the player at a cost of a single named component. | |||
'''Manor house''' | |||
Four(4) Units | |||
Building cost: 800 Copper | |||
This is a massive two story building with 10-12 rooms and may house up to 14 people. | |||
'''Nodes (farm/mill/mine)''' | |||
Six (6) Units | |||
Building cost: 1000 Copper | |||
These function as normal owned nodes but are located with your Estate. Every time you harvest from it it loses a use like normal, in the event you assign a hireling to that node it will lose a use every month until consumed. You may have up to six of these on any one Estate but no more than two of any one type (farm/mill/mine). Once consumed the node ceases to be but you retain the acre and may place another on said ache by paying the 1000 copper to obtain a new one. (I realize this is a bit of a reality break but we got dragon people folks, come on.) | |||
'''Garrison''' | |||
Six(6) Units | |||
Building cost: 4000 Copper | |||
This building may house up to 20 guards to include training grounds and a mess hall. This also includes a basic wall around the estate excluding nodes. | |||
'''Fortress''' | |||
Eight (8) Units | |||
Building cost 8000 Copper. | |||
An upgrade to the Garrison above, with space for 30 guards, improved walls, and watch towers to secure the estate. The walls include all owned acres including nodes. | |||
'''Market place''' | |||
Five(5) Units | |||
Building cost: 1000 Copper | |||
This structure allows the character if they have the merchant skill to convert any sticks created by the estate into coins without using a merchant trade action but instead a BGA action. In the event you get a hireling with the merchant skill you may decide at check in as to whether you would like the components or cash. | |||
'''Constructed Portal''' | |||
One (1) Unit | |||
Building Cost 5000 Copper | |||
This building must be staffed by a capable portal caster to function correctly. However, when staffed it functions as the owner having an effective 5 Ranks in KA Planar Cartography and 5 Ranks in Portal Manipulation, but only for the purposes of traveling to/from their estate. Plot has final approval on if your Hireling is able to establish a remote portal to pull you out of a given location. | |||
'''House of Healing''' | |||
One(1) Unit | |||
Building cost 100/1000 Copper | |||
This building houses a small ad hoc healers guild. The 100 copper version only keeps disease and sickness out of your estate and its denizens. The 1000 copper version includes a life well on your estate and you as owner may begin each game with a shielding and endurance for free. | |||
'''Adventurers Guild''' | |||
Four (4) Units | |||
Building cost 1500 Copper | |||
This building is home to a group of up and coming adventurers. Having one allows you to have one use of the Posse ability once per event, but you must “put them on standby” by telling the marshal at the beginning of the mod on which you intend to use them. They may only be put on standby twice each event. | |||
=== '''<u>Hirelings:</u>''' === | |||
=== ''' ''' Hirelings are people who work for you on your estate either as laborers for Nodes or in a workshop, guard etc. There are lots of ways to acquire Hirelings whether from help wanted ads in the paper or just talking to folks in or about town. Regardless of how they are acquired there are a couple of requirements that must be in place first. Firstly there must be suitable living space available on your estate prior to their arrival. Either a small house, a manor house or any structure that specifies that it provides living space. Second, they must have a job that they meet the requirements for. === | |||
Bob the farmer can't work a mine if he doesn't have the mining skill, as his name implies he would probably be better suited to farming but if your estate doesn't have a farm he will decline any offer of employment. | |||
There is one Job on every estate that lacks a defined skill requirement and that is Steward, Stewards function as your proxy in your absence and removes the requirement of a BGA action to do “things” on your estate with the exception of working a node, your Steward won't do that for you. A word of caution for those who would seek out a Steward, the work they do on your behalf is directly proportional to the person you hire for that job. PC’s may NOT serve as each other's Stewards. Nor can players serve as hirelings in any capacity come to think of it. | |||
'''<u>Hirelings and Nodes:</u>''' | |||
Hirelings who have the appropriate harvesting skills may work a Node on the estate if done in this manner this will give the player a reduced point value of points that they can pull from the node. If the Hireling has Minor harvesting you get 25 points, 60 points if they have standard, and 120 if they have major. The other points are consumed taking care of paying the hireling and things such as transportation storage and what have you. In the event you have a marketplace and the merchant skill or a hireling with the merchant skill you may instead just receive in-game cash equal to the value of the sticks. Additionally if you have a workshop of the appropriate type with a hireling that is skilled to create items out of that workshop you may instead assign the node to supply that workshop. | |||
'''<u>Hirelings and workshops</u>''' | |||
Hirelings with appropriate skills may be assigned to work at workshops and if supplied with the appropriate components they may produce items on your behalf. They receive one point per rank in their crafting skill and two for advanced. These points are one for one as in pre production and hirelings cannot produce advanced items on your behalf. The reduction in usable points again to cover overhead and payroll. | |||
Once your estate is set up and running and your buildings are set either to produce sticks, tags, coin whatever it may be they may only be changed during the close of the November event (winter break) and at the close of the May event (summer break). | |||
== '''Taxes:''' == | |||
Everyone's favorite topic, I know. | |||
Taxes are a common yearly fee charged in addition to the upkeep for land and the buildings. The amount and how they apply will vary from location to location. The following is the taxation scheduled for Nexus: | |||
Taxes are collected yearly and due no later than June 1st, also must include a land survey for all land that is being taxed. Your Land survey is just an up to date map generated by the player of their estate to include any new structures gained throughout the year. | |||
'''''Land'''''- 5 Copper/Acre of land owned. | |||
'''''Harvesting Nodes'''''- 1 Gold for each Node owned during the year. *(to include current and previous nodes for the proceeding year) | |||
'''''Workshops'''''- 1 Gold for each one owned. | |||
'''Other Structures'''- 5 Copper per Unit of buildings, not including ones that produce resources | |||
'''Tax evasion:''' | |||
So long as taxes have been a thing evading them has also been a thing. So you are free to do what your character would like in regards to this, keeping in mind that the response to such behavior will vary from world to world but nowhere is going to have a great response to this. Civilized locations may be property seized, less refined “warlord” regions may be executed for the disrespect of failing to pay tribute. | |||
Latest revision as of 03:54, 28 August 2025
Estate package V2
(In process, may be refined further in the future in case of found oopsies)
Estates are large plots of land owned by a single player, there are several ways to acquire an estate either as a reward for some service provided to a local Nobel or government official, or purchasing the land. Since Nexus does not have nobles the ONLY way to acquire one locally is by purchasing the land. Purchase of an estate on other planes or in other places is not unheard of however these are normally limited in size as “we wouldn't want to give the impression one could buy their way into the aristocracy”.
Intended function:
Estates are designed to be a “Money pit” (see the Tom Hanks movie by the same name if you have questions) now this isn't to say that you couldn’t garner some benefit from them but they're by design not endless treasure loops. But instead just an additional aspect for folks to be able to interact with the game world and enjoy the game if they are inclined to do so.
Acquiring an Estate:
This section will deal with the purchasing of an estate as the other way is relatively self explanatory.
The Title and deed of land costs fifty(50) gold, the price is then increased by the number of acres purchased. This acreage may be limited in volume by several IG factors which will be handled on a case by case basis.
The base price for an acre of undeveloped land is 2(two) gold per acre.
Developing an Estate:
Once the Title and deed and acreage is purchased you may then build your estate to fit your needs.
Not every acre of land is completely usable as such you may not have more than six(6) units of structure per acre. Note that some structures may require more than 6 units to complete, this would mean that the structure requires more than a single acre to build.
Development of an estate can be done slowly over time or may be done all at once if the player has the appropriate resources available.
Running an Estate:
The running of an estate requires a BGA action per “thing” you would like to do.
Say you wanted to develop a Mine node on your estate, it still requires the 10 gold to purchase the required materials and build appropriate infrastructure, roads and what have you to establish the mine as well as requiring a BGA action to do so.
If you have a Mine set to Ore production and you wish to change it to feeding your forge instead it will require a BGA action to do so, this will be explained in more detail later.
Buildings with multiple costs: in the event a building lists multiple costs you may pay the lower price and upgrade later by paying the cost difference. The exception is the buildings that count as workshops, the three prices reflect whether the building will function as a minor, standard, or major workshop. They may still be purchased in the manner described above.
Buildings:
Common House
One(1) Unit
Building cost: 100 Copper
A small building that has the basics needed for day to day life and can house up to four people.
Craftsman Hall
One(1) Unit
Building cost: 500 Copper
This building improves the rate of cash generated from the Craftsman skill from 10 copper per rank to 15 copper per rank. Only one character may benefit from this per event.
Cook house
Two(2) Units
Building cost: 1000/2000/4000 copper may include lower tier in cost of upgrade
This building allows the character who owns it and has the cooking skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the Cooking skill assigned to it to produce cooking items. You may not garner both benefits, you must choose one or the other.
Forge
Two (2) Units
Building cost: 1000/2000/4000 copper may include lower tier in cost of upgrade
This building allows the character who owns it and has the smithing or engineering skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the Smithing or Engineering skill assigned to it to produce appropriate items. You may not garner both benefits, you must choose one or the other.
Laboratory
Two(2) Units
Building cost: 1000/2000/4000 copper May include lower tier in cost of upgrade
This building allows the character who owns it and has the brew potion or chemistry skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the brew potion or chemistry skill assigned to it to produce appropriate items. You may not garner both benefits, you must choose one or the other.
Inventors Workshop
Four (4) Units
Building costs 10000 Copper
Assists in creation of new works. When creating entirely new items via research, this building will allow the user to produce their invention more efficiently, and improved design. When submitting an item creation research, this building will be treated by plot/rules as an improvement to the crafting process. It specifically doesn't reduce the research time required for an item, but means the material cost of the research may be lower, and that the end result item may be more effective/efficient/stronger. Subject to the usual staff review.
Reliquary
Two(2) Units
Building cost: 1000/2000/4000 copper May include lower tier in cost of upgrade
This building allows the character who owns it and has the scribe scroll skill to gain 5 additional pre-event production points per rank at check in. It may also have a hireling with the scribe scroll skill assigned to it to produce scribe scroll items. You may not garner both benefits, you must choose one or the other.
Grand Hall
Three (3) Units
Building cost: 1000 Copper
This large building can hold up to 100 people and is often used for functions such as feasts and town meetings. This allows a group of up to 10 characters to have a great feast and gain +2 base body Points for the duration of the event. This should be noted on the character sheets at check in.
Library
Three(3) Units
Building cost: 500 Copper
This building houses a variety of common and even some uncommon tomes of knowledge and if noted on a BGA research question will improve the information gained.
Ritual Tower
Three(3) Units
Building cost: 3000 Copper
This Building is a stone tower that contains the room and equipment to research and develop rituals and other aspects of the Arcane Arts. If a skilled ritualist is assigned to it they may cast one ritual, each event with a fuel cost of less than ten from any common knowledge area for the player at a cost of a single named component.
Manor house
Four(4) Units
Building cost: 800 Copper
This is a massive two story building with 10-12 rooms and may house up to 14 people.
Nodes (farm/mill/mine)
Six (6) Units
Building cost: 1000 Copper
These function as normal owned nodes but are located with your Estate. Every time you harvest from it it loses a use like normal, in the event you assign a hireling to that node it will lose a use every month until consumed. You may have up to six of these on any one Estate but no more than two of any one type (farm/mill/mine). Once consumed the node ceases to be but you retain the acre and may place another on said ache by paying the 1000 copper to obtain a new one. (I realize this is a bit of a reality break but we got dragon people folks, come on.)
Garrison
Six(6) Units
Building cost: 4000 Copper
This building may house up to 20 guards to include training grounds and a mess hall. This also includes a basic wall around the estate excluding nodes.
Fortress
Eight (8) Units
Building cost 8000 Copper.
An upgrade to the Garrison above, with space for 30 guards, improved walls, and watch towers to secure the estate. The walls include all owned acres including nodes.
Market place
Five(5) Units
Building cost: 1000 Copper
This structure allows the character if they have the merchant skill to convert any sticks created by the estate into coins without using a merchant trade action but instead a BGA action. In the event you get a hireling with the merchant skill you may decide at check in as to whether you would like the components or cash.
Constructed Portal
One (1) Unit
Building Cost 5000 Copper
This building must be staffed by a capable portal caster to function correctly. However, when staffed it functions as the owner having an effective 5 Ranks in KA Planar Cartography and 5 Ranks in Portal Manipulation, but only for the purposes of traveling to/from their estate. Plot has final approval on if your Hireling is able to establish a remote portal to pull you out of a given location.
House of Healing
One(1) Unit
Building cost 100/1000 Copper
This building houses a small ad hoc healers guild. The 100 copper version only keeps disease and sickness out of your estate and its denizens. The 1000 copper version includes a life well on your estate and you as owner may begin each game with a shielding and endurance for free.
Adventurers Guild
Four (4) Units
Building cost 1500 Copper
This building is home to a group of up and coming adventurers. Having one allows you to have one use of the Posse ability once per event, but you must “put them on standby” by telling the marshal at the beginning of the mod on which you intend to use them. They may only be put on standby twice each event.
Hirelings:
Hirelings are people who work for you on your estate either as laborers for Nodes or in a workshop, guard etc. There are lots of ways to acquire Hirelings whether from help wanted ads in the paper or just talking to folks in or about town. Regardless of how they are acquired there are a couple of requirements that must be in place first. Firstly there must be suitable living space available on your estate prior to their arrival. Either a small house, a manor house or any structure that specifies that it provides living space. Second, they must have a job that they meet the requirements for.
Bob the farmer can't work a mine if he doesn't have the mining skill, as his name implies he would probably be better suited to farming but if your estate doesn't have a farm he will decline any offer of employment.
There is one Job on every estate that lacks a defined skill requirement and that is Steward, Stewards function as your proxy in your absence and removes the requirement of a BGA action to do “things” on your estate with the exception of working a node, your Steward won't do that for you. A word of caution for those who would seek out a Steward, the work they do on your behalf is directly proportional to the person you hire for that job. PC’s may NOT serve as each other's Stewards. Nor can players serve as hirelings in any capacity come to think of it.
Hirelings and Nodes:
Hirelings who have the appropriate harvesting skills may work a Node on the estate if done in this manner this will give the player a reduced point value of points that they can pull from the node. If the Hireling has Minor harvesting you get 25 points, 60 points if they have standard, and 120 if they have major. The other points are consumed taking care of paying the hireling and things such as transportation storage and what have you. In the event you have a marketplace and the merchant skill or a hireling with the merchant skill you may instead just receive in-game cash equal to the value of the sticks. Additionally if you have a workshop of the appropriate type with a hireling that is skilled to create items out of that workshop you may instead assign the node to supply that workshop.
Hirelings and workshops
Hirelings with appropriate skills may be assigned to work at workshops and if supplied with the appropriate components they may produce items on your behalf. They receive one point per rank in their crafting skill and two for advanced. These points are one for one as in pre production and hirelings cannot produce advanced items on your behalf. The reduction in usable points again to cover overhead and payroll.
Once your estate is set up and running and your buildings are set either to produce sticks, tags, coin whatever it may be they may only be changed during the close of the November event (winter break) and at the close of the May event (summer break).
Taxes:
Everyone's favorite topic, I know.
Taxes are a common yearly fee charged in addition to the upkeep for land and the buildings. The amount and how they apply will vary from location to location. The following is the taxation scheduled for Nexus:
Taxes are collected yearly and due no later than June 1st, also must include a land survey for all land that is being taxed. Your Land survey is just an up to date map generated by the player of their estate to include any new structures gained throughout the year.
Land- 5 Copper/Acre of land owned.
Harvesting Nodes- 1 Gold for each Node owned during the year. *(to include current and previous nodes for the proceeding year)
Workshops- 1 Gold for each one owned.
Other Structures- 5 Copper per Unit of buildings, not including ones that produce resources
Tax evasion:
So long as taxes have been a thing evading them has also been a thing. So you are free to do what your character would like in regards to this, keeping in mind that the response to such behavior will vary from world to world but nowhere is going to have a great response to this. Civilized locations may be property seized, less refined “warlord” regions may be executed for the disrespect of failing to pay tribute.