Gaming
 

Building

From Neverend

Buildings have HP and age. The status of a building is based on the lower number of either HP or age.

If a building is at 100 health, it is brand new. If it reaches 50, it has been badly damaged. At 10, it will be visibly wrecked. At less than 10, it will most likely collapse on its own.

If a building is at 100 age, it is brand new. If it is at 50, it has signs of wear and deterioration. If it is at 10, it is on the verge of collapse. If it is below 10, it will collapse on its own.

Health is lowered by damage, but not everything can damage a building. Buildings are nearly invulnerable to weak weapons, and usually require siege weapons to do major damage, or take damage from gods or powerful monsters.

Health is raised by "repair," which uses available resources that are in player and NPC inventory, and within the vicinity of the building. Repair skill is like a craft, and skilled repairers can repair more at a faster rate than unskilled repairers. Both players, NPCs, and some intelligent monsters can use repair.

Age decreases when a building is never visited by anyone. Age increases when something goes inside the perimeter of the building. This can be a player or NPC. Age stays at 100 when a player or NPC is inside it, and remains at 100 for 24 hours, then starts to age very slowly.

A building may collapse from age after six months of no use.

[edit] Types of buildings

  • House
  • Manor
  • Mansion
  • Keep
  • Cathedral
  • Church

Buildings have actions associated with them. Players and NPCs who are members of a building will perform those actions.

Usually, a building will have one owner or several owners, each with the ability to give membership to others.

Several different actions available to players and NPCs depend on ownership status, membership status (rank, title, or level within building), and duty level (temporary, part time, commission, wages, one time, volunteer)

Actions include:

Bringing supplies Bringing repair materials Repairing damage to building and equipment Gaurding outside of building Gaurding inside of building Creating tools Creating equipment Providing information and help Providing training Offering or selling goods Offering or selling services Safekeeping of building valuables Guide or escort within building Bodygaurd or bouncer within building Security, locking, reinforcing Lecturing Praying Worshipping Healing

Smithy: Contains a forge useable by members. A lathe can also be present for makign round objects. Tools include a smith apron, which has default tongs and a hammer. The apron can be upgraded with superior tools, including magic tongs and hammer.

Mill: Contains sawing equipment useable by members. Tools include various saws, hammers, nails, and varnish in the tool apron. A lathe exists for making wooden bowls and other round objects.

Stable: Contains horses and other mounts. Actions include feeding, and stable shoveling. Members can sell and rent horses to customers.

Farm: Contains cows, sheep, chickens, pigs. Contains farmland, which exists within a square perimeter and produces grain land tiles (corn, rice, barley, hops, oats, flax, cotton, hemp, poppy, tobacco) and vegetable land tiles (potatoes, tomatoes, squash, beans, carrots, onions, garlic, eggplant, pumpkin, lettuce, cabbage). Vineyard land tiles will create grapes. Garden land tiles will create herbs (parsely, sage, rosemary, thyme, red peppers, green peppers, peppercorn) and non-tree fruit (watermelon, honeydew, blueberries, blackberries, boysenberries, raspberries, strawberries, passion fruit). Orchard land will create fruit trees that produce a specific fruit (apples, oranges, peaches, pears, cherries, pomegranate, ambrosia)

Farm actions include tilling, planting, watering, harvesting, and storing. Also, feeding livestock and milking cows, and harvesting milk and eggs. Material tasks include bringing seeds and animal feed. Selling tasks include selling produce, selling seeds and feed, selling animals, and selling milk and eggs.

Slaughterhouse: Includes a chopping block, table, and meat hooks. Tools include knives, cleavers, axes, and other cutting instruments. Material bringing includes bringing livestock, bringing carcasses, and bringing body parts. Tasks include skinning, gutting, butchering, and storing. Selling tasks include selling skin, meat, bone, and intestines.

Tannery: Consists of tanning vats and stretchers. Tanners must buy skin and create leather. Tanners can sell leather or make leather materials including boots, harnesses, saddles, scabbards, waterskins, sandals, and armor.

Mineshaft: Consists of people who mine, using mining tools such as picks and explosives. Extracts ore, stone, and ingots.

Shop: Consists of a vendor, and may have gaurds or bodygaurds. Buys goods from different stores and individuals, and sells them at higher prices. May focus on a particular industry by selecting from a list, placing specific items in a sell list, or sell entirely random items.

Alchemist: Makes and sells potions

Silo: Stores goods.

Bank: Consists of a vault and desk. Tasks include storing money, making transactions, using paper (checks, bonds, bills) and gaurding.

Keep/Castle/Palace: Consists of gaurds, nobles, servants, and banquets.

Home/manor/mansion: Consists of gaurds, servants, and occupants.

Brewery/Winery: Buys ingredients from farms. Uses barrels and caskets. Bottles liquid from caskets. Can produce beer, mead, wine, grain alcohol, corn alcohol, rum, brandy.

Inn/tavern: Consists of occupants and gaurds. May inlude a bar.

Bar/pub: Consists of drinks. Tasks include buying and storing kegs and barrels, and bartending. Hires gaurds, bouncers, and servants.

Gaurd house: Consists of gaurds, and Gaurd Captain. Sends gaurds to one of four areas: Specified buildings, gaurd related buildings, street patrol, and city perimeter patrol.

Gaurd tower: Tasks include storing bows, arrows, cannons, gunpowder, and cannonballs.

Gate building: The entrance to most fortified cities, often with gaurds. Consists of a portcullis and winch, or massive gate door.

Wall building: These are walls that are hollow on the inside, allowing gaurds and others to walk, sleep, and fire arrows if arrow slits are present.

Jail: Consists of cells. "Material gathered" is actually any NPC and player who have violated city laws, and are caught and brought to jail by gaurds.

Clergy/abbey/mission: Tasks include sleeping, meditating, and healing. Can offer free or sell healing.

Temple/shrine/church: Tasks include lecturing, praying, meditating, worshipping, dancing, offering, donating, sacrificing, eating, and rituals. Maintenance includes repairing, storing books or sacred objects, building and repairing statues, and bringing building materials. Materials may include tapestries, statues, idols, podium, benches, chairs, tables, carpet, rugs, dagger/athames, and spell components.

Clothmaker: Consists of spinning wheel and loom, and dye vats. Tasks include buying and storing materials, storing cloth, spinning thread, using loom, and dyeing. Materials include cotton, flax, spiderweb, and cocoon. Dyeing materials include different fruits and berries. Sold materials include Cloth, Silk, Canvas, Satin, Rope, and Wool.

Library: Stores books, scolls, and other text items. Tools include the block press. Employees include scribes who copy books, and librarians who rent out or sell books.

Outdoor stage: Can be used for speeches, performing, auctions, public trials, public executions, stage plays, music, dance, and human slave trade

Mayor's house: If a mayor runs the town, then the mayor lives here. He's greedy enough to have his own house for himself.

Restaurant/cafe/bakery: Tasks include buying meat, milk, eggs, fruit, vegetables, grain, herbs, honey, alcohol. Tasks include buying cooking tools and equipment. Tools include knives, pans, pots. Equipment includes stoves, ovens, kitchen, tables, chairs, and silverware. Workers include cooks, servers, and stockers. Sold items include and food made by cooks, which can be specified from the menu, or listed as anything currently available.

Storehouse: Consists of a vault and gaurds. Stores items for a fee.

Zoo/museum: Consists of gaurds. Tasks include buying rare items and tamed monsters.

Mint: Equipment includes money press. Currency can be made with any material specified by city, including gold, silver, copper, electrum, steel, platinum, stone, shells, paper, chips, or digital. Money is associated with the city it was created in, and must be converted to the value of another city by moneychangers at a bank or mint.

Non-building jobs: Jobs not associated with a building are still vital to giving materials to buildings, who will often pay money for them. These tasks can be performed by amateurs trying to make a little extra, or from dedicated teams who go out and bring back loads of material. This includes:

Lumberjacking (mills) Beekeeping (restaurant, brewery) Mining (jeweler) Hunting (slaughterhouse) Picking fruit, vegetables, grain (restaurants, clothmakers, breweries)

[edit] Alignment

Evil and neutral buildings are found throughout the wilderness. They are the dwellings of various animals, NPCs, and monsters. Each dwelling will spawn under the right conditions, and spawn new creatures out of it until a player destroys the building, or destroys all monsters spawned by the building, exterminating them. Monsters will stop spawning after a certain limit is reached, usually based on a formula taking into account the skill level of nearby players.

Clearing: Located in forests. Home to dryads, nymphs, faeries.

Black woods: Located in forests, swamps. Home to witches, spirits.

Graveyard: Home to ghosts, spirits.

Bandit headquarters: Home to bandit lord and bandits.

Bandit tent: Home to bandits.

Hideout: Home to thieves.

Mage tower: Home to evil mages.

Cave: Home to various monsters

Catacomb: Home to various monsters

Dungeon: Home to various monsters

Tomb: home to various undead

Haunted manor: Home to ghosts, animated armor and furniture

Witch's cave: Home tow itches, sorceresses

Dragon's cave: Home to drakes, wyverns, dragons

Troll dwelling: The space under bridges, home of trolls.

Moat: When a river surrounds a building or castle. Home of giant serpents.

Enemy castle: Home of knights, dark knights, spirits, and others.

Enemy temple: Home of aggressive worshippers and magic users.

Spider's nest: Home of giant spiders and spider webs

Underwater cave: Home of sea monsters

Precipice: Located on hills, cliffs, and mountains, these areas attract archers and ranged attackers.

Ambush: Located in large bushes, wolves and other creatures may come from here.

Bear cave: home of bears

Wolf cave: home of wolves

Note that many "buildings" are simply relying on existing landscape features such as caves or mountains. They are only claiming the area and "converting it" to their own territory, even if done invisibly with no visible features. Thus some archers "claim" a cliff area as their own, and an abandoned cave is "claimed" by a bear or wolf. If the owner or inhabitants are wiped out, the landscape is unclaimed. It is possible for players to live in caves or on mountains, but they must usually fend off creatures that want to make a home. (Unless they're friendly with that particular creature)

Monsters like to expand their territory, and will attack players and player buildings that are within a certain readius of the monster's dwelling or territory. If a camp of enemies is positioned close to a human city, then they will try to attack the town until it is destroyed.

Also, the "purpose" of the building is selected by members or the owner, such as the purpose of a stage, or what religion will be in a church/temple. Some buildings only have one purpose.

The purpose is selected from a list. Each entry has a set of default rules that NPCs follow based on the type of NPC, so that a gaurd patrols, a vendor sells, a servant cleans, a shopper shops, and a theif steals.

Custom purposes can be made by players, with sets of rules and a custom name. The ruleset is saved in the player's account, and he selects the custom purpose instead of the defaults available. Custom rules use simple scripting such as "Job does Action" or "If Action then Action."

Eventually this can extend to cities, such as a mayor deciding what actions are a punishable offense, and what should be ignored. A bandit town might ignore killing, for example.

Streets can have a purpose for NPCs, such as wandering, patrolling, pickpcoketing, begging, selling, sleeping, gossipping, depending on NPC class.

Land features have a purpose for certain monster types, such as firing arrows and spells from a hill or cliff, hiding behind large bushes and rocks as ambush, hiding in a tree or rock for spirits, hiding in the ground for antlions, hiding in a mansion for ghosts, hiding in graves for zombies, hiding in furniture and armor for poltergeists, or sleeping on the bottom of a lake for a giant horrific squid of doom.