The Building System & Map Screenshots - Devblog 4 Mar 30, 2021 1:48:06 GMT Nimai, Mehrzad, and 1 more like this
Post by Captain Obvious on Mar 30, 2021 1:48:06 GMT
Development Blog 4
Hello all, and welcome to our forth development blog for our scenario, The Balish Odyssey. Firstly, I'd like to apologise on behalf of the entire team with the lack of communication between us and yourselves. Many of us within the team recently have had a lot on IRL, and therefore it has caused development to take a small tumble, but rest assured we are all back and raring to go! Now, onto our development blog, we have decided this week to discuss how the building system function and how it will play a key factor within the clan and economic life of the scenario (and how building certain buildings for pleasure will put you in the red!). We also have a couple of cheeky screenshots from our first map, which is set in the Balish Village for you all to delve at. On that note, let's get straight into it!
The Building System & Map Screenshots
The Building System
So, to begin with, buildings are split up into two different categories: The Producer, which is used to produce a certain thing, be it a Faction Roll, A Raw Resource or Workshop; and The Protector, which is a building which usually costs to maintain but gives benefits from being a simple home which provides warmth and security, to a watchtower which gives the settlement proper warning to possible attacks and the like. Certain buildings are also build in various tiers, and every tier gives additional benefits but also costs to perform such an upgrade. The decision on what to build and when is ultimately down to the Regent at the time (which is another reason to try your luck becoming Regent!) - characters are free to engage with talks with the Master Locator (the character who is in charge and has all the knowledge of how, when and where you can build - this role will be applicable at a later date after launch so keep an eye out!) with determining their position to try and lobby the Regent with convincing him that building a certain building is beneficial to the entire settlement and not just to his own pocket.
To build a structure, a few prerequisites are required, namely Cost in Resources, Cost in Manpower and the Time Required to Build:
- Cost in Resources: This refers to the cost of any raw resource which can be obtained by unskilled labour (so anyone who doesn't have a background of a skilled trade; tailor, tanner, herbalist etc). Raw Resources can be obtained in two ways, either by importing them or by creating certain buildings which allow a certain amount of that resource to be 'created' or worked per week. Anyone has the ability to import a raw resource and all a character must do to do so is to speak to the trade master to order a caravan in of the goods of your desire. If however, you are more inclined to set up a more constant stream of a certain resource to help cut long-term costs to the growth of the hamlet, then perhaps building a structure such as a Woodcutter's Camp will be more in your favour. Here, there will be opportunities to erect buildings to supply a flow for raw resources, which'll provide a certain amount of that resource into the 'stockpile' to then directly invest it into another building!
- Cost in Manpower: If it wasn't obvious already, the Cost in Manpower refers to how many people are required to be assisting to a project to allow its construction. Unlike previous systems, we aim to implement a minimum requirement of manpower needed to commit to a job, and a maximum requirement of manpower which is capable for people to work on a job. Characters are 'assigned' to work on jobs, and as long as they contribute to the roleplay of actually creating the structure, it will reduce the required time to build. Characters within the clan are 'assigned' to a job, and once they are assigned they no longer have the ability to work on another job until that one is finished (from a building system OOC benefit). There are certain characters who cannot be included in the building manpower though, and they include: Child & Teen Characters, Characters over 65, those who are active in their profession (those who are actively using a workshop) and the Regent. Although these characters cannot OOCly benefit from being part of the building, there is nothing that stops them from still roleplaying and assisting with the build from a IC point of view!
- Time Required to Build: This refers quite simply to how long it takes until the building is completed. The time it takes to build something falls closely in line with how much manpower is assigned to a job. Having the maximum amount of manpower assigned on a building project significantly reduces the build time on the job, although obviously this eats into requiring much more manpower and the regent would have to be careful how he balances maximising manpower in one project over spreading out his manpower for several projects at once.
The process of going about beginning to build something is the following:
- Get Approval from the Regent.
- After gathering the relevant raw resources and informed the Master Locator of those working on the project, you will be free to make a Building Request.
- Within the Building Request, the leader of the project and/or various other members of the workforce will provide screenshots of parts of their roleplay with the building process.
- Once completed, the building is 'assigned' to someone as an owner, who will directly receive the benefits from the building.
Every building has an owner, and each owner has an obligation to pay a small tax to the clan's treasury (which is controlled by the Regent). This tax can be a small percentage on their FR they receive, or a percentage of the income from exporting their goods - this coin is then used to reinvest into the clan & settlement, to invest into various new buildings, gear of multiple types and much more!
But that is all for this week's devblog! Next time we will be announcing something more significant than our usual development blogs - so keep your eyes peeled for that! But, until next time, we look forward to hearing your thought and opinions on this week's devblog in our discord.