Post by Data Holder on Dec 18, 2014 0:29:44 GMT
Housing Prices and Special Guild Housing
Guild/Personal Housing:
- Lv1 Housing = 1000 Gold
- Lv2 Housing = +1000 Gold (2000 Gold total)
- Lv3 Housing = +2000 Gold (4000 Gold total)
- Lv4 Housing = +4000 Gold (8000 Gold total)
- Lv5 Housing = +8000 Gold (16000 Gold total)
- Guild Special Housing (Lv4) = 10000 Gold
- Guild Special Housing (Lv5) = +10000 Gold (20000 Gold total)
- Changing Specialty Rooms = 200 Gold each
- Prices are a one-time payment. There is no upkeep required.
- After you purchase a house in the Market Center, the thread will be moved to the Housing Log subforum where you may then continue to reply to the thread with housekeeping changes. For an example of such a thread, see here. The Housing Log works similarly to approved profiles in this sense. Please start a new thread in the Market Center whenever you wish to upgrade your house, however.
- To start setting up your Guild Housing, guild leaders should make a new account and name it after their guild. It is recommended for you to not link this account to your main account if you would like sub-leaders to be able to manage your housing. Please trade furniture items to the guild account if you would like to have those items count toward the guild furniture list.
- A character may only have 1 Personal Housing at a time to reduce logistics confusion. Characters with more than 1 house at the time of update will have to select one of their houses to receive the housing benefits. All others can be refunded at full price.
- Guilds can opt to purchase regular housing or special housing where they claim a public landmark. Public landmarks are not much different from regular housing, except that they come with a special bonus in terms of housing stats. Likewise, guilds may only benefit from 1 house or landmark as Guild Housing. Any others purchased by the guild incur no benefits.
- Guild Housing will be held by the guild leader creating a new account for the guild itself.
- If a guild chose a public landmark for Guild Special Housing, there will be an opportunity to repurchase the landmark in the case that the guild disbands or goes inactive.
- A guild will lose a public landmark immediately if the guild officially disbands and there is no replacement leader.
- Activity checks will be done every month for guild accounts. A guild will lose a public landmark by inactivity if the guild account fails 3 Activity Checks.
- If a guild loses a public landmark by any means, they will not lose the progress put into furnishing the housing. The only thing that is lost will be the special bonus. The guild will obtain housing of the same level (Lv4 or Lv5) and all of their furniture/rooms will be transferred into the new housing.
- A player may sell their personal house to any other character. The prices are negotiated between the two characters and the new character will inherit the personal housing with all of its features and settings (excluding furniture).
- Guild housing can be done in the same manner except that both the seller and buyer must be guild accounts.
- Alternately, a player or guild may choose to relinquish their housing and sell it back to the market center. They will receive 75% of the total gold that was spent into purchasing the house.
Housing Stats:
- Depending on how you design your housing, it will gain stats that will lead to certain benefits over time. More details to be given in future updates.
- There is a maximum cap of 100 in any one housing stat. Well-furnished homes at high levels will likely be able to max 2 stats or have a decent amount of points spread out.
Solidarity (SOL): A housing stat that promotes organization in terms of combat and militarism. Bonuses granted from improving this housing stat will give benefits toward battles.
Bureaucracy (BUR): A housing stat that promotes diplomacy and social activity. Bonuses granted from improving this housing stat will give benefits toward employment and diversity of housing NPCs and servants.
Innovation (INN): A housing stat that promotes advancements in science and research. Bonuses granted from improving this housing stat will give benefits from performing research threads and assist certain types of crafting occupations.
Ingenuity (ING): A housing stat that promotes engineering and commerce. Bonuses granted from improving this housing stat will give benefits from performing commerce threads and assist certain types of crafting occupations.
Recreation (REC): A housing stat that promotes leisure and events. Bonuses granted from improving this housing stat will give benefits toward improving favor toward housing NPCs and servants.
Cultivation (CUL): A housing stat that promotes sustainability and conservation. Bonuses granted from improving this housing stat will give benefits toward auxillary housing systems such as gardening or farming.
Housing Districts:
Londinium Housing District - Thames Riviera
A riverside housing district situated to the east of Londinium toward the Thames River mouth. It is an area rich in forestry, causing the landscape to appear as a multicolored blanket of foliage from the distance during the autumn seasons.
Ref:
hdwpics.com/images/0E1EC16993D0/Lovely-Mountain-Village.jpg
cache.desktopnexus.com/thumbseg/1941/1941101-bigthumbnail.jpg
cache.desktopnexus.com/thumbseg/1426/1426880-bigthumbnail.jpg
desktopinhq.com/92137-country_village_canal/
www.wallpaperhi.com/thumbnails/detail/20111222/Sweet-Serenity.jpg
images.forwallpaper.com/files/images/8/8970/89703a72/685947/summer-in-countryside.jpg
Sarum Housing District - Moondance Forest
An oriental hamlet in the forest.
Ref:
TBA
Avon Housing District - Partridge of the Pear Grove
A snowy mountainous winterland.
Ref:
www.artsfon.com/pic/201411/2560x1600/artsfon.com-28640.jpg
digital-art-gallery.com/oid/109/640x362_18804_Snowy_Village_2d_landscape_snow_village_forest_picture_image_digital_art.jpg
Special Housing and Landmarks:
Londinium:
Old Royal Naval College: +25 SOL
Royal Observatory: +10 SOL, +15 INN
Westminster Abbey: +10 SOL, +15 BUR
Tower of London: +25 BUR
Buckingham Palace: +15 BUR, +10 INN
London Infirmary: +10 BUR, +15 INN
Oxford University: +25 INN
Tower Bridge: +10 INN, +15 ING
The British Museum: +15 INN, +10 REC
Natural History Museum: +15 INN, +10 CUL
Big Ben: +25 ING
The National Gallery: +10 ING, +15 REC
London Eye: +25 REC
St. Paul's Cathedral: +10 REC, +15 CUL
The London Zoo: +25 CUL
Sarum:
Stonehenge: +15 INN, +15 CUL, -5 SOL
Ward Museum: +10 INN, +15 CUL
Purdue Stadium: +5 ING, +20 REC
Pemberton Historical Park: +15 REC, +10 CUL
Salisbury Zoo: +5 INN, +20 CUL
Salisbury Cathedral: +25 CUL
Stratford:
Birmingham Hall: +15 SOL, +5 BUR, +5 ING
Dimensional Theater: +20 SOL, +5 BUR, +5 REC, -5 CUL
Holy Trinity Church: +10 SOL, +15 CUL
Shakespeare House: +5 BUR, +5 INN, +15 ING
Hathaway Cottage: +5 BUR, +10 ING, +10 CUL
Royal Shakespeare Theater: +25 REC
Naturally, not all the landmarks in the Unfounded Kingdom are fit to be housing, such as Big Ben or the London Eye. In such a case whenever possible, your guild will be considered to have its housing situated next to the landmark in-RP. The housing will still receive the special bonus.
Rooms:
Rooms give in-RP flavor to houses. You get all of the following rooms when you get housing. They do not give housing stats but can be customized with furniture.
- Bathroom: Indoor. A basic bathroom, featuring a toilet, sink, and a bathtub or shower. One bathroom is added per level of housing.
- Restrooms: Indoor. Restrooms with a couple of stalls and sinks, split into male and female halves. Can be taken in place of a bathroom.
- Bedroom: Indoor. A basic bedroom. One bedroom is added per level of housing. If the housing is guild housing, there are a number of bedrooms equal to the number of guild members (more slots are added when more members are added).
- Garden: Outdoor. A basic garden.
- Living Room: Indoor. A basic living room.
- Basic Kitchen: Indoor. A basic cooking facility.
Specialty Rooms:
- Specialty rooms are housing upgrades that add to the specialization of a particular housing. Many specialty rooms are for in-RP flavor but others possess their own special effects. All specialty rooms boost housing stats.
- Lv1 Housing = Maximum of 2 Specialty Rooms
- Lv2 Housing = Maximum of 4 Specialty Rooms
- Lv3 Housing = Maximum of 6 Specialty Rooms
- Lv4 Housing = Maximum of 8 Specialty Rooms
- Lv5 Housing = Maximum of 10 Specialty Rooms
Every time the housing is upgraded, all specialty rooms are also upgraded to the same level. When doing so, the room bonus for a room is increased by 3 points. (A Lv1 Apothecary gives [+3 INN], a Lv2 Apothecary gives [+6 INN], etc.) For rooms that give bonuses to multiple stats, the highest stat gains +2 while the 2nd highest stat gains +1 (A Lv2 Amphitheater gives [+3 BUR, +4 REC] while a Lv3 Amphitheater gives [+4 BUR, +6 REC])
Level 1:
- Apothecary: Indoor. A room dedicated to potion and medicine making. Pharmacists in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 INN]
- Clothier: Indoor. A room dedicated to sewing and tailoring. Tailors in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 ING]
- Crafts Room: Indoor. A room dedicated to artisan crafting. Artisans in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 ING]
- Brewery: Indoor. A room dedicated to brewing. Brewers in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 INN]
- Housekeeping and maintenance: For those who like to DIY. Contains tools for doing things around the house and washing/mending clothes. [+4 ING]
- Forge: Indoor. A room dedicated to smithing. Blacksmiths in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 ING]
- Garage: Indoor. A room dedicated to mechanical engineering. Mechanics in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 ING]
- Deluxe Kitchen: Indoor. A room dedicated to cooking. Chefs in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 INN]
- Laboratory: Indoor. A room dedicated to alchemic experiments. Alchemists in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 INN]
- Meditation room: This sparsely decorated room is designed for those who wish for some peace and quiet. It holds a magitek device which can produce pleasant smells. [+4 REC]
- Office: Indoor. A room dedicated to the management of documents and stationery. Scribes in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 INN]
- Storage room: A poorly secured place to drop off all of that stuff you have been accumulating and want to "donate" to the guild. [+1 ING, allows for 3 more furniture slots in the house.]
- Workshop: Indoor. A room dedicated to carpentry. Woodcrafters in the guild are treated as though their crafting subclass level was 2 levels higher. [+3 ING]
Level 2:
- Amphitheater: Outdoor. An outside stage, often used for theatrical performances. [+3 BUR, +4 REC]
- Arena: Outdoor or indoor. Keep yourself in tiptop physical condition by sparring in this training area. [+7 SOL]
- Bazaar: Outdoor. A part of the guild hall dedicated to the sale and trade of items. [+7 ING]
- Cellar: Indoor. A cool storage for various things such as furniture or fermenting alcohol. [+5 INN, allows for 2 more furniture slots in the house]
- Church: Indoor. A room designed for religious worship. [+7 CUL]
- Classroom: Indoor. A room optimized for teaching students. [+7 INN]
- Cafe: Indoor. A room designed not only as a small eatery but a meeting spot. [+3 INN, +4 REC]
- Farm: Outdoor. A specialized farm plot with a small shack to hold tools. [+7 CUL]
- Library: Indoor. A room lined with shelves of various books. [+7 INN]
- Meeting room: A medium sized conference room. [+7 BUR]
- Quarry: Outdoor. A stone work and rock quarry claimed by the guild territory. [+5 ING, +2 CUL]
- Post Office: Indoor. A logistics department designed for the retrieval and delivery of packages. [+7 BUR]
- Shrine: Outdoor. An outdoor place of religious worship. [+7 CUL]
- Bathhouse: Indoor. A larger bathroom with multiple showers and two large rectangular tubs. It comes with a partition that can separate the two halves of the room. [+7 REC]
- Stable: Outdoor. A penned up structure for the housing of farm animals. [+7 CUL]
Level 3:
- Armory: Indoor. A fortified room meant to store weapons and armor. [+10 SOL]
- Bank: Indoor. A room used to store funds in the case of an emergency. [+10 ING]
- Barracks: Indoor. A station often utilized by combat guilds to prepare combatants for battle. [+10 SOL]
- Circus: Indoor. A stage of entertainment using exotic acts, often open to the public as a source of profit. [+10 REC]
- Courtroom: Indoor. A room dedicated to bringing justice to criminals. [+3 SOL, +7 BUR]
- Diner: Indoor. A fair-sized eatery that comes with equipment designed to serve multiple people during busy hours. [+6 INN, +2 ING, +3 REC]
- Game Room: Indoor. This room houses a collection of tables and games to be enjoyed from ping-pong to dungeons and dragons. [+3 INN, +9 REC]
- Greenhouse: Outdoor. A domed outdoor garden that protects plants from the elements. [+10 CUL]
- Gym: Indoor. A training facility including a rock climbing wall, weightlifting equipment, and a large pool. [+3 SOL, +8 REC]
- Research Facility: Indoor. A well-equipped lab used for the sake of research. [+8 INN, +3 ING]
- Museum: Indoor. A gallery for the exhibition of valuable and cultural works. [+1 BUR, +2 ING, +8 REC]
- Porch: Outdoor. A place for outdoor relaxation and the perfect place to have a barbecue, also comes with its own pool. [+4 BUR, +7 REC]
- Prison: Indoor. A room well fortified to prevent captives from escaping. [+8 SOL, +3 BUR]
- Theater: Indoor. A room designed for acoustics for the use of presentations. [+3 ING, +8 REC]
- Zen Garden: A rock garden arranged in patterns supposedly to help one's meditation. [+6 REC, +5 CUL]
Level 4:
- Arboretum: Outdoor or indoor. A larger garden housing rare plants and birds. [+3 INN, +2 ING, +9 CUL]
- Atrium/Courtyard: Outdoor (courtyard) or indoor (atrium). Lit primarily by natural sunlight, a large open area fit for hosting special events or gatherings. [+6 BUR, +5 INN, +3 ING]
- Caravansary: Outdoor. A modified stable designed as a place for travelers and merchants to rest their pack animals. [+5 ING, +6 CUL]
- Casino: Indoor. A gaudy room meant for gambling away one's earnings in games of chance. Remember, the house always wins. [+13 REC]
- Colosseum: A room dedicated to sparring and combat, complete with spectator seating. [+13 SOL]
- Factory: Indoor. A room designed for the automated mass production of minor goods. [+13 ING]
- Master's Suite: A room fit for a king. Or a guild master. Or someone who's rich enough to boot. This corner suite offers some of the best views in the entire building. [+10 BUR, +4 REC]
- Hospital: Indoor. A well-stocked office for the treatment of injury and disease. [+2 SOL, +10 INN, +2 ING]
- Hotel: Indoor. A small section of guest rooms consisting of a bedroom and small bathroom, utilized by guests as a place to rest up. [+2 SOL, +5 BUR, +7 REC]
- Observatory: Indoor. A room stocked with equipment designed for the study of astronomy. [+13 INN]
- Restaurant or Tavern/Saloon: Indoor. A large eatery with a sizable menu and well-maintained equipment to serve a large number of customers. [+6 INN, +1 ING, +7 REC]
- Vault: Indoor. A highly secured storage area, accessible only by guild officers. [+10 BUR, allows for 5 more furniture slots in the house.]
Level 5:
- Archives: A highly organized sealed library of special books and documents. [+16 INN]
- Ball Room: Indoor. A large open space for holding more formal events. [+10 BUR, +7 REC]
- Bell Tower: Outdoor. A large bell tower can be added to the estate, when rung it's deep tones reach for miles. [+6 SOL, +6 BUR, +5 ING]
- Fortifications: Walls and defenses can be placed around the perimeter of the residence to help defend against attack. [+16 SOL]
- Ice Skating Rink: Outdoor or indoor. consisting of bleachers surrounding a wide plane of ice. Powered by constant replacement of mana ice crystals. [+16 REC]
- Port: A section of docks for homes close to water that allow for the docking of ships. [+10 ING, +7 CUL]
- Stadium: A large outdoor arena dedicated to competitions of a friendly nature. [+6 SOL, +11 REC]
- VIP lounge: A special room where only guild members may enter. First rule about the lounge is you do not talk about the lounge. [+8 BUR, +9 REC]
- Zoo: Outdoor. A place where a variety of animals are put on display in comfortable environments that are often used by animal researchers to understand their behaviors. [+16 REC]
Furniture
Furniture can be obtained and placed into the guild house in order to further boost its housing stats. Furniture can either be bought, crafted, or obtained from events.
- Lv1 Housing: Maximum of 10 Furniture
- Lv2 Housing: Maximum of 20 Furniture
- Lv3 Housing: Maximum of 30 Furniture
- Lv4 Housing: Maximum of 40 Furniture
- Lv5 Housing: Maximum of 50 Furniture
Furniture List:
- 36 Furniture Items have been released in the Housing Gachapon. These may all be used.
- There will be craftable furniture recipes released during the Housing Update, players will choose a housing stat that they wish the furniture to have.
- Higher-level furniture will have higher housing stats.
Affected Recipes:
Multiple Artisan art recipes (Painting, Sculpture, etc) can give bonuses to ING, REC, or CUL.
Multiple Scribe recipes can give bonuses to SOL, BUR, or INN.
Metal Furniture
Materials Required: 100 Gold
Posts Required: 3
Requirement: Level 10 Blacksmith or Mechanic
Description: Metal furniture like benches or tables. Higher levels range from basic housing appliances to forges and kilns. Metal furniture is known for their sturdiness and less so for their comfort. The Blacksmith or Mechanic crafting this recipe may rewrite its name and description when crafting their furniture. The crafter must also choose an available housing stat (SOL, BUR, INN, ING, REC, CUL) to apply to the finished furniture item. That item will give +1 to the respective stat. Choose a stat appropriate to the description of the item. For furniture crafted with an item level of 31-60, the stat bonus increases to +2, except that the Material Fee becomes 250 Gold. For furniture crafted with an item level of 61-90, the stat bonus increases to +3, except that the Material Fee becomes 500 Gold.
Magic Display
Materials Required: 100 Gold
Posts Required: 3
Requirement: Level 10 Alchemist or Pharmacist
Description: An object designed through scientific or magical properties to bolster the aesthetic potential of a house. These inventions are typically little trinkets if manmade, or flora that is preserved through the use of potions or magic. The Alchemist or Pharmacist that crafts this item may rewrite its name and description. The crafter must also choose an available housing stat (SOL, BUR, INN, ING, REC, CUL) to apply to the finished furniture item. That item will give +1 to the respective stat. Choose a stat appropriate to the description of the item. For food crafted with an item level of 31-60, the stat bonus increases to +2, except that the Material Fee becomes 250 Gold. For food crafted with an item level of 61-90, the stat bonus increases to +3, except that the Material Fee becomes 500 Gold.
Food Display
Materials Required: 100 Gold
Posts Required: 3
Requirement: Level 10 Chef or Level 10 Brewer
Description: Food that is made mostly for decorative purposes, resulting in the item's prolonged visual preservation even if it is left out for long periods of time. It's typically crafted with looks in mind, which means that the taste and nutritional value is very low. The Chef or Brewer that crafts this item may rewrite its name and description. The crafter must also choose an available housing stat (SOL, BUR, INN, ING, REC, CUL) to apply to the finished furniture item. That item will give +1 to the respective stat. Choose a stat appropriate to the description of the item. For food crafted with an item level of 31-60, the stat bonus increases to +2, except that the Material Fee becomes 250 Gold. For food crafted with an item level of 61-90, the stat bonus increases to +3, except that the Material Fee becomes 500 Gold.
Cloth Furniture
Material Required: 100 Gold
Posts Required: 3
Requirement: Level 10 Tailor
Description: A recipe for things like beanbags, futons, curtains, and otherwise large home decorations that require a more extensive amount of fabric. They are often stored inside personal or guild housing for convenience. The Tailor that crafts this item may rewrite its name and description. The Tailor must also choose an available housing stat (SOL, BUR, INN, ING, REC, CUL) to apply to the finished furniture item. That item will give +1 to the respective stat. Choose a stat appropriate to the description of the item. For furniture crafted with an item level of 31-60, the stat bonus increases to +2, except that the Material Fee becomes 250 Gold. For furniture crafted with an item level of 61-90, the stat bonus increases to +3, except that the Material Fee becomes 500 Gold.
Wooden Furniture
Materials Required: 100 Gold
Posts Required: 3
Requirement: Level 10 Woodcrafter
Description: Basic wooden furniture like chairs, tables, and bedframes. They are often used to decorate guild or personal housing and combined alongside Cloth Furniture in order to create larger furniture such as beds. The Woodcrafter crafting this recipe may rewrite its name and description when crafting their furniture. The Woodcrafter must also choose an available housing stat (SOL, BUR, INN, ING, REC, CUL) to apply to the finished furniture item. That item will give +1 to the respective stat. Choose a stat appropriate to the description of the item. For furniture crafted with an item level of 31-60, the stat bonus increases to +2, except that the Material Fee becomes 250 Gold. For furniture crafted with an item level of 61-90, the stat bonus increases to +3, except that the Material Fee becomes 500 Gold.
Future Housing Updates:
- Housing Perks System (cash in your housing stats to obtain guild buffs)
- Auxillary Housing Systems (farming, fishing, etc)
- NPC and Favor System (hire NPCs and gain their trust and friendship)