Services
Home > Rulebook > Environment > Services
Services are important in any town or city, being places to go to for certain supplies. Should they be needed.
Services can be upgraded and bestow special benefits based on rank, either being more store slots and other things
Blacksmith
Industrial/Merchant Building
Summary: Sells and Produces Metal Items Average Size: 50x30m, 1 storey
Requirements: – Building Cost: –
Blacksmiths are places where metallic items are forged and created, and typically sold. Blacksmiths typically require a forge and various materials to create items, such as armour, weapons, or smaller things, such as tools, or goblets, doors, housing foundation, bases, and many more things.
A blacksmith comes with 5 slots for special gear such as Common Magitech or MK 1 Equipment, Crafting inside of a blacksmith grants a +5% to Craft Actions on Metal Items.
MK 1 Upgrade – 10 Slots, +10% Bonus to Craft Actions, Sells Common, Uncommon Magitech as well as MK 1 and 2 Equipment.
MK 2 Upgrade – 15 Slots, +15% Bonus to Craft Actions, Sells Common, Uncommon and Rare Magitech as well as MK 1, 2 and 3 Equipment.
MK 3 Upgrade – 20 Slots, +20% Bonus to Craft Actions, Sells Common, Uncommon, Rare and Epic Magitech as well as MK 1, 2, 3 and 4 Equipment
MK 4 Upgrade – 25 Slots, +25% Bonus to Craft Actions, Sells Common, Uncommon, Rare, Epic and Legendary Magitech as well as MK 1, 2, 3, 4 and 5 Equipment
MK 5 Upgrade – 30 Slots, +30% Bonus to Craft Actions, Sells Common, Uncommon, Rare, Epic and Legendary Magitech as well as MK 1, 2, 3, 4 and 5 Equipment, 50% Discount on all items for the owner of the building.
Factory
Industrial Building
Summary: Mass Produces Items Size: 500x500m, 3 storeys
Requirements: – Building Cost: –
Factories are large buildings with loads of machines designed to automate crafting and creating items. They’re designed to be either manned or completely machine ran, with loads of space made to accommodate for such machines. Factories are commonplace in high technology settings.
Factories automate crafting, and take 50% longer to craft items then others, but as long as there is sufficient materials, it will output whatever you have decided to craft. A factory has 1 slot that allows it to only craft one item at once.
MK 1 Upgrade – 10 Slots, +10% Bonus to Craft Actions, Sells MK 1 and 2 Equipment, Common and Uncommon Magitech Equipment is now available.
MK 2 Upgrade – 15 Slots, +15% Bonus to Craft Actions, Sells MK 1, 2 and 3 Equipment.
MK 3 Upgrade – 20 Slots, +20% Bonus to Craft Actions, Sells MK 1, 2, 3 and 4 Equipment
MK 4 Upgrade – 25 Slots, +25% Bonus to Craft Actions, Sells MK 1, 2, 3, 4 and 5 Equipment
MK 5 Upgrade – 30 Slots, +30% Bonus to Craft Actions, Sells MK 1, 2, 3, 4 and 5 Equipment, 50% Discount on all items for the owner of the building.
Tailor
Industrial/Merchant Building
Summary: Produces and Sells Fabric Items Size: 50x50m, 1 storey
Requirements: – Building Cost: –
Tailors are buildings that have things such as sewing machines, sewing tools and related items to create items made of fabric, such as clothes, armours, and ropes, to name a few. Tailors are important when it comes to production as fabric plays an important part amongst many peoples lives for clothing, packaging, and warmth.
A Tailor comes with 5 slots for special items such as Common Magitech or MK I Equipment, Crafting inside a Tailor grants a +5% Bonus to Craft Actions on all Fabric Items.
MK 1 Upgrade – 10 Slots, +10% Bonus to Craft Actions, Sells Common, Uncommon Magitech as well as MK 1 and 2 Equipment.
MK 2 Upgrade – 15 Slots, +15% Bonus to Craft Actions, Sells Common, Uncommon and Rare Magitech as well as MK 1, 2 and 3 Equipment.
MK 3 Upgrade – 20 Slots, +20% Bonus to Craft Actions, Sells Common, Uncommon, Rare and Epic Magitech as well as MK 1, 2, 3 and 4 Equipment
MK 4 Upgrade – 25 Slots, +25% Bonus to Craft Actions, Sells Common, Uncommon, Rare, Epic and Legendary Magitech as well as MK 1, 2, 3, 4 and 5 Equipment
MK 5 Upgrade – 30 Slots, +30% Bonus to Craft Actions, Sells Common, Uncommon, Rare, Epic and Legendary Magitech as well as MK 1, 2, 3, 4 and 5 Equipment, 50% Discount on all items for the owner of the building.
Supermarket
Merchant Building
Summary: Sells Food and General Items Size: 100x100m, 1 storey
Requirements: – Building Cost: –
Supermarkets are stores, with large amounts of items, typically selling foods, perishable and nonperishable, and drinks, alcoholic or non alcoholic. Supermarkets also sell small knick-knacks, such as toys, and other tools and supplies, usually stationery, Weapons are not sold at supermarkets, the closest weapon you can get at a supermarket usually being a kitchen knife or a meat tenderiser.
A supermarket comes with 10 slots and sells average quality goods.
MK 1 Upgrade – 20 slots, Sells MK 1 Equipment
MK 2 Upgrade – 30 slots, Sells MK 1 and 2 Equipment
MK 3 Upgrade – 40 slots, Sells MK 1, 2 and 3 Equipment
MK 4 Upgrade – 50 slots, Sells MK 1, 2, 3 and 4 Equipment
MK 5 Upgrade – 60 slots, Sells MK 1, 2, 3, 4 and 5 Equipment, Owner receives a +50% Discount on all items sold by the supermarket.
Arms Dealer
Merchant Building
Summary: Sells Weapons and Firearms Size: 50x50m, 1 storey
Requirements: – Building Cost: –
An Arms Dealer is a procurer of firearms, weapons and everything alike. The Arms Dealer gets shipments of firearms, throwing weapons, melee weapons, mana focuses, ammunition and weapon attachments to the general public for the right price. They also typically reforge or create ammunitions en masse, and help with repairing or upgrading weaponry.
An Arms Dealer comes with 5 slots, Crafting in an Arms dealer grants a +5% Bonus to the Craft Action if it’s a weapon or ammunition and you produce twice the ammunition when crafting it for the same amount of materials.
MK 1 Upgrade – 10 Slots, +10% Craft Actions for Weaponry, x3 Ammunition, Sells Common Magitech as well as MK 1 Equipment
MK 2 Upgrade – 15 Slots, +15% Craft Actions for Weaponry, x4 Ammunition, Sells Common and Uncommon Magitech as well as MK 1 and 2 Equipment
MK 3 Upgrade – 20 Slots, +20% Craft Actions for Weaponry, x5 Ammunition, Sells Common, Uncommon and Rare Magitech as well as MK 1, 2 and 3 Equipment
MK 4 Upgrade – 25 Slots, +25% Craft Actions for Weaponry, x6 Ammunition, Sells Common, Uncommon, Rare, and Epic Magitech as well as MK 1, 2, 3 and 4 Equipment
MK 5 Upgrade – 30 Slots, +30% Craft Actions for Weaponry, x7 Ammunition, Sells Common, Uncommon, Rare, Epic and Legendary Magitech as well as MK 1, 2, 3, 4 and 5 Equipment, 50% Discount on all items for the owner of the building.
Black Market
Merchant Building
Summary: Sells Illegal Items Size: 100x100m, 1 storey underground
Requirements: – Building Cost: –
Black Markets are commonplace in societies that typically restrict certain goods, usually these goods are easy to abuse and cause a lot of issues when given to the general public. Usually Black Markets require an invite to enter, or a password of some kind, so no random people can just enter and buy the illegal goods. Many companies and even governments also use Black Markets to get their hands on illegal goods that they can abuse themselves for power. Black Markets usually charge a large amount for even the most simplest of goods, but can also charge cheaply for the more illegal kinds of goods in bulk.
Black Markets contain 5 slots and require a password to enter.
MK 1 Upgrade – 10 slots, Sells MK 1 Equipment
MK 2 Upgrade – 15 slots, Sells MK 1 and 2 Equipment
MK 3 Upgrade – 20 slots, Sells MK 1, 2 and 3 Equipment
MK 4 Upgrade – 25 slots, Sells MK 1, 2, 3 and 4 Equipment
MK 5 Upgrade – 30 slots, Sells MK 1, 2, 3, 4 and 5 Equipment, Owner receives a +50% Discount on all items sold by the black market.
Bar/Tavern
Entertainment Building
Summary: Sells Food and Drink Size: 75x75m, 1 storey
Requirements: – Building Cost: –
Bars (Or Taverns) are common places where most people socialise, or meet up, or just relax. Bars and Taverns are places for meeting points, where people hire adventurers, people do events or arrange meetings of some kinds. Taverns typically serve Foods and Drinks, usually alcoholic, but nonalcoholic Taverns and Bars exist (Such as Tea Bars or Tea Taverns). Food in Taverns is usually of average quality, but range from things such as breakfast foods like pancakes, to hearty dinners meals, to even pastas.
A tavern starts with 10 Slots, these slots never empty but can be changed.
MK 1 Upgrade – 20 Slots, Sells MK 1 Food and Drink
MK 2 Upgrade – 30 Slots, Sells MK 1 and 2 Food and Drink
MK 3 Upgrade – 40 Slots, Sells MK 1, 2 and 3 Food and Drink
MK 4 Upgrade – 50 Slots, Sells MK 1, 2, 3 and 4 Food and Drink
MK 5 Upgrade – 60 Slots, Sells MK 1, 2, 3, 4 and 5 Food and Drink, 50% Discount on all items for the owner of the building.
Farm
Agricultural Building
Summary: Grows/Produces Food Items Size: 1x1km, 1 storey
Requirements: – Building Cost: –
A farm is a building that produces various food items, such as meat, vegetables, fruits, and other base materials needed to cook and consume. Farms are the basis of survival, as most places need access to a farm to truly thrive and build a community due to the renewable source and access to food. Farms have been used since ancient times to create large amounts of food for small towns, the more people you have in a town, the more food is required.
Farms start with 5 slots that can be changed, and produce a days worth of food for each slot (total 5 days of food) each day.
MK 1 Upgrade – 10 Slots, x2 food gained per day.
MK 2 Upgrade – 15 Slots, x3 food gained per day.
MK 3 Upgrade – 20 Slots, x4 food gained per day.
MK 4 Upgrade – 25 Slots, x5 food gained per day.
MK 5 Upgrade – 30 Slots, x6 food gained per 12 hours. Farm produces twice a day instead of once.
Convenience Store
Merchant Building
Summary: Sells Food and General Items Size: 50x30m, 1 storey
Requirements: – Building Cost: –
A convenience store is a place that can be found in the middle of nowhere, it is used for its sake of “Convenience”, in its name. Most people that go to a convenience store use it as a form of “pit stop” while travelling. A convenience store functions very similarly to a general store, but is typically much smaller, and doesn’t sell as much items. Convenience stores usually store primarily food, ammunition and various other miscellaneous items, but are seldom seen selling weaponry or armour. Convenience stores are designed for high traffic areas, they don’t typically sell high quality goods, but their existence helps most survive the day-to-day.
A convenience store has 5 slots.
MK 1 Upgrade – 10 Slots
MK 2 Upgrade – 15 Slots
MK 3 Upgrade – 20 Slots
MK 4 Upgrade – 25 Slots
MK 5 Upgrade – 30 Slots, Owner receives a +50% Discount on all items in the Convenience store.
Hotel/Inn
Merchant/Residential Building
Summary: Sells Temporary Accommodation Size: 250x250m, 3 storeys
Requirements: – Building Cost: –
Hotels and Inns are highly important for adventurers and tourists, being able to stay in an inn or hotel allows people to explore towns and cities much more and stay for longer, generating more revenue for the town and city. Sometimes Hotels and Inns come with bars, or kitchens, to serve guests food, either through room service, or in a restaurant style setting, but most Hotels and Inns typically try to serve some sort of hospitality service to allow others to enjoy their stays longer and spend more money.
A hotel or inn starts with 5 Rooms, rooms differ to slots as they cannot be filled unless a person is staying inside of that room.
MK 1 Upgrade – 10 Rooms, Owner receives a free room.
MK 2 Upgrade – 15 Rooms, Owner receives a free room.
MK 3 Upgrade – 20 Rooms, Owner receives a free room. Room Service is available.
MK 4 Upgrade – 25 Rooms, Owner receives a free room. Room Service is available.
MK 5 Upgrade – 30 Rooms, Owner receives a free room. Room Service is available
Restaurant
Entertainment Building
Summary: Sells Food and Drink Size: 75x75m, 1 storey
Requirements: – Building Cost: –
Restaurants are the pinnacles of service, they serve various food items and such to the public, either in a fast food setting, where portions of food is made at a fast pace and done efficiently for convenience, or in an A La Carte (Fine Dining) Experience, where food is served by a waiter and is typically made on request of the customer. Restaurants are valued and typically are held in high prestige, and are known as places to take people for meetings, dates, or just meet-ups.
Restaurants start with 5 slots, these items don’t change unless the owner changes them.
MK 1 Upgrade – 10 Slots
MK 2 Upgrade – 15 Slots
MK 3 Upgrade – 20 Slots
MK 4 Upgrade – 25 Slots
MK 5 Upgrade – 30 Slots, Owner receives a 50% Discount on all items sold at the restaurant.
Mechanic
Merchant Building
Summary: Repairs and Sells Vehicles Size: 100x100m, 1 storey
Requirements: – Building Cost: –
A mechanic is a service that buys, sells and repairs vehicles such as cars or ships. Mechanics are highly important for larger cities and towns that want supply routes especially due to vehicles becoming needed to traverse large distances in short amounts of times. Mechanics spend a fair amount of time (usually a few hours) working on multiple cars and such, and can upgrade them for a cost without someone needing the knowledge or expertise to do so.
A Mechanic comes with 5 slots
MK 1 Upgrade – 10 Slots
MK 2 Upgrade – 15 Slots
MK 3 Upgrade – 20 Slots
MK 4 Upgrade – 25 Slots
MK 5 Upgrade – 30 Slots, Owner receives a 50% discount on all services sold by the mechanic
Real Estate
Merchant Building
Summary: Sells Permanent Accommodation Size: 50x50m, 1 storey
Requirements: – Building Cost: –
Real Estate buildings are highly important for being forms of advertising so others can purchase properties, Real Estates sell or allow others to rent out properties based on a lease, and usually check background information of who they’re selling and renting to. They manage multiple properties often for those who don’t have the time or know-how of laws to manage properties.
Real Estate comes with 5 slots
MK 1 Upgrade – 10 Slots
MK 2 Upgrade – 15 Slots
MK 3 Upgrade – 20 Slots
MK 4 Upgrade – 25 Slots
MK 5 Upgrade – 30 Slots
Police Office/Barracks
Entertainment Building
Summary: Houses Guards and Criminals Size: 75x75m, 2 storeys
Requirements: – Building Cost: –
A police office, also known as a Barracks, is a place where criminals are held and crimes are reported, investigated, and various guards are located in. Barracks are important for reducing levels of crime, the philosophy behind them is that safer neighbourhoods allow people to have good experiences and generate more revenue for the town or city.
A Police Office/Barracks has 5 slots used to detain prisoners.
MK 1 Upgrade – 10 Slots
MK 2 Upgrade – 15 Slots
MK 3 Upgrade – 20 Slots
MK 4 Upgrade – 25 Slots
MK 5 Upgrade – 30 Slots
School/University
Entertainment Building
Summary: Grants Knowledge Size: 150x150m, 2 storeys
Requirements: – Building Cost: –
Schools and University are important for educating the general population and increasing their mental aptitude. Schools and Universities allow people to get more jobs and allow for more innovation in societies, these places usually require Teachers to teach students and those who enter, while also allowing various students to socialise, network and meet one another of similar intelligence and interests. Schools are vital to societies for their innovation and reduction of crime rates.
A school or university starts with 5 slots, these slots are for classes, attending a class grants a 0.05% permanent boost to one mental stat. You may only attend one class a week.
MK 1 Upgrade – 10 Slots, 0.1% boost
MK 2 Upgrade – 15 Slots, 0.15% boost
MK 3 Upgrade – 20 Slots, 0.2% boost
MK 4 Upgrade – 25 Slots, 0.25% boost
MK 5 Upgrade – 30 Slots, 0.3% boost
Employment Agency
Entertainment Building
Summary: Grants Jobs Size: 50x50m, 1 storey
Requirements: – Building Cost: –
Employment Agencies are ones that find jobs associated with those that have the skills to perform them, and teach highly important skills in the workplace, they tend to find jobs that also tailor to certain peoples needs, such as if they have a disability or impairment that hinders them from performing certain jobs. Employment agencies make a cut from the employer who puts their job up for them.
Employment Agencies start with 5 slots that have jobs.
MK 1 Upgrade – 10 Slots, Jobs pay 10% more
MK 2 Upgrade – 15 Slots, Jobs pay 20% more
MK 3 Upgrade – 20 Slots, Jobs pay 30% more
MK 4 Upgrade – 25 Slots, Jobs pay 40% more
MK 5 Upgrade – 30 Slots, Jobs pay 50% more
Law Firm
Merchant Building
Summary: Protects from Laws Size: 50x50m, 1 storey
Requirements: – Building Cost: –
Law Firms are places of business that sell their services of persuasion of legal entities to reduce or completely acquit others of crimes. Law Firms are ran by various Lawyers who perform cases and depending on their morality are completely willing to lie to get their clients out of situations with the law. Law Firms work on an “insurance-like” basis, and normally are talked to beforehand by those wanting their services.
Law Firms start with 5 slots for dedicated cases.
MK 1 Upgrade – 10 Slots
MK 2 Upgrade – 15 Slots
MK 3 Upgrade – 20 Slots
MK 4 Upgrade – 25 Slots
MK 5 Upgrade* – 30 Slots
Doctor/Hospital
Merchant Building
Summary: Heals Sick and Injured Size: 50x50m, 1 storey
Requirements: – Building Cost: –
Doctors and Hospitals are highly important as they can cure various diseases and disorders, as well as allow a population to access various medical goods so they can recover, Doctors and Hospitals offer services to help those in need, typically asking for payment after the service is performed in emergencies, however, payment is usually upfront. Doctors and Hospitals sell a lot of chemicals such as Panaceol, Maznaride and Storamine, and sell various medical kits for others to use while on the field or at home in emergencies.
A doctor or hospital has 10 slots, and sells Chemicals
MK 1 Upgrade – 20 Slots, Sells MK 1 Chemicals
MK 2 Upgrade – 30 Slots, Sells MK 1 and 2 Chemicals
MK 3 Upgrade – 40 Slots, Sells MK 1, 2 and 3 Chemicals
MK 4 Upgrade – 50 Slots, Sells MK 1, 2, 3 and 4 Chemicals
MK 5 Upgrade – 60 Slots, Sells MK 1, 2, 3, 4 and 5 Chemicals, 50% Discount on all items for the owner of the building.
Laboratory
Merchant Building
Summary: Researches Items Size: 100x100m, 1 storey
Requirements: – Building Cost: –
A Laboratory is a service used to research and develop new items and various innovations, they can also inspect corpses and items that have been obtained and trace their cause of death or the origin of an item respectively. Laboratories are really useful for discovering new items and general innovation and require scientists to run succesfully. It typically takes 6 months to research an item, corpse or object to its fullest extent, the costs depending on x4 of the items cost.
A Laboratory can inspect an unlimited amount of things at once.
MK 1 Upgrade – Time reduced to 5 months
MK 2 Upgrade – Time reduced to 4 months
MK 3 Upgrade – Time reduced to 3 months
MK 4 Upgrade – Time reduced to 2 months
MK 5 Upgrade – Time reduced to 1 month
Observatory
Entertainment Building
Summary: Observes Space Size: 250x250m, 2 storeys
Requirements: – Building Cost: –
An Observatory is a service that observes various star systems and locations, and tracks various locations, they are paramount for setting up geographical locations or defences within the universe as well as building supply lines from different planets. Observatories are highly useful for obtaining information about locations and for asteroid farming, as they can find asteroids with large nodes of minerals.
Observatories have 1 slot for finding new locations.
MK 1 Upgrade – 2 Slots
MK 2 Upgrade – 4 Slots
MK 3 Upgrade – 6 Slots
MK 4 Upgrade – 8 Slots
MK 5 Upgrade – 10 Slots
Gymnasium
Entertainment Building
Summary: Allows Training Size: 100x100m, 1 storey
Requirements: – Building Cost: –
Gymnasiums are very commonly used by adventurers and people alike for upgrading their physical attributes, Either for upgrading ones Muscles or increasing ones Agility. Gymnasiums are typically filled with large amounts of equipment, such as dumbbells, treadmills or large spaces to perform aerobics
MK 1 Upgrade – 10 Slots, 0.1% boost
MK 2 Upgrade – 15 Slots, 0.15% boost
MK 3 Upgrade – 20 Slots, 0.2% boost
MK 4 Upgrade – 25 Slots, 0.25% boost
MK 5 Upgrade – 30 Slots, 0.3% boost
Museum/Gallery
Entertainment Building
Summary: Displays Artworks Size: 500mx500m, 4 storeys
Requirements: – Building Cost: –
Museums (or the smaller form, Galleries) are places filled with various works of art, culture and history from all over the universe. People pay to put works of art there, historical or not, they usually have a meaning of some kind. Many tourists go to Museums and Galleries to see these works of art, while a lot of museums can be free, Museums with more expensive pieces tend to cost money for admission, people are also willing to buy works from museums for very large sums of money.
A Museum or gallery starts with 5 slots to put prized artworks in.
MK 1 Upgrade – 10 Slots, +10% profit
MK 2 Upgrade – 15 Slots, +20% profit
MK 3 Upgrade – 20 Slots, +30% profit
MK 4 Upgrade – 25 Slots, +40% profit
MK 5 Upgrade – 30 Slots, +50% profit
Library
Entertainment Building
Summary: Retains Books Size: 50x50m, 1 storey
Requirements: – Building Cost: –
A library is a public space where a place keeps a large amount of books, these books can be fictional, telling stories of ancient treasure and various epic adventures, or they can be non-fiction, which is either biographies, historical information, or skills that can be taught and learnt from. Libraries allow people to gain these sources of information by borrowing books so that people may read them. They’re a good place to study or gather, albeit there is usually a rule in libraries to remain quiet and not disturb others.
A library starts with 5 slots for those to borrow books and study, books give a temporary effect that grants a +2.5% to an action (excluding attacking) for 8 hours.
MK 1 Upgrade – 10 Slots, Boosts to 5%
MK 2 Upgrade – 15 Slots, Boosts to 7.5%
MK 3 Upgrade – 20 Slots, Boosts to 10%
MK 4 Upgrade – 25 Slots, Boosts to 12.5%
MK 5 Upgrade – 30 Slots, Boosts to 15%, Lasts for 24 hours.
Archives
Entertainment Building
Summary: Retains Information Size: 25x25m, 1 storey
Requirements: – Building Cost: –
Archives are very restricted areas that usually keep secret information and documents that aren’t meant to be seen by public eyes, this can be legal cases, peoples health records and various information that must be kept safe due to anonymity purposes. It can also be a place for secret government records that must be kept hidden from public eyes, containing various information on operations that the public should not see.
The Archives has 1 slot that recharges every month, this Archive can be used to gain all information about a certain subject, it is up to the GM’s discretion what is told.
MK 1 Upgrade – 2 Slots
MK 2 Upgrade – 3 Slots
MK 3 Upgrade – 4 Slots
MK 4 Upgrade – 5 Slots
MK 5 Upgrade – 6 Slots, Recharges every 2 weeks.
General Store
Merchant Building
Summary: Sells General Goods Size: 75x50m, 1 storey
Requirements: – Building Cost: –
A General Store is highly commended for its simplicity, they contain every supply from A to Z, and are bigger and more vast then Convenience Stores, General Stores contain everything, usually not selling anything too fancy, they contain about everything someone generally needs, you can get both rations and a healing tincture at a general store, and even a toy or a deck of playing cards as well. General Stores are cheap and beloved.
General Stores start with 10 slots.
MK 1 Upgrade – 20 Slots
MK 2 Upgrade – 30 Slots
MK 3 Upgrade – 40 Slots
MK 4 Upgrade – 50 Slots
MK 5 Upgrade – 60 Slots, Owner gets a 50% Discount on all items of the General Store.
Stadium
Entertainment Building Summary: Hosts Sports and Games Size: 4x4km, 5 storeys** ** Requirements: – Building Cost: –
When Sports, Concerts and physical events need to be hosted, people typically hire stadiums for that purpose. Stadiums are large open areas, either completely enclosed or roofless, stadiums are also used to host various conventions, and tend to have mini stalls or men who sell foods and drinks so one can watch while enjoying various beverages. Stadiums generate loads of money for tickets to certain events
A Stadium comes with 1 slot, which can be used to host an event everyday.
MK 1 Upgrade – 2 slots
MK 2 Upgrade – 3 slots
MK 3 Upgrade – 4 slots
MK 4 Upgrade – 5 slots
MK 5 Upgrade – 6 slots
Parkland
Residential Building
Summary: Protects Large Chunks of Land Size: 3x3km, 1 storey
Requirements: – Building Cost: –
A parkland or a nature reserve is a portion of land that is protected, typically to give animals and such space from attacks on wildlife, as well as showcasing the unique flora and fauna in the surrounding areas, parklands are typically beautiful places where people go out to have picnics and walk through the scenery, maybe to observe the beauty of nature and unwind by walking around, or maybe to test their new abilities or gadgets, provided they don’t bring harm or disrupt others. Parklands are also known to host events and such, and also tend to get revenue for parking spots.
A Parkland is an aesthetic design, and starts with 1 slot for events per month
MK 1 Upgrade – 2 slots
MK 2 Upgrade – 3 slots
MK 3 Upgrade – 4 slots
MK 4 Upgrade – 5 slots
MK 5 Upgrade – 6 slots
Religion Center
Entertainment Building
Summary: Allows Religious Congregation Size: 150x150m, 1 storey
Requirements: – Building Cost: –
For the more religious folk, Religion Centers are buildings where those who are practicing a religion can perform their daily rites and sermons within that location, typically a Religion Center comes by many names based on what religion they follow and what that religion calls those buildings. Religion Centers typically host events to draw other people towards that religion, maybe it is a play of some kind or a charity to help the homeless.
Religion Centers start with 1 slot for hosting events such as sermons and rituals every week
MK 1 Upgrade – 2 slots
MK 2 Upgrade – 3 slots
MK 3 Upgrade – 4 slots
MK 4 Upgrade – 5 slots
MK 5 Upgrade – 6 slots
Theatre
Entertainment Building
Summary: Runs Movies and Plays Size: 300mx300m, 1 storey
Requirements: – Building Cost: –
A Theatre (or Cinema) is a location where people go to watch various plays, movies, and other theatrical performances. Theatres are generally used for entertainment as a fun outing, or for dates and various other things that people would perform together, Theatres generate a lot of revenue and are typically filled when a very new and popular play, movie or otherwise starts playing at that Theatre.
Theatres have 5 slots per day where they run events and activities
MK 1 Upgrade – 10 Slots
MK 2 Upgrade – 15 Slots
MK 3 Upgrade – 20 Slots
MK 4 Upgrade – 25 Slots
MK 5 Upgrade – 30 Slots
Casino/Arcade
Entertainment Building
Summary: Allows Gambling Size: 250x250m, 1 storey
Requirements: – Building Cost: –
Casinos (or the kid-friendly version, arcades) are locations where people gamble money to gain either more money, or in the case of arcades, gain a prize or reward through tickets. Many people become quickly addicted to Casinos due to the gambling effect of winning money slowly, which make them absolutely amazing pools for profit for those who own them. Casinos typically ban players who win lots due to luck or other methods, or give them complimentary alcoholic drinks so their thoughts are clouded and they’ll more likely lose and give all the money they won back to the establishment. This is where the term “The House Always Wins” comes from.
A Casino starts with a +25% Increase to all profits in the town. This effect does not stack to other Casinos
MK 1 Upgrade – +30% Increase, Owner of building gains a 1% Profit from all buildings in town
MK 2 Upgrade – +35% Increase, Owner of building gains a 2% Profit from all buildings in town
MK 3 Upgrade – +40% Increase, Owner of building gains a 3% Profit from all buildings in town
MK 4 Upgrade – +45% Increase, Owner of building gains a 4% Profit from all buildings in town
MK 5 Upgrade – +50% Increase, Owner of building gains a 5% Profit from all buildings in town
Speciality Shop
Merchant Building
Summary: Sells Specific Items Size: 25x25m, 1 storey
Requirements: – Building Cost: –
A Specialty Shop is a kind of shop that has a unique use, usually specified by the Owner (or GM if its not owned by anyone), They may sell things, buy things, make things on-demand or something completely different, the use and type is up to the person owning the shop. These environments are unique and use a blanket term.
A Specialty shop starts with 5 slots.
MK 1 Upgrade – 10 Slots
MK 2 Upgrade – 15 Slots
MK 3 Upgrade – 20 Slots
MK 4 Upgrade – 25 Slots
MK 5 Upgrade – 30 Slots, Owner gets a 50% Discount on all items sold by the store.
Nightclub
Entertainment Building
Summary: Plays Music and Sells Alcohol Size: 75x50m, 1 storey
Requirements: – Building Cost: –
Nightclubs are locations where people go and party, socialise and gather, dancing to music and drinking alcohol at the same time. Typically open overnight as opposed to the day time, Nightclubs are known for its frivolous activities, usually bringing in the unsavoury kind such as performing drugs or other meetups for mafias, depending on the crime level of a location.
Nightclubs start with 5 slots used to serve alcoholic drinks.
MK 1 Upgrade – 10 slots
MK 2 Upgrade – 15 slots
MK 3 Upgrade – 20 slots
MK 4 Upgrade – 25 slots
MK 5 Upgrade – 30 slots
Cyberdecker
Merchant Building
Summary: Sells and Installs Cybernetics Size: 5x5m, 1 storey
Requirements: – Building Cost: –
Cyberdeckers are buildings, similar to doctors offices and such that sell various body modification devices and install cybernetics into the person, typically, cybernetics are fairly expensive, and need a very highly skilled surgeon to perform. Cyberdeckers are fairly popular with adventurers due to the amount of cybernetics that are typically needed, and for those who are pursuing the craft, Cyberdeckers have various tables and stands to make Cybernetics.
A Cyberdecker starts with 5 slots and grants a +5% bonus on all Craft Actions with Cybernetics.
MK 1 Upgrade – 10 Slots, +10% Craft Actions for Cybernetics, Sells Common Magitech as well as MK 1 Cybernetics
MK 2 Upgrade – 15 Slots, +15% Craft Actions for Cybernetics, Sells Common and Uncommon Magitech as well as MK 1 and 2 Cybernetics
MK 3 Upgrade – 20 Slots, +20% Craft Actions for Cybernetics, Sells Common, Uncommon and Rare Magitech as well as MK 1, 2 and 3 Cybernetics
MK 4 Upgrade – 25 Slots, +25% Craft Actions for Cybernetics, Sells Common, Uncommon, Rare, and Epic Magitech as well as MK 1, 2, 3 and 4 Cybernetics
MK 5 Upgrade – 30 Slots, +30% Craft Actions for Cybernetics, Sells Common, Uncommon, Rare, Epic and Legendary Magitech as well as MK 1, 2, 3, 4 and 5 Cybernetics, 50% Discount on all items for the owner of the building.