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Chapter 1096 – Tier 5 Guild Hall 2 – Complete Overhaul Part 2



Chapter 1096 – Tier 5 Guild Hall 2 – Complete Overhaul Part 2

 

Production District:

Silicate Island (Room Slot Cost: 100, Maintenance Cost: 100’000): Previously, the Building was called the Silicate Field, but on the final upgrade that changed. This was in part due to the Perk John was offered after the final upgrade, boosting growth speed of the crystals further if nothing else was on the island. The Gem Pyramid that appeared on Silicate Island was part of the Building and John wasn’t quite sure what it did yet. The upgrade only described it as a ‘place to earn additional gems’.

Warehouse (Entrance) (Room Slot Cost: 100, Maintenance Cost: 100’000): The first of two Warehouses in the Guild Hall. This Building would perform the vital task of sorting and storing what the Production area yielded. It did this by having several subsections, each specialized to take in a certain kind of material, into which the raw ores, stone, wood or whatever else could be brought. Similar to John’s Inventory, the items would then be stored in a dimensional pocket which kept them suspended in time. Only items produced by the Guild Hall could be stored in the Warehouse. In return the storage capacity was enormous. Whenever the raw materials were needed again, they could be taken out by whoever had been given the permission to interface with the Warehouse. The shape of the Building on the Production side of things was specialized almost exclusively for putting materials in, though. The costs were shared between the two Buildings.

Mine (Room Slot Cost: 150, Maintenance Cost: 150’000): Among the oldest and definitely the most vital of the Guild Hall’s Buildings was the Mine. Fusion’s ability to dig up various qualities of metal on a practically infinite basis was more important than ever now that they minted their own coins from that metal. The upgrade of the Mine was fairly straightforward, deepening it to a total of 50 floors, up from the previous 40. Additionally, the Mine now spawned a number of smaller shafts that each had the difficulty of a randomly plucked out layer of the Mine. Each entrance came with a warning indicating which layer it represented, which was important given the additional dangers on the deeper floors. There were Corepickers, which were more like treasure goblins than actual enemies, spawning from layer 26 downwards. More dangerous were Kobolds (level 20) on floors 26 to 30. Threatening were the Tunnel Dragons (level 40) from 31 to 40. Lethal for most people were the newly added Basilisks (which John would assume were level 60) spawning on floors 41 to 50.

John wasn’t given a Perk choice, but he was fine with what he was given regardless. The side entrances would mean that the main Mine was less busy, which would only grow more valuable as more people came to take advantage of its riches. While nobody could work in the Mine without registering (well, they could try, but they weren’t likely to get away with it for long), freelancers were always welcome and many people wanting some extra cash, a physical outlet with side benefits, or simply a workout took up the offer.

Herb Garden (Room Slot Cost: 75, Maintenance Cost: 50’000): The Herb House, as it was previously called, was a modular Building. This meant that, rather than being expanded by a direct upgrade, additional sections could be attached as John unlocked them. This changed on the addition of the Outdoor module, unlocked on Tier 5, giving John the choice to either keep the Herb House as is and give a flat 25% growing speed bonus to all Herbs inside or boost the size of the Outdoors by 100% and make it capable to grow any herbal plant properly, including those brought in from the outside. Evidently, John had gone with the latter.

Oil House (Room Slot Cost: 50, Maintenance Cost: 50’000): The Oil Tower expanded into the Oil House (or maybe mansion would have been more accurate). Fundamentally the use of the Building remained unaltered, synthesizing various kinds of oils, from the kind one wanted to burn to the variety people made perfume out of, out of nothing. There was now a pool of pitch on the outside. It served a mainly decorative purpose, as pitch wasn’t that useful in the Abyss.

Canteen (Room Slot Cost: 10, Maintenance Cost: 1250): Another repurposed residence kind of Building, existing as a place for the people who worked in the surrounding Buildings to eat. Its placement wasn’t entirely optimal, given how far people had to travel from Silicate Island and the Mine, but food trucks could be sent out to amend that issue. The Tier 5 Guild Hall had a reliable road network, after all.

Logging (Room Slot Cost: 200, Maintenance Cost: 140’000): The Logging expanded in area, which had the obvious benefit of growing more trees. In addition to the simple upgrade of all previous functions, John was given three choices: 1. The Guild Hall would now be able to spawn magical trees anywhere, albeit at a much lower rate outside the borders of the Logging. 2. The Logging would spawn a Hallowed Tree, which greatly boosted rare spawns in the area around it and itself was a tree of Mithril-level rarity. Once cut down, it would only start to regrow after 5 years. 3. The area the Logging covered could be increased by another 100%. John went with the middle option, as he was happy with the districting he had done and preferred not to ruin it by making trees (some of which could be dangerous) spawn all over the place or take up more space.

Fibre Fields (Room Slot Cost: 50, Maintenance Cost: 50’000): A new addition to the Guild Hall, the Fibre Fields provided another variety of plant: the kind that was useful for its more flexible materials. On the fairly mundane side, this included cotton and hemp, with things like Gloowshroom or Tidebamboo covering more magical materials.

Fishery (Room Slot Cost: 100, Maintenance Cost: 100’000): Size and variety increased, a new level of rarity was unlocked. Nothing unusual here. Except that a ‘gathering dungeon’ called ‘the Deep Place’ was also created. John would have to investigate that. If this was similar to the deeper levels of the Mine, isolated and clearly telegraphed, then there was no issue. If there was a random part of the Guild Hall that spat out monster fish, that would, however, be a problem.

Farm (Room Slot Cost: 120, Maintenance Cost: 120’000): The Farm was, and stayed, a modular Building. The notable additions to its previous capacities were the Turkheir Farm, allowing John to regularly feast on the delicious, dinosaur-esque animal, and the Orchard, adding a whole assortment of fruit trees to the repertoire of the Guild Hall’s food production. Although not an addition in terms of what it produced, the Great Field was also instituted. Simply put, that area was a boring, simple field of continuously growing, plain grains and beans. Fundamentally, the various parts of the Farm would be enough to ensure a balanced diet to the inhabitants of the Guild Hall, with imports doing the rest. The Great Field existed in case they ever found themselves in a siege situation with a lot of refugees on the island or, the opposite situation, with the Guild Hall as the central supply station for local military operations. No army could fight on an empty stomach.

District Balance:

945 out of 4817 Room Slots (2782 Remaining)

PRODUCES 0 mana, COSTS 840’000 mana, BALANCE -840’000 mana.

___________________________________________________________________

Industry District:

Warehouse (Exit) (Room Slot Cost: -, Maintenance Cost: -): The second of the two Warehouses, specialized in taking the raw materials out of the storage, loading them on various vehicles, and delivering them to the Buildings of the Industry area, almost all specialized in taking the raw produce and refining it into something valuable. Whether that work was done by the mechanics of the Buildings or people who used the facilities entirely depended on whether or not people asked for materials.

Industry Administration (Room Slot Cost: 10, Maintenance Cost: 1250): Another repurposed residence, this time to govern over the distribution and collection of the materials flowing in and out of the Industry area. Aside from assuring that the regular workings of the Buildings were maintained, people working here also needed to see that those who asked for materials and received them didn’t just run off with them, and that people renting space at the facilities were granted that space.

Canteen (Room Slot Cost: 10, Maintenance Cost: 1250): Same as the one in the Production District.

Alchemy Lab (Room Slot Cost: 50, Maintenance Cost: 50’000): Potions were a staple of most fantasy settings, which was why John was pretty disappointed that he saw so little of them. Simply put, most potions were not cost effective in the modern age. Only when it came to burst healing were they more appropriate to use than enchantments. Even that came with limitations, being that one needed to brew and carry the potion. Both were difficult, given the ingredients, procedure, and fights involved. In every case, it was preferable to just buy enchanted equipment that prevented the wound in the first place. To get both, one had to have some serious dough.

Other uses of alchemy included the creation of explosive concoctions, transmuting materials, and biologically engineering creatures. All of those were more widely practiced, although still niche. With the Alchemy Lab in the picture, John hoped to make healing and perhaps even performance boosting potions a reliable supply for his soldiers. Everything that increased effectiveness and survival chances of his troops was appreciated.

Perfumery (Room Slot Cost: 40, Maintenance Cost: 30’000): A simple upgrade, increasing output and customization options, such as allowing a perfume to change its fragrance over time. The Perfumery had also been moved from the Production area for thematic appropriateness.

Weavery (Room Slot Cost: 40, Maintenance Cost: 30’000): Another simple performance upgrade, increasing speed and options related to the fineness of the cloth produced. Facilities were also expanded, which was especially useful for the Weavery as its produce was always refined cloth, not actual clothing. That had to be done by hand.

Gem Cuttery (Room Slot Cost: 40, Maintenance Cost: 30’000): A new Building, placed to carve the crystals and gems from Silicate Island into more usable or aesthetic shapes. The process could also be used to reinforce the properties of already magical gems, such a proclivity to boost thunder spells.

Masonry (Room Slot Cost: 40, Maintenance Cost: 30’000): Also new and essentially the stone equivalent of the Gem Cuttery. Here, stones and rocks of all sizes were cut into desired shapes, whether that was a slab, tiles, or a pile of bricks.

Circuit Factory (Room Slot Cost: 40, Maintenance Cost: 30’000): Yet another new Building, the Circuit Factory was dedicated not only to the creation of circuitry, but fine energy conductors in general. Scarlett had been enthused about this Building, as facilities producing the small parts required for finer artificery and arcano-tech were hard to come by. It intruded on her market, so it was bad for her as a business person. As a researcher, however, Scarlett was happy to be able to experiment more readily with advanced constructions.

Tannery (Room Slot Cost: 40, Maintenance Cost: 30’000): The primary upgrade of the Tannery was a smell suppressor, keeping the stench from the many chemicals used in the treatment of animal skin in check. Aside from that, it got the usual bonuses of the level up: speed and scope of the automatic operations were increased and the facilities expanded.n/o/vel/b//in dot c//om

Foundry (Room Slot Cost: 50, Maintenance Cost: 50’000): The Foundry was the second part of the Guild Hall’s main economic power, being the place where the endless amount of ore was turned into usable ingots. Upon being upgraded to Tier 5, enjoying the usual benefits, the Foundry presented John with two choices. Either he could have the Foundry spawn Smithing Golems, which would take commissions from people, or he could add a chance that a metal was upgraded in its rarity during the smelting process. The higher the power of the material, the lower the chance for an upgrade. John took the latter. They could (and would) train more smiths in any case. Rare metal was the more valuable resource.

Paper Mill (Room Slot Cost: 40, Maintenance Cost: 30’000): Although the modern age had made paper less essential, there were still plenty of uses for it. The three main uses Fusion had for a paper mill were: toilet paper, standard paper, and contract paper. Few people ever thought about it, but the trip to the bathroom was still one every mage made on a daily basis. Being entirely dependent on the mundane world for the supply of toilet paper was foolish. Same was true for standard white paper and the incredibly fine, valuable paper they used for official contracts. While the Paper Mill did not provide any sort of ink, it did deliver its produce in the desired sizes.

Transmutation Forge (Room Slot Cost: 0, Maintenance Cost: 0): The last upgrade of the Transmutation Forge further expanded its repertoire of materials John could buy with money. There was a window in the future where he might be able to take advantage of it, being when Fusion’s reserve of USD swelled to an enormous size due to the currency transition. Otherwise, it would likely go largely ignored for a long time. Like most systems allowing the direct acquisition of valuable resources, the Transmutation Forge took a massive premium.

Carpentry (Room Slot Cost: 40, Maintenance Cost: 30’000): The Carpentry was the final new Building of the Industry area and did the same thing as the Masonry and Gem Cuttery, except with wood.

Brewery (Room Slot Cost: 40, Maintenance Cost: 30’000): The alcohol brewed in the Guild Hall was of middling popularity. Whether this was because John hadn’t found the right settings or because the alcohol produced mechanically was deliberately less good, it was still practically free alcohol. Expansion of the facilities and the ready availability of crops from the Farm meant that, eventually, someone would be ambitious enough to try their luck. Optimally, John wanted at least two parties to operate in the Brewery to keep competition going, but currently he would take anybody. All he wanted were more tasty goods for his whiskey closet.

Mana Storage (Room Slot Cost: 40, Mana Production: 25’000): The mana produced by the Mana Storage wasn’t enough to cover the average Building of the same Room Slot Cost. As that wasn’t its main purpose, that was only a slight annoyance. From the previous maximum of 10 million, the storage capacity went to 100 million Maybel. Fundamentally, the Mana Storage was the Guild Hall’s lifeline, should their daily production of mana not be sufficient to cover the costs. That specific number had another significance, however. 100 million was what Stirwin needed to go Celestial Devourer mode, and with the Monument, him tapping into the Guild Hall’s mana was entirely possible.

24 Mana Factories (Room Slot Cost: 600, Mana Production: 1’800’000): The amount of mana an individual Mana Factory produced increased by 20’000, which was a somewhat disappointing increase from 60’000 to 80’000. Because of this smaller increase, John compensated by doubling the amount of Mana Factories from the Tier 4 numbers.

District Balance:

1050 out of 4817 Room Slots (1732 Remaining)

PRODUCES 1’825’000 mana, COSTS 321’250 mana, BALANCE +1’503’750 mana

Finished in Part 3


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