Organizational Power

by Daevos

Back to Ideas.

Yrael2005-08-19 02:47:23
That'd be fun. We get a building built, and addons onto that. The refinery can go onto help in the production of other things, the Transplanar Booster can become a Transplanar Beacon to which it's possible to teleport to the Nexus from anywhere on a plane that isn't Astral. Since up there everything is a pale reflection. An addon to the Aether manses where you can get portals to each of your cities controlled villages. Communes could force trees to grow faster, summon spirits and fae to help in the production of organics.
Unknown2005-08-19 02:47:51
How about use power to build aethermanses? Players pay the city/commune gold, then they are authorized a certain amount of power to build the aether expansion. Makes sense, and it would allow a bit more city connection to the Aetherwaves.

Just one idea, once I get a better one I'll post.
Unknown2005-08-19 02:48:39
Oh and don't get too crazy with your technology. It is still Lusternia, not Star Wars.
Yrael2005-08-19 02:54:40
Sometimes, magic seems to be more technological than technology itself.
Eyod2005-08-19 11:43:42
being able to pay for upgrades to things, like the alembic or jewelers tools
would be nice, I think howevet that they should decay after so many days
and have a power cost during that time (like a karma blessing) so that
you can't have to many running and once and have to be strategic about
which you use for your city/commune.

a frost hags training barracks!
Bau2005-08-19 16:28:47
Personally, I'd pay for an upgrade to the tailoring bench which made sewing faster. biggrin.gif Out of my own pocket. Constantly.
Arilyon2005-09-01 03:59:23
QUOTE(Daevos @ Aug 18 2005, 06:48 PM)


Transportation - I guess I should rename this to Planar Transportation, since my idea centers around that. I think it should be possible for the cities to utilize a vast amount of power to strengthen the link between their nexuses on each plane. Thus allowing transversing from and to any plane but Ethereal using their nexus.
168209



Personally I would -love- this to happen. However that could just be the little voice in my head speaking from where I was trapped on Earth for about 30 minutes because the gate was distorted and no one would come and get me down depressed.gif
Revan2005-09-01 04:01:12
Awww... Ari. hug.gif
Unknown2005-09-01 04:09:40
I like this idea. Implementing an improvement should cost either power, gold, or both, depending on the nature of it. It then lasts a certain number of months and after that period goes away until 'rebuilt'.

For example, for X amount of power and X steel you can construct an Essence Purifier/Corrupter that allows you to convert essences right at your nexus.
Unknown2005-09-01 10:56:05
Well with the Refinery and such, it wouldn't make much sense for Serenwilde or Celest really to have a factory which would produce soot and crap. So if each org got their own custom type ones, like Magnagora could get factories and such, Serenwilde might get Sawmills, granaries and such, Celest could get like a port or something.

We also need like org specific uber guards for the cities and such. Like an Archdemon from Luciphage for Mag, and such.
Thaemorn2005-09-01 12:27:40
QUOTE(kayde @ Aug 19 2005, 12:44 PM)
You could make it where it's a cummulative upkeep. Basically a small upkeep for one 'upgrade', if you have two upgrades, the cost is doubled on both, and so on. So that it is fairly easy to keep up 1 or 2 upgrades at a time, but almost impossible to keep up say 10 at once. This would make the choosing upgrades important and would also keep is relatively easy to at least get a couple of upgrades.
168413



This idea, and Avaer's before that, I like.

If it's just building up and up and up, I think things can get TOO big in a MUD.

But if it became more of an extension of an organisations choice of goals and attitude, much like government types, it could be great to see the change as time went on.
A new Emperor in Magnagora might tear down one structure built by the old in favour of being able to build and support a new one that aids something else.
Verithrax2005-09-03 20:41:00
Mundane buildings like factories, sawmills, granaries and the such would be built in villages and would cost gold/comms to make. They would have a high gold/comm upkeep, too. Not paying the upkeep would make the building deteriorate (losing its efficiency) until it became useless, and you'd have to pay to rebuild it.

Magical buildings like a Transplanar Beacon, Higher Pentagram of Enchantment, yadda yadda yadda would be built in cities would cost gold and Power, and would have a high Power upkeep. Not paying the upkeep would make them slowly deteriorate, making them less effective. After they deteriorate enough, they would start to fail occasionally. Eventually, they would deteriorate enough to cause a catastrophical failure. Possible effects of a catastrophical failure:
Death of everyone in the room
Loss of Power for the city Nexus
Some Astral critters appear on prime, in the city.

Magical Trees like a Tree of Herb Growth, a Greater Mahogany Tree of Lumber, and so on, would be built by communes using Power and commodities. They would have an upkeep of Power, and would deteriorate slowly if they aren't supplied with enough Power. Eventually, they wilt and die. Possible effects of a magical tree dying:
The room the tree was in is turned into a wasteland
The tree releases several dangerous parasites.

Possible buildings and trees:

Mundane:
Sawmill - increases wood output in a village.
Refinery - Increses the output of metals in a village.
Town Hall - Increases all productivity and the general happiness of the village.
Granary - Increases grain output.
Port - Allows the village to trade with other villages that have ports, generating a steady income of gold (The Port pays its own upkeep, but it takes some comms every month to sell) The profit depends on how many villages currently have ports.
Trading post- Like the port, but less efficient. It allows the village to trade with all other villages that are connected to highways.
Monument - Makes village revolts less frequent. Also makes it easier for the monument's builders to influence the village.

These would look and act the same for all orgs, except for a single type of building that is more efficient and looks different for a particular city/commune (Celest would get a better port, Seren a better sawmill, Magnagora a better refinery and Glom a better granary.)

When a village is taken over, the mundane buildings would be captured. Except for monuments, which are org-specific (Each org would have it's own monument) and would have to be destroyed (at a cost) Since they make it easier for the monument's org to influence the village.

Magical:

Power Flow enhancer - Increases the speed of drawing power from a nexus.
Obelisk gateway - Instant transportation to any controlled villages
Planar Beacon - Allows people to teleport nexus from one, two, or three planes away (depending on size).
Greater Pentagram - Increases the speed of enchanting
Aetherwave relay - Should be placed on an Elemental plane. It allows people on the Cosmic plane connected to the city's Nexus to talk and listen to everything that is said on CT on prime, as if they were on Elemental and had Farwave. Placing a second one on the Cosmic plane creates the same effect for Astral.

Trees:

Tree of Healing - Regenerates Health for commune members who are in the same room, if they're bonded with the Tree totem. Also allows them to bond with Tree, as if it was the commune's mystic tree.
Tree of Giving - Generates raw lumber.
Tree of Taking - Sucks minerals from the ground, and turns them into raw ores.
Tree of Richness - All the herbs that can grow in forest terrain will grow in the room this tree is planted on, in larger amounts, and faster.
Tsakar2005-09-03 23:55:30
QUOTE(Verithrax @ Sep 3 2005, 01:41 PM)
Sawmill - increases wood output in a village.
179021



Personally I think more then a few of the different things in the post sound pretty nice, but this especially, it has been mentioned before in another thread but we really need more ways/quests/what have you to produce wood. Originally Artisan had a very high hit on wood supplies, then Bookbinders, now Trackers are all drawing heavily on wood commodities, and in my opinion there isn't enough supply for them all. Mature trees from saplings helped some, giving another way to get raw lumber to turn into wood at villages, but could use something more in this senile dog's opinion
Verithrax2005-09-04 00:42:13
QUOTE(tsakar @ Sep 3 2005, 08:55 PM)
Personally I think more then a few of the different things in the post sound pretty nice, but this especially, it has been mentioned before in another thread but we really need more ways/quests/what have you to produce wood.  Originally Artisan had a very high hit on wood supplies, then Bookbinders, now Trackers are all drawing heavily on wood commodities, and in my opinion there isn't enough supply for them all.  Mature trees from saplings helped some, giving another way to get raw lumber to turn into wood at villages, but could use something more in this senile dog's opinion
179143



Hey, give me enough creddies to omnitrans and I'll be strong enough to go into Glomdoring and mulch it. laugh.gif

Seriously though, the sawmilll would cost wood to build, since medieval sawmills are made of wood...
Tsakar2005-09-04 00:55:29
QUOTE(Verithrax @ Sep 3 2005, 05:42 PM)
Hey, give me enough creddies to omnitrans and I'll be strong enough to go into Glomdoring and mulch it.  laugh.gif

Seriously though, the sawmilll would cost wood to build, since medieval sawmills are made of wood...
179157



That would be assumed yes, but in the end it'd produce more and solve what can be seen as a wood shortage problem?
Verithrax2005-09-04 20:06:26
QUOTE(tsakar @ Sep 3 2005, 09:55 PM)
That would be assumed yes, but in the end it'd produce more and solve what can be seen as a wood shortage problem?
179171



Of course.