Player Home (Redhaven): Difference between revisions
Created page with "thumb|500px|right A man's home is his castle. Sure, it's a little dilapidated right now, but it's ''yours.'' (description placeholder, will finish later. Damn writer's block) ==Rooms== Your home has many rooms, each of which has different effects and functions. Initially, these rooms are in a state of disrepair and provide negative effects. Upgrading these rooms once will remove the negative effects, and subsequent upgrades will add positive effects..." |
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A man's home is his castle. Sure, | A man's home is his castle. Sure, this one is a little dilapidated right now, but it's ''yours.'' A master's home is more than just his place to live in; its condition affects the happiness of his slaves, his reputation, and the tools at his disposal. An investment in his home is an investment in himself. | ||
== | ==Ground Floor== | ||
This large house has many rooms, each of which has different effects and functions. Initially these rooms are in a state of disrepair, so many provide negative effects. Upgrading these rooms once will remove the negative effects, and subsequent upgrades will add positive effects, or even unlock new options. | |||
===Living Room=== | ===Living Room=== | ||
The living room is used for relaxation, and for entertaining guests. The state of the living room affects the MC's [[Influence]], as well as the [[Happiness and Affection|Happiness]] of all members of the household. | |||
See [[Player Home (Redhaven)/living room|Living Room]] for details on upgrades and their effects. | |||
===Kitchen=== | |||
The large kitchen is where the household's food and beverages are prepared, and it also has space for a dinner table and chairs (which can be bought from the local [[carpenter]]). | |||
The state of the kitchen affects the MC's [[Influence]], and the cooking-related appliances and amenities installed can affect the [[Happiness and Affection|Happiness]] of all members of the household. | |||
The house doesn't have a dedicated dining room, so this kitchen/diner's dual duty means it has greater impact on [[Influence]] than other rooms. Guests will not enjoy eating in a dirty kitchen, after all. | |||
See [[Player Home (Redhaven)/Kitchen|Kitchen]] for details on upgrades and their effects. | |||
===Bathroom=== | |||
The ground floor main bathroom starts off with basic and broken-down toilet and shower facilities, but can be upgraded to include a luxurious bath for the master of the household. "The dorms" in the basement include multiple toilets and showers to service the servants and slaves of the household. This is the room for the master and his favourites to luxuriate in in private, and to invite others who he wishes to get to know more intimately. | |||
See [[Player Home (Redhaven)/Bathroom|Bathroom]] for details on upgrades and their effects. | |||
===Office=== | |||
The house starts off with a tatty but cozy office, with flooring and panelling dating back to Raana's [[Raana#The Dark Age (2315-2416)|Dark Ages]]. | |||
See [[Player Home (Redhaven)/Office|Office]] for details on upgrades and their effects. | |||
=== Spare room === | |||
There is one room currently unused, which could be converted into a [[Player Home (Redhaven)/Library|library]] or a [[Player Home (Redhaven)/Private Bedroom|bedroom]] (and note that there is no benefit to having multiple libraries). | |||
==First Floor== | |||
===Master's Bedroom=== | |||
This is where the master of the house and his chosen intimate companions (sex slaves, concubines, wives) sleep. | |||
See [[Player Home (Redhaven)/Master's Bedroom|Master's Bedroom]] for details on upgrades and their effects. | |||
===Empty Rooms=== | |||
There are seven empty rooms on the top floor of the house, which can be converted into [[Player Home (Redhaven)/Private Bedroom|Private Bedrooms]] or [[Player Home (Redhaven)/Library|Libraries]] (note that there is no benefit to having multiple libraries). | |||
== Attic == | |||
=== Nursery === | |||
There is an attic which could be converted into a potentially large [[nursery]] if the master of the house decides to have children. Not currently shown on the household floorplan, though the stairs to get up there is. | |||
==Basement== | |||
===Training Room=== | |||
An old food-storage room that [[Joseph]] transformed into a bondage play room. | |||
See [[Player Home (Redhaven)/Training Room|Training Room]] for details of upgrades and their effects. | |||
===The Dorms=== | |||
"The Dorms" is a 200 square meter room used as a sweatshop by whoever lived here before the MC's family moved in. The MC's brother [[Joseph]] turned this into a dormitory for his planned slave empire to sleep in. It is currently a dilapidated mess, that smells of mold and rotten furniture. | |||
See [[Player Home (Redhaven)/The Dorms|The Dorms]] for details of upgrades and their effects. | |||
===Holding Cell=== | |||
A very simple prison cell with a bucket, a wall bunk, and a wooden bowl. | |||
See [[Player Home (Redhaven)/Holding Cell|Holding Cell]] for details on upgrades and their effects. | |||
===Empty Rooms=== | |||
There are two empty rooms in the basement, which can either developed into [[Player Home (Redhaven)/Holding Cell|Holding Cells]] or [[Player Home (Redhaven)/Library|Libraries]] (noting that there is no benefit to having multiple libraries) - or, once you have unlocked the possibility with [[Nicole Boulay|Nicole]], one can become a News Office (see below). | |||
==Special rooms== | |||
===News Office=== | |||
If you add [[Nicole Boulay]] to your household, you will get the option to convert one of your basement spare rooms (or any of the [[Player Home (Redhaven)/Holding Cell|cells]], if you demolish them) into a [[Player Home (Redhaven)/News Office|News Office]]. | |||
=== Annex === | |||
An extension of the house can be built into [[The yard|the Yard]] if the household's capacity exceeds what can be housed in a maximally upgraded [[Player Home (Redhaven)/The Dorms|Dorm]]. | |||
==Modules== | |||
Various [[Modules]] can be installed in the household, which fit in without taking up any noticeable space. They can include [[Modules#Potted Plants|potted plants]], a [[Modules#Loom|loom]], a [[Modules#Smithery|smithery]], a [[Modules#Food Silo|food silo]], a [[Modules#Laboratory|laboratory]], [[Modules#Nanite Tubes|nanotech growth tubes]], a [[Modules#Tech Module|household computer]], an [[Modules#ENSYS Unit|electronic entertainment unit]], and even a small, modular [[Modules#Fusion Reactor (M5)|fusion reactor]]. | |||
==[[The yard|Yard]]== | |||
The household has a large, enclosed [[The yard|yard]] which starts with just a [[The Shrine|'''shrine''']], a small '''[[The Grove|grove]]''' and a [[Scrap heap|pile of old junk]] in it, but there is space for much more: food [[Garden|gardens]], a [[gazebo]] for relaxing in, a training [[dojo]], a [[workshop]], grandiose [[Statue|statues]], [[stables]], and a [[Annex|housing annex]]. Plus you can upgrade the wall around the garden, and its [[Guard Tower|guard tower]]. | |||
==Finances== | |||
Clicking on the "Manage Home" button will open a screen from which the player can upgrade his home and view his financial information. Here, he can choose whether to pay for food automatically for him and his slaves, and the quality of said food. The player can also optionally pay a significant daily sum for extra luxury which will make him and his slaves much more comfortable. | |||
The "Income" section lists all the player's incomes from business investments, farming, slaves working as prostitutes, and slaves working other jobs. If any of these factors are being affected by external factors, they will be highlighted as red links, the player can click on it for more details. | |||
The "Costs" section lists everything the player is paying for. Food, luxurious spending, salaries, and taxes/maintenance are all included, as well as any money the player losing from a "bandit scourge." | |||
==Food== | |||
The household has limited food storage. If exceeding 1,500 units, 5% is lost per day. The storage limit can be increased to 7,500 if a [[Modules#Food Silo|food silo]] is bought. If food runs out, NPCs will suffer from hunger, may grow sick and weak or even die, and may flee the household. | |||
Food can be acquired each day by [[hunting]], purchasing from the [[Redhaven Market|market]] (if that has supplies), auto-buying, or growing it in garden plots in [[the yard]]. Plus a little extra from [[Modules#Potted Plants|potted plants]]. | |||
The master can assign a single NPC to be his [[Assignments and Jobs#Gardener|Gardener]], to increase food yield (+0% to +200%) based on their [[Assignments and Jobs#Gardener|Gardening]] skill. [[Mai-Lynn]] as Gardener will provide extra rations as she has a "green thumb" and gains extra benefits from [[gardening tools]]. | |||
Latest revision as of 22:14, 22 May 2026

A man's home is his castle. Sure, this one is a little dilapidated right now, but it's yours. A master's home is more than just his place to live in; its condition affects the happiness of his slaves, his reputation, and the tools at his disposal. An investment in his home is an investment in himself.
Ground Floor
This large house has many rooms, each of which has different effects and functions. Initially these rooms are in a state of disrepair, so many provide negative effects. Upgrading these rooms once will remove the negative effects, and subsequent upgrades will add positive effects, or even unlock new options.
Living Room
The living room is used for relaxation, and for entertaining guests. The state of the living room affects the MC's Influence, as well as the Happiness of all members of the household.
See Living Room for details on upgrades and their effects.
Kitchen
The large kitchen is where the household's food and beverages are prepared, and it also has space for a dinner table and chairs (which can be bought from the local carpenter).
The state of the kitchen affects the MC's Influence, and the cooking-related appliances and amenities installed can affect the Happiness of all members of the household.
The house doesn't have a dedicated dining room, so this kitchen/diner's dual duty means it has greater impact on Influence than other rooms. Guests will not enjoy eating in a dirty kitchen, after all.
See Kitchen for details on upgrades and their effects.
Bathroom
The ground floor main bathroom starts off with basic and broken-down toilet and shower facilities, but can be upgraded to include a luxurious bath for the master of the household. "The dorms" in the basement include multiple toilets and showers to service the servants and slaves of the household. This is the room for the master and his favourites to luxuriate in in private, and to invite others who he wishes to get to know more intimately.
See Bathroom for details on upgrades and their effects.
Office
The house starts off with a tatty but cozy office, with flooring and panelling dating back to Raana's Dark Ages.
See Office for details on upgrades and their effects.
Spare room
There is one room currently unused, which could be converted into a library or a bedroom (and note that there is no benefit to having multiple libraries).
First Floor
Master's Bedroom
This is where the master of the house and his chosen intimate companions (sex slaves, concubines, wives) sleep.
See Master's Bedroom for details on upgrades and their effects.
Empty Rooms
There are seven empty rooms on the top floor of the house, which can be converted into Private Bedrooms or Libraries (note that there is no benefit to having multiple libraries).
Attic
Nursery
There is an attic which could be converted into a potentially large nursery if the master of the house decides to have children. Not currently shown on the household floorplan, though the stairs to get up there is.
Basement
Training Room
An old food-storage room that Joseph transformed into a bondage play room.
See Training Room for details of upgrades and their effects.
The Dorms
"The Dorms" is a 200 square meter room used as a sweatshop by whoever lived here before the MC's family moved in. The MC's brother Joseph turned this into a dormitory for his planned slave empire to sleep in. It is currently a dilapidated mess, that smells of mold and rotten furniture.
See The Dorms for details of upgrades and their effects.
Holding Cell
A very simple prison cell with a bucket, a wall bunk, and a wooden bowl.
See Holding Cell for details on upgrades and their effects.
Empty Rooms
There are two empty rooms in the basement, which can either developed into Holding Cells or Libraries (noting that there is no benefit to having multiple libraries) - or, once you have unlocked the possibility with Nicole, one can become a News Office (see below).
Special rooms
News Office
If you add Nicole Boulay to your household, you will get the option to convert one of your basement spare rooms (or any of the cells, if you demolish them) into a News Office.
Annex
An extension of the house can be built into the Yard if the household's capacity exceeds what can be housed in a maximally upgraded Dorm.
Modules
Various Modules can be installed in the household, which fit in without taking up any noticeable space. They can include potted plants, a loom, a smithery, a food silo, a laboratory, nanotech growth tubes, a household computer, an electronic entertainment unit, and even a small, modular fusion reactor.
Yard
The household has a large, enclosed yard which starts with just a shrine, a small grove and a pile of old junk in it, but there is space for much more: food gardens, a gazebo for relaxing in, a training dojo, a workshop, grandiose statues, stables, and a housing annex. Plus you can upgrade the wall around the garden, and its guard tower.
Finances
Clicking on the "Manage Home" button will open a screen from which the player can upgrade his home and view his financial information. Here, he can choose whether to pay for food automatically for him and his slaves, and the quality of said food. The player can also optionally pay a significant daily sum for extra luxury which will make him and his slaves much more comfortable.
The "Income" section lists all the player's incomes from business investments, farming, slaves working as prostitutes, and slaves working other jobs. If any of these factors are being affected by external factors, they will be highlighted as red links, the player can click on it for more details.
The "Costs" section lists everything the player is paying for. Food, luxurious spending, salaries, and taxes/maintenance are all included, as well as any money the player losing from a "bandit scourge."
Food
The household has limited food storage. If exceeding 1,500 units, 5% is lost per day. The storage limit can be increased to 7,500 if a food silo is bought. If food runs out, NPCs will suffer from hunger, may grow sick and weak or even die, and may flee the household.
Food can be acquired each day by hunting, purchasing from the market (if that has supplies), auto-buying, or growing it in garden plots in the yard. Plus a little extra from potted plants.
The master can assign a single NPC to be his Gardener, to increase food yield (+0% to +200%) based on their Gardening skill. Mai-Lynn as Gardener will provide extra rations as she has a "green thumb" and gains extra benefits from gardening tools.