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A man's home is his castle. Sure, it's a little dilapidated right now, but it's ''yours.'' Your home is more than just a place to live - it offers a great deal of space for all sorts of business ventures or projects. The condition of your home also affects the happiness of all NPC occupants, your reputation and the different tools at your disposal. An investment in your home is an investment in yourself. | A man's home is his castle. Sure, it's a little dilapidated right now, but it's ''yours.'' Your home is more than just a place to live - it offers a great deal of space for all sorts of business ventures or projects. The condition of your home also affects the happiness of all NPC occupants, your reputation and the different tools at your disposal. An investment in your home is an investment in yourself. | ||
The | == Your inherited household compound == | ||
You have just inherited a small compound in the [[Locations (Ikaanos)#Redhaven|Redhaven]] district of [[Ikaanos]] from your brother Joseph, after his mysterious disappearance. The compound is historically called "'''Halidor'''", but you may rename it if you wish (though this might confuse potential visitors used to the old name). The political power of a household is referred to as a [[Factions|faction,]] or a "'''house'''", and the "faction" which used to be associated with the physical Halidor compound was known as "house" [[Halidor]] - but this faction now passes on to you, so is now in the name of whatever your last name is. ('''Renaming''' your household currently only becomes available as an option as part of a quest available to Tier 2+ subscribers, and only after reading a couple of clue books.) | |||
You new home in Raana consists of three parts: | |||
=== The yard === | |||
Surrounding your house is a spacious, walled yard, that has a total of seven building slots. One of these comprises the wall, gatehouse and guardroom, one is a shrine, one is a small grove of trees, one is currently taken up with a big pile of junk, and three are vacant. The first two have potential to be developed further, the grove can be developed or demolished then redeveloped, and the other plots can be variously developed into gardens, a gazebo, a training dojo, workshops, or a stable. '''''Read more about the yard [[The yard|HERE]].''''' | |||
=== The house === | |||
The large house has three storeys plus a basement. The ground floor holds a decrepit kitchen, dilapidated living room, a disgusting bathroom, an office, and a spare room which could be made into a library or a bedroom. The first floor has a run-down master bedroom plus seven other rooms fit for making into bedrooms. The attic is wasted space which could be converted into a nursery. And the basement holds one huge, moldy dormitory (originally a workshop for slave labor) with toilet and shower facilities, a sparsely equipped BDSM "training room", a barred jail cell, and a couple of spall rooms which could be turned into more cells, a library, or even a newspaper office. '''''Read more about the house [[Player Home (Redhaven)|HERE]].''''' | |||
=== Modules === | |||
Modules are a variety of installations that can be easily fitted without taking any of the space illustrated on the floorplan, to provide your household with a range of additional capabilities: genetically engineered food-producing indoor plants, extra food storage, a television-based entertainment system, a computer, a loom for making clothing, a workbench with tools for repairing weapons and armor, a high tech laboratory, nanite tubes, and even a fusion power plant. '''''Read more about modules [[Modules|HERE]].''''' | |||
==Household statistics== | |||
Keeping track of your household's statistics is almost as important as planning your construction projects. There's a popup (click the question mark just above the stat holders) that explains what they do and how to affect them. In short, household stats get "soaked" by NPCs who are currently occupying your household. E.g. if an NPC "successfully" soaks one Corruption point, their Corruption increases by one point, and the household Corruption will decrease. A soaked Depravity point makes the NPC's Happiness go down by one point, and so on. Only a few points of each household attribute can be soaked by residents each day, so "unspent" points may accumulate. And the higher the score, the higher the chance that a point may get soaked that day. | |||
=== Corruption === | |||
A sign of your home's sexual and moral standards. Affects NPC attribute: [[Corruption]] (+). Not to be confused with Ikaanos' [[Political Events#Corruption|societal corruption]], or individual NPCs' personal [[Corruption]]. When Household Corruption is 5 or more, some points each day will convert to increasing random NPCs' personal Corruption, up to 70, with 2 points of Household Corruption giving +1 Personal Corruption. There is also a smaller chance of Household Corruption points converting to points in Nymphomaniac trait or Pervert trait, on a 3-for-1 basis. | |||
* Variable: <code>corfester</code> | |||
=== Purity === | |||
A sign of your home's wholesomeness and kindness. Affects NPC attributes: [[Corruption]] (-), [[Traits (NPCs)#Malevolent|Malevolent]] traits (-), [[Happiness and Affection|Happiness]] (+). Generated by NPCs with [[Traits (NPCs)#Pure|Pure]] and the [[Traits (NPCs)#Va|Vanilla]] traits. Purity points convert to increased Happiness in random NPCs, up to a cap of 70, on a 1-for-1 basis. Purity points also DECREASE Corruption in random NPCs, down to 10, on a 1-for-1 basis. And they reduce Malevolent trait points on a 1-for-1 basis (moving that NPCs trait 25% of the way towards Pure instead, but no further). | |||
* Variable: <code>purefester</code> | |||
=== Efficiency === | |||
A sign of your household's work ethics. Affects NPC attributes: [[Discipline]] (+), [[Stress]] (+). If Household Efficiency is 5+, points may convert to increased Stress in NPCs with Stress <5 on a 2-for-4 basis. And also convert to increased Discipline, up to 60, on a 2-for-1 basis. And if Household Efficiency is 25+, points have a smaller chance of converting to points in Workaholic trait on a 5-for-1 basis. | |||
* Variable: <code>workfester</code> | |||
=== Depravity === | |||
A sign of how much "badness" that has festered in your household. Affects NPC attributes: [[Traits (NPCs)#Pure|Pure]] traits (-), [[Happiness and Affection|Happiness]] (-). Depravity points above 4 reduce [[Happiness and Affection|Happiness]] down to 50 and [[Traits (NPCs)#Pure|Pure]] trait points down to 50, on a 1-for-1 basis; NPCs with [[Traits (NPCs)#Jester|Jester]] or [[Traits (NPCs)#Bratty|Bratty]] traits are immune. | |||
* Variable: <code>badfester</code> | |||
=== Contentment === | |||
A sign of your home's general happiness. Affects NPC attributes: [[Anger]] (-), [[Happiness and Affection|Happiness]] (+). Contentment points above 4 convert to Happiness points, up to 100, on a 1-for-1 basis. And they reduce Anger points down to 2, on a 1-for-1 basis. | |||
* Variable: <code>goodfester</code> | |||
=== Emancipation === | |||
A sign of your home's equality and democracy. Affects NPC attribute: [[Willpower|WILLPOWER]] (+). This value is generated by NPCs with the [[Traits (NPCs)#Advocate|Advocate]] trait. Emancipation points convert to increased Willpower in random NPCs, up to a cap of 70, on a 1-for-1 basis. | |||
* Variable: <code>freedomfester</code> | |||
=== Demoralization === | |||
A sign of your home's hopelessness. Affects NPC attributes: [[Willpower|WILLPOWER]] (-), [[Fear]] (+). Demoralization points above 4 reduce Willpower down to 14, on a 1-for-1 basis. And they increase Fear up to 10, on a 1-for-1 basis. | |||
* Variable: <code>hardfester</code> | |||
=== Disrepair === | |||
A sign of your household's current state. This value goes up slowly but surely. More NPCs, workshops and installations further increases the Disrepair rate gain. Fix Disrepair by assigning [[Assignments and Jobs#Janitor|janitors]] or use the "mend household" action in the Household info screen. '''Read more about Disrepair effects [[Disrepair|here]]''.''''' | |||
* Variable: <code>repairfester</code> | |||
Latest revision as of 20:32, 19 June 2026

A man's home is his castle. Sure, it's a little dilapidated right now, but it's yours. Your home is more than just a place to live - it offers a great deal of space for all sorts of business ventures or projects. The condition of your home also affects the happiness of all NPC occupants, your reputation and the different tools at your disposal. An investment in your home is an investment in yourself.
Your inherited household compound
You have just inherited a small compound in the Redhaven district of Ikaanos from your brother Joseph, after his mysterious disappearance. The compound is historically called "Halidor", but you may rename it if you wish (though this might confuse potential visitors used to the old name). The political power of a household is referred to as a faction, or a "house", and the "faction" which used to be associated with the physical Halidor compound was known as "house" Halidor - but this faction now passes on to you, so is now in the name of whatever your last name is. (Renaming your household currently only becomes available as an option as part of a quest available to Tier 2+ subscribers, and only after reading a couple of clue books.)
You new home in Raana consists of three parts:
The yard
Surrounding your house is a spacious, walled yard, that has a total of seven building slots. One of these comprises the wall, gatehouse and guardroom, one is a shrine, one is a small grove of trees, one is currently taken up with a big pile of junk, and three are vacant. The first two have potential to be developed further, the grove can be developed or demolished then redeveloped, and the other plots can be variously developed into gardens, a gazebo, a training dojo, workshops, or a stable. Read more about the yard HERE.
The house
The large house has three storeys plus a basement. The ground floor holds a decrepit kitchen, dilapidated living room, a disgusting bathroom, an office, and a spare room which could be made into a library or a bedroom. The first floor has a run-down master bedroom plus seven other rooms fit for making into bedrooms. The attic is wasted space which could be converted into a nursery. And the basement holds one huge, moldy dormitory (originally a workshop for slave labor) with toilet and shower facilities, a sparsely equipped BDSM "training room", a barred jail cell, and a couple of spall rooms which could be turned into more cells, a library, or even a newspaper office. Read more about the house HERE.
Modules
Modules are a variety of installations that can be easily fitted without taking any of the space illustrated on the floorplan, to provide your household with a range of additional capabilities: genetically engineered food-producing indoor plants, extra food storage, a television-based entertainment system, a computer, a loom for making clothing, a workbench with tools for repairing weapons and armor, a high tech laboratory, nanite tubes, and even a fusion power plant. Read more about modules HERE.
Household statistics
Keeping track of your household's statistics is almost as important as planning your construction projects. There's a popup (click the question mark just above the stat holders) that explains what they do and how to affect them. In short, household stats get "soaked" by NPCs who are currently occupying your household. E.g. if an NPC "successfully" soaks one Corruption point, their Corruption increases by one point, and the household Corruption will decrease. A soaked Depravity point makes the NPC's Happiness go down by one point, and so on. Only a few points of each household attribute can be soaked by residents each day, so "unspent" points may accumulate. And the higher the score, the higher the chance that a point may get soaked that day.
Corruption
A sign of your home's sexual and moral standards. Affects NPC attribute: Corruption (+). Not to be confused with Ikaanos' societal corruption, or individual NPCs' personal Corruption. When Household Corruption is 5 or more, some points each day will convert to increasing random NPCs' personal Corruption, up to 70, with 2 points of Household Corruption giving +1 Personal Corruption. There is also a smaller chance of Household Corruption points converting to points in Nymphomaniac trait or Pervert trait, on a 3-for-1 basis.
- Variable:
corfester
Purity
A sign of your home's wholesomeness and kindness. Affects NPC attributes: Corruption (-), Malevolent traits (-), Happiness (+). Generated by NPCs with Pure and the Vanilla traits. Purity points convert to increased Happiness in random NPCs, up to a cap of 70, on a 1-for-1 basis. Purity points also DECREASE Corruption in random NPCs, down to 10, on a 1-for-1 basis. And they reduce Malevolent trait points on a 1-for-1 basis (moving that NPCs trait 25% of the way towards Pure instead, but no further).
- Variable:
purefester
Efficiency
A sign of your household's work ethics. Affects NPC attributes: Discipline (+), Stress (+). If Household Efficiency is 5+, points may convert to increased Stress in NPCs with Stress <5 on a 2-for-4 basis. And also convert to increased Discipline, up to 60, on a 2-for-1 basis. And if Household Efficiency is 25+, points have a smaller chance of converting to points in Workaholic trait on a 5-for-1 basis.
- Variable:
workfester
Depravity
A sign of how much "badness" that has festered in your household. Affects NPC attributes: Pure traits (-), Happiness (-). Depravity points above 4 reduce Happiness down to 50 and Pure trait points down to 50, on a 1-for-1 basis; NPCs with Jester or Bratty traits are immune.
- Variable:
badfester
Contentment
A sign of your home's general happiness. Affects NPC attributes: Anger (-), Happiness (+). Contentment points above 4 convert to Happiness points, up to 100, on a 1-for-1 basis. And they reduce Anger points down to 2, on a 1-for-1 basis.
- Variable:
goodfester
Emancipation
A sign of your home's equality and democracy. Affects NPC attribute: WILLPOWER (+). This value is generated by NPCs with the Advocate trait. Emancipation points convert to increased Willpower in random NPCs, up to a cap of 70, on a 1-for-1 basis.
- Variable:
freedomfester
Demoralization
A sign of your home's hopelessness. Affects NPC attributes: WILLPOWER (-), Fear (+). Demoralization points above 4 reduce Willpower down to 14, on a 1-for-1 basis. And they increase Fear up to 10, on a 1-for-1 basis.
- Variable:
hardfester
Disrepair
A sign of your household's current state. This value goes up slowly but surely. More NPCs, workshops and installations further increases the Disrepair rate gain. Fix Disrepair by assigning janitors or use the "mend household" action in the Household info screen. Read more about Disrepair effects here.
- Variable:
repairfester