Taverns: Difference between revisions
Created page with "After purchasing an external slot (there are two available slots in Redhaven) the player can choose to build a Tavern in either location. The Tavern is an advanced investment and upgrade location with roughly the same functions as a workshop. ==Assignments== Tavern assignments become available once the basic structure has been erected. You can assign up to ten workers and one barkeeper. Note that a tavern only becomes active ''after'' you've assigned a barkeeper - whose..." |
m →Gold Walkers: improved accuracy & completeness of gold walker skill calculation |
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After purchasing an external slot (there are two available slots in Redhaven) the player can choose to build a Tavern in either location. The Tavern is an advanced investment and upgrade | After purchasing an [[External Plots|external slot]] (there are two available slots in Redhaven) the player can choose to build a Tavern in either location. The Tavern is an advanced investment and upgrade facility with roughly the same functions as a [[workshop]]. | ||
== Building == | |||
You can build a basic tavern on a vacant, suitable plot of land for $32,000. This will add +2 to your faction's [[Power Value]]. It will start off attracting the mix of customers: Lower Class 80%, Freebooters 15% and Middle Class 5%. | |||
You can '''upgrade''' the Hall, for $5,000, so that it attracts: Lower Class 40%, Freebooters 15%, Middle Class 40%, and Upper Class 10%. And then again for another £15,000, so that it attracts Middle Class 50%, Upper Class 40%, and Freebooters 10%. | |||
You can also '''add ten Attic Rooms''' for $5,000, and then decorate them for $15,000, and then upgrade them to "luxurious" for $35,000, which will all increase income. | |||
==Assignments== | ==Assignments== | ||
Tavern assignments become available once the basic structure has been erected. You can assign up to ten workers and one barkeeper. Note that a tavern | Tavern assignments become available once the basic structure has been erected. These assignments are located at Page IV in the Jobs & Titles pane (NPC Menu). You can assign up to ten workers and one barkeeper to each tavern. Note that a tavern goes into active mode ''after'' you've assigned a barkeeper - whose skills and attributes are vital to the success of your new public establishment. | ||
A worker is automatically assigned to one of these five tasks, based on the highest score combination: | |||
* '''Waiter/Waitress:''' Serving personnel. Score calculation is (Charisma + [[Skills (NPCs)#Domestic|Domestic]]) / 2. | |||
* '''Bus boy/girl:''' Kitchen personnel. Score calculation is (Strength + [[Skills (NPCs)#Domestic|Domestic]]) / 2. | |||
**Adds only 50% of his or her score to the tavern's daily success roll. | |||
**A Busser score of 40+ removes 1 Chaos point. A Busser score of 60+ removes an additional 2 Chaos points. | |||
* '''Bouncer:''' Muscle. Score calculation is (Strength + [[Skills (NPCs)#Melee Combat|Melee]])/2. | |||
**A Bouncer score of 40+ removes 2 Chaos points. A Bouncer score of 60+ removes an additional 3 Chaos points. | |||
**Adds only 50% of his or her score to the tavern's daily success roll. | |||
* '''Host/Hostess:''' A glorified waiter/waitress. Score calculation is (Charisma + [[Skills (NPCs)#Administration|Administration]]) / 2. | |||
**A Host score of 60+ removes 1 Chaos point. | |||
* '''Performer:''' Dancers, singers and comedians. Score calculation is (Charisma + [[Skills (NPCs)#Performance|Performance]]) / 2. | |||
**A Performer adds +1 Chaos point. They also add +5 to the tavern's daily score roll. Performers with a [[Skills (NPCs)#Performance|Performance]] skill of 80+ add another +5 bonus to the daily score roll. | |||
All assigned workers also have a daily chance (12%) to increase their task-related ''skill'' (cap: 80). | |||
=== | ===Barkeeper=== | ||
The barkeeper's score is determined by his Charisma, INTELLIGENCE and Extroverted trait / 3. There are also a number of other score enhancing factors: | |||
*Certain story NPCs receive a character boost (+35) to their score ([[Doyle Bekker|Doyle]], [[Ansel Motte|Ansel]], and Clea when she arrives). | |||
*'''Age 30+:''' +15. | |||
*'''Age 50+:''' +15. | |||
*'''[[Fame]] 50+ (battles and adventures):''' +5. | |||
*'''[[Fame]] 150+ (battles and adventures):''' +5. | |||
*'''[[Fame]] 500+ (battles and adventures):''' +15. | |||
===Gold Walkers=== | |||
You can assign any number of gold walkers to your Taverns through the Prostitution menu. There are no specific walker locations - if you have two taverns, any assigned gold walker will shift between both establishments automatically, but only add half of his or her ''score'' to either tavern. If you have one tavern and two tavern-assigned walkers, you'll need four walkers to get the same bonus if you erect a second tavern. | |||
A gold walker's score is calculated as: ( [[Attributes (NPCs)#Charisma|Charisma]] + [[Attributes (NPCs)#Beauty|Beauty]] + [[Skills (NPCs)#Oral skill|Oral]] skill + [[Skills (NPCs)#Vaginal skill|Vaginal]] skill + '''modifiers''' ) / 4. Modifiers are as follows: | |||
* '''[[Traits (NPCs)#Extrovert|Extrovert]] trait:''' +10. | |||
* '''[[Traits (NPCs)#Feminist|Feminist]] trait:''' -20. | |||
* '''Age below 26:''' +10. | |||
* '''Age above 39:''' -20. | |||
* '''[[Notoriety]] 50+:''' +10. | |||
* '''[[Notoriety]] 150+:''' +10. | |||
* '''[[Notoriety]] 500+:''' +20. | |||
==Reputation== | ==Reputation== | ||
Succeeding as a tavern owner is all about '''Reputation'''. The Reputation score ranges from 0 to 1,000 and is the dominating factor in determining your daily revenue. | |||
===How to increase Reputation=== | |||
Increasing Reputation is done through the tavern's daily Score roll. Boost your chances of succeeding with that roll by: | |||
* Appointing a good Barkeeper. | |||
* Enabling [[The Player#Gambling|Gambling]]. | |||
* Providing a likeable group of Gold Walkers. | |||
* Keeping a good assignment spread. | |||
* Executing successful Carouse rolls (an MC's action at the Tavern's location). | |||
===How to decrease Reputation=== | |||
* By failing a Chaos roll. | |||
* By increasing Chaos. | |||
* Other events and/or quests. | |||
==The daily Score roll== | |||
At the Conclude Day event, each tavern checks its Score with 1D110. A successful roll increases Reputation by a random number (1-30). A failed roll doesn't affect Reputation. | |||
==Chaos== | |||
At the same Conclude Day event, each tavern also checks against its Chaos with 1D100. A "failed" roll removes a random amount of Reputation (1-20). | |||
'''''The Chaos factor is increased by:''''' | |||
* [[The Player#Gambling|Gambling]]. | |||
* Gold walkers (Whoring). | |||
* Performer assignments. | |||
* '''City Control 19 or less:''' +5 Chaos points. | |||
* '''City Control 4 or less:''' +15 Chaos points. | |||
'''''The Chaos factor is decreased by:''''' | |||
* '''Bouncers:''' Bouncer score 40+ removes 2 Chaos points. A Bouncer score of 60+ removes an additional 3 Chaos points. | |||
* '''Bussers:''' Busser score 40+ removes 1 Chaos points. A Busser score of 60+ removes an additional 2 Chaos points. | |||
* '''Guard pool 20+:''' -1 Chaos points. | |||
* '''Guard pool 40+:''' -2 Chaos points. | |||
* '''Guard pool 50+:''' -3 Chaos points. | |||
* '''City Control 75+:''' -5 Chaos points. | |||
* '''City Control 90+:''' -10 Chaos points. | |||
* If the MC's Power Value is 10+, Chaos is reduced by 10% ''of'' that value. A Power Value of 80 removes 8 Chaos points, etc. |
Latest revision as of 02:11, 13 September 2024
After purchasing an external slot (there are two available slots in Redhaven) the player can choose to build a Tavern in either location. The Tavern is an advanced investment and upgrade facility with roughly the same functions as a workshop.
Building
You can build a basic tavern on a vacant, suitable plot of land for $32,000. This will add +2 to your faction's Power Value. It will start off attracting the mix of customers: Lower Class 80%, Freebooters 15% and Middle Class 5%.
You can upgrade the Hall, for $5,000, so that it attracts: Lower Class 40%, Freebooters 15%, Middle Class 40%, and Upper Class 10%. And then again for another £15,000, so that it attracts Middle Class 50%, Upper Class 40%, and Freebooters 10%.
You can also add ten Attic Rooms for $5,000, and then decorate them for $15,000, and then upgrade them to "luxurious" for $35,000, which will all increase income.
Assignments
Tavern assignments become available once the basic structure has been erected. These assignments are located at Page IV in the Jobs & Titles pane (NPC Menu). You can assign up to ten workers and one barkeeper to each tavern. Note that a tavern goes into active mode after you've assigned a barkeeper - whose skills and attributes are vital to the success of your new public establishment.
A worker is automatically assigned to one of these five tasks, based on the highest score combination:
- Waiter/Waitress: Serving personnel. Score calculation is (Charisma + Domestic) / 2.
- Bus boy/girl: Kitchen personnel. Score calculation is (Strength + Domestic) / 2.
- Adds only 50% of his or her score to the tavern's daily success roll.
- A Busser score of 40+ removes 1 Chaos point. A Busser score of 60+ removes an additional 2 Chaos points.
- Bouncer: Muscle. Score calculation is (Strength + Melee)/2.
- A Bouncer score of 40+ removes 2 Chaos points. A Bouncer score of 60+ removes an additional 3 Chaos points.
- Adds only 50% of his or her score to the tavern's daily success roll.
- Host/Hostess: A glorified waiter/waitress. Score calculation is (Charisma + Administration) / 2.
- A Host score of 60+ removes 1 Chaos point.
- Performer: Dancers, singers and comedians. Score calculation is (Charisma + Performance) / 2.
- A Performer adds +1 Chaos point. They also add +5 to the tavern's daily score roll. Performers with a Performance skill of 80+ add another +5 bonus to the daily score roll.
All assigned workers also have a daily chance (12%) to increase their task-related skill (cap: 80).
Barkeeper
The barkeeper's score is determined by his Charisma, INTELLIGENCE and Extroverted trait / 3. There are also a number of other score enhancing factors:
- Certain story NPCs receive a character boost (+35) to their score (Doyle, Ansel, and Clea when she arrives).
- Age 30+: +15.
- Age 50+: +15.
- Fame 50+ (battles and adventures): +5.
- Fame 150+ (battles and adventures): +5.
- Fame 500+ (battles and adventures): +15.
Gold Walkers
You can assign any number of gold walkers to your Taverns through the Prostitution menu. There are no specific walker locations - if you have two taverns, any assigned gold walker will shift between both establishments automatically, but only add half of his or her score to either tavern. If you have one tavern and two tavern-assigned walkers, you'll need four walkers to get the same bonus if you erect a second tavern.
A gold walker's score is calculated as: ( Charisma + Beauty + Oral skill + Vaginal skill + modifiers ) / 4. Modifiers are as follows:
- Extrovert trait: +10.
- Feminist trait: -20.
- Age below 26: +10.
- Age above 39: -20.
- Notoriety 50+: +10.
- Notoriety 150+: +10.
- Notoriety 500+: +20.
Reputation
Succeeding as a tavern owner is all about Reputation. The Reputation score ranges from 0 to 1,000 and is the dominating factor in determining your daily revenue.
How to increase Reputation
Increasing Reputation is done through the tavern's daily Score roll. Boost your chances of succeeding with that roll by:
- Appointing a good Barkeeper.
- Enabling Gambling.
- Providing a likeable group of Gold Walkers.
- Keeping a good assignment spread.
- Executing successful Carouse rolls (an MC's action at the Tavern's location).
How to decrease Reputation
- By failing a Chaos roll.
- By increasing Chaos.
- Other events and/or quests.
The daily Score roll
At the Conclude Day event, each tavern checks its Score with 1D110. A successful roll increases Reputation by a random number (1-30). A failed roll doesn't affect Reputation.
Chaos
At the same Conclude Day event, each tavern also checks against its Chaos with 1D100. A "failed" roll removes a random amount of Reputation (1-20).
The Chaos factor is increased by:
- Gambling.
- Gold walkers (Whoring).
- Performer assignments.
- City Control 19 or less: +5 Chaos points.
- City Control 4 or less: +15 Chaos points.
The Chaos factor is decreased by:
- Bouncers: Bouncer score 40+ removes 2 Chaos points. A Bouncer score of 60+ removes an additional 3 Chaos points.
- Bussers: Busser score 40+ removes 1 Chaos points. A Busser score of 60+ removes an additional 2 Chaos points.
- Guard pool 20+: -1 Chaos points.
- Guard pool 40+: -2 Chaos points.
- Guard pool 50+: -3 Chaos points.
- City Control 75+: -5 Chaos points.
- City Control 90+: -10 Chaos points.
- If the MC's Power Value is 10+, Chaos is reduced by 10% of that value. A Power Value of 80 removes 8 Chaos points, etc.