Player Home (Redhaven)

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A man's home is his castle. Sure, it's a little dilapidated right now, but it's The player's. The player's home is more than just a place to live. The condition of the player's home affects the happiness of his slaves, his reputation, and the different tools at his disposal. An investment in his home is an investment in himself.

Room

Ground Floor

The player's 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 or even unlock new options.

Living Room

The player's living room is used for relaxation and entertaining guests. The state of your living room affects your influence as well as your slave's arousal and, with an optional upgrade, happiness.

See Living Room for details on upgrades and their effects.

Kitchen

The player's kitchen is where the player or a household NPCs cooks food! The state of the player's kitchen affects his influence and what kind of cooking-related appliances and amenities he has.

The player's kitchen also doubles as a dining room, so its appearance has a greater impact on Influence than some other rooms. A guest will not enjoy eating in a dirty kitchen, after all.

See Kitchen for details on upgrades and their effects.

Bathroom

Your bathroom is, of course, where you bathe. You can shower/bathe alone, or with a slave if you have one who is willing. If your slave is not willing, you can try to force the issue if you so choose.

See Bathroom for details on upgrades and their effects.

Office

The player starts the game with a worn but rather cozy office, decked with floorboards dating back to the Dark Ages.

See Office for details on upgrades and their effects.

Top Floor

Master's Bedroom

This is where the player and his female slaves 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 player's house, he can either build Private Bedrooms or Libraries.

Basement

Training Room

An old food-storage room that the player's brother transformed into a bondage chamber.

See Training Room for details on upgrades and their effects.

The Dorms

The Dorms is a 200 square meter room used as a sweatshop by whomever lived here before the player's family moved in. The player's brother turned this into a sleeping room for his planned slave empire. It is currently a dilapidated mess that smells of mold and rotten furniture.

See The Dorms for details on 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 player's basement, which can either developed into Holding Cells or Libraries - or, once you have unlocked the possibility with Nicole, one can become your News Office (see below).

Special rooms

News Office

The News office is a unique upgrade for Nicole Boulay. You can unlock it after talking to Nicole (Talk>Ask>Hopes and Dreams). After building the News Office, which is available for all empty rooms in the basement and upstairs, a new job assignment opens up for Nicole.

Note that having Nicole assigned to another job or keeping her unemployed, with a built News Office, will decrease her Happiness by two points per day down to a minimum of 15. This effect does not apply to the Follower state.

The News Office can generate cash and affect the political attributes of Ikaanos based on Nicole's political affiliation. If her affiliation is not in line with Ikaanos (like having the Libertarian affiliation in a highly Controlled and Corrupted city) this might decrease your influence, while the opposite is true if her affiliation is republic-friendly.

Political affiliation

  • Neutral: Active if no other affiliation below is true. Randomly affects political attributes if Nicole's Political Power is high enough (see below).
  • Authoritarian: Activates if Nicole's Corruption is 75+ and her WILLPOWER is below 25 or her WILLPOWER is below 5 (regardless of other attributes). Tries to increase Control and Corruption.
  • Anarchist: Activates if Nicole's Corruption is 40+, her WILLPOWER is 60+ and your Household Emancipation value is 50+. Tries to decrease Control and increase Corruption.
  • Democratic: Activates if Nicole's Kindness is 60+, her Corruption is below 75 and her Willpower is above 5 and below 60. Tries to increase Prosperity.
  • Libertarian: Activates if Nicole's WILLPOWER is 60+ and her Corruption is below 50. Tries to increase Prosperity and decrease Corruption.
  • Rebel: Activates (and overrides Libertarian/Democratic) if Nicole's WILLPOWER is 60+, her Corruption is below 40 and your Household Emancipation value is 50+. Tries to decrease Control until the rebel alliance takes over Ikaanos. After that, the rebel affiliation will try to increase Control instead.

Political power

Political power is everything. Nicole can scold whomever she wants from the safety behind the MC's walls but she won't be able to reach out unless she has political power. Political power is primarily increased through random rolls that execute at each End Day conclusion. You can also affect this value by upgrading Nicole's News office, especially the tech upgrades, which enable her to use The Grid and produce more printed editions of her magazine. Political power accumulates based on her Discipline, skills, Prestige, Fame and Willpower. Your Influence and Power Value also affect Nicole's Political Power gains to a lesser extent.

Effects on political city attributes

At each Conclude Day event, Nicole's political power checks against a random dice roll(s) based on her political affiliation. Note that having a political power below 500 will barely scratch the surface of The Ikaanian government.

  • When trying to reduce City Control and that value is 75+, applies an additional penalty.
  • When trying to reduce City Corruption and that value is 75+, applies an additional penalty.
  • When trying to increase City Control and that value is 24 or less, applies an additional penalty.
  • When trying to increase City Corruption and that value is 24 or less, applies an additional penalty.

Effects on income

The income from Nicole's news paper is also based primarily on her Political power.

  • Base income is Political Power *0.45 dollars per day.
  • A City Control value between 10 and 34 increases that income by x 1.10.
  • Holidays and festivals (Political events) increase that income by x 1.25, while they last.
  • If Nicole's Fame is 100+, income is further increased by x 1.10.

Force politics

With the second tech upgrade ($4,500) the MC can force Nicole to push his own agenda. If the MC's chosen political affiliation isn't aligned with Nicole's she suffers a -2 Happiness drop/day down to a minimum of 50 and a -75 chance penalty to the political affiliation roll if Nicole's WILLPOWER is 5+.

Modules

See Modules for all purchasable modules in the player's home.

Yard

The player home has a small, 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 gazebofor relaxing in, a training dojo, a workshop, grandiose statues, or stables. 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 player's home has limited food storage. If he exceeds the limit, his food disappears from inventory at a 5% rate per day. For example: If he has beyond 1500 food, which exceeds the starting limit, multiply that by .05, the player will lose 75 food.

The player's default storage limit is 1,500 which can be increased to 7,500 when the player constructs the Food Silo for $1,500 from his house menu: Facilities > Crafting > Manage Modules.

The player can acquire some food each day if you upgrade the player's garden (3 levels: +2/+5/+8 food).

The player can assign a single slave to assignment 'Garden Duty' for possibly increase food yield for the player's home garden based on their Gardening skill:

  • Gardening 1-25: +0% income.
  • Gardening 26-50: +25% income.
  • Gardening 51-74: +50% income.
  • Gardening 75-129: +100% income.
  • Gardening 130: +200% income.

Assigning Mai-Lynn to the player's fully upgraded Garden will now provide him with an additional 2 rations per day. She'll also use gardening tools more efficiently.