Chapter 805 – Tier 4 Guild Hall Upgrade Part 2
John continued on with his placing of objects in the northeast, since it was the district he had the least to do himself.
Commercial District:
Shopping Area (Room Slot Cost: Variable – Maximum 350, Maintenance Cost: Variable – Maximum 100’000): Tier 4 had the very nifty feature that he no longer had to place a bunch of Storefront Buildings himself. Instead, he could simply designate an area with a purpose and everything built there would hook up to the system automatically, given that facilities and resources were present. Thus, instead of just putting the same copy-pasted boxes everywhere, he was instead able to leave people to build up a more architecturally diverse neighbourhood. What changes had already been made over the past months, he simply maintained.
Fusion Administration (Room Slot Cost: 50, Maintenance Cost: 25’000): This was, in reality, two Buildings. The good old-fashioned Guild Bank, in which John had been spending his office hours, and the newly acquired Great Archive. Since both were fundamentally places for his administrative duties, the Gamer had joined them at the hips, so to speak. This made the Building even larger, giving more office space to the financial ministry working from there. As per mechanical upgrades, the Guild Inventory was now accessible from EVERYWHERE for John and the individual inventories for each member of Collide could be accessed by them in all conquered territory. Furthermore, every member of the Federation could now create a 5-slot bank account there, but they could only access it if they were within the Guild Bank.
Embassy (Room Slot Cost: 0, Maintenance Cost: 0): No real changes, it just became a tad bigger.
Garden of Sinners: This was an extension of the Shopping Area that deserved its own short mention. Walled off and with only one entrance, the Garden of Sinners was a specific area into which the sexual industry was confined. John wanted the Guild Hall to be family friendly, but he also wanted to be true to himself. As such, this area was not only where all things perverted could be bought and sold, but also would serve as a sort of perverted amusement park where people could live out their broadly acceptable fetishes.
Harbour (Room Slot Cost: 200, Maintenance Cost: 75’000): The Harbour was an interesting case. It was difficult to say that it was actually part of the Commercial district. Taken in its entirety, the Harbour’s mechanics not only covered all of the two coastlines adjacent to the channel east of the Commercial district, but also operated the two large gates that regulated access to that channel. That meant that it covered a water surface about half as large as the Commercial district and was actually attached to two other ones. Regardless, since John got the Harbour done while working on this district, he counted it as part of it in this instance. There was also a development choice here between giving the Harbour the ability to construct small to medium sized vessels, materials and blueprints needed to be supplied, or massively increasing repair speed. John chose the former. It may have been a slow process, slower than the manual equivalent, but having a place that automatically produced ships, particularly of the military variety, was hilariously powerful. That it could only do one at a time was barely a limiting factor.
District Balance:
600 out of 2’257 Room Slots.
PRODUCES 0 mana, COSTS 200’000 mana, BALANCE -250’000 mana.
John’s attention shifted west from there, to one of the two large areas of the Guild Hall whose main purpose was looking pretty.
Newman Shire:
Midnight Forest (Room Slot Cost: 10, Maintenance Cost: 10’000): Although John may have been better advised to NOT upgrade the Fairy Lantern and thus invite even more of the whimsical fairies into his domain, he did it anyway. He was the Earl of this court and his pride compelled him to have it thrive as much as the rest of Fusion. A base instinct, but the Gamer found himself at the mercy of it anyway. What he did, however, was isolate the area from everywhere else by means of rocky hills and rivers, leaving only a few paths and a single bridge for people to find their way in. There would be a lot of warning signs around.
District Balance:
10 out of 2’257 Room Slots.
PRODUCES 0 mana, COSTS 10’000 mana, BALANCE -10’000 mana.
Having pressed the single button Newman Shire had required, John continued on to the six peninsulas along the west coast of the Guild Hall.
Elemental Islands:
Elemental Shrines (Room Slot Cost: 6 x 20, Maintenance Cost: 6 x 15’000): The upgrade only increased already present bonuses, but given what those bonuses were, that was all John could have asked for. First, there would be more elementals appearing in a larger area and there would be more powerful ones. Second, the occurrence chance for element infused materials increased in all Buildings that created raw materials. Third, the potency of the elemental essences would be doubled. John assumed this meant that the creation of Oblivium and the other five highest-grade elemental metals would be slashed in half by this change, but he couldn’t know for sure until he actually went there.
The Maw (Room Slots: 10, Maintenance Cost: 10’000): The purpose of this Building was pretty simple. It was a giant pit into which items could be thrown and John would receive some reward in return. Essentially, it was a recycling bin for items he didn’t want or found other uses for. The recompense would likely be quite moderate, but John wanted to have something like this around regardless. Because it was thematically appropriate, the Maw was placed on the Shadow Island.
Galewind Tree (Room Slots: 20, Maintenance Cost: 10’000): This had to be placed close to the air shrine as per the Building’s conditions. The leaves, bark, wood and sap of this tree were all harvestable and heavily infused with air properties, and the fruits were delicious, if the description could be trusted. John wanted it in order to have some guaranteed materials to use in his weapon industry. When it came to basic military purposes, Agility boosts, which air was most closely affiliated with, were among the most universally useful.
True Ice Peaks (Room Slots: 20, Maintenance Cost: 10’000): This place was similar to the Galewind Tree, except it was a formation of icebergs with water properties, boosting health and mana regeneration. The ice would also last for a long time, even if left lying in the middle of a summer day, and was therefore perfect for cooling drinks.
Bleeding Mountain (Room Slots: 20, Maintenance Cost: 10’000): A volcano which had two main products. One was lava that remained liquid at room temperature, until treated in ways that caused it to harden, making it a good base for all sorts of projects that required sturdy materials. The second was ash, which could be mingled with regular dirt to enrich the soil. It was more of a utility building than the Galewind Tree or the True Ice Peaks.
Elemental Depths (Room Slots: 50, Maintenance Cost: 25’000): Although its main entrance was on the Earth Island, the Elemental Depths had entrances and exits all over the other Elemental Islands, which changed positions daily. Peculiarly, this Building created a network of tunnels and rooms underneath the islands that summoners could use to face trials and strengthen their bonds to their elementals, potentially triggering an evolution. John would not directly benefit from this. The idea was that it would attract young talent in search of contracts to Fusion and they could then be convinced to join the Federation proper.
District Balance:
250 out of 2’257 Room Slots.
PRODUCES 0 mana, COSTS, 155’000 mana, BALANCE -155’000 mana.
With the west coast done, John moved to the areas between the Palace and the Elemental Islands. The first of which was the Park.
The Park:
Mine (Room Slot Cost: 75, Maintenance Cost: 75’000): While, fundamentally, the further depths only offered rarer metals, there was also a warning of kobolds now. John got the choice to either add Tunnel Dragons (a rather weak subspecies but dragons regardless) to the lower floors of the Mine or decrease the power level of all monsters inside. A choice he did not make at that moment, opting to first find out how strong those kobolds were.
Tannery (Room Slot Cost: 30, Maintenance Cost: 20’000): Because of a warning about the smell, John placed this at the edge between Industry and Production district. He wouldn’t be able to do too much with it for the moment, since the only hides he could tan were what remained of Farm animals. Still, this allowed him to do something with those hides, so he liked having this new addition.
District Balance:
450 out of 2’257 Room Slots.
PRODUCES 0 mana, COSTS 345’000 mana, BALANCE -345’000 mana.
Only one more district remained on the mainland.
Industry District:
Brewery (Room Slot Cost: 30, Maintenance Cost: 20’000): This place made beer and other liquors. Not much else to say about it. Aside from Scarlett’s insistence that it was never bad to have a reliable alcohol supply, it was also true that booze was a product that was in pretty high demand all over the world at any time.
Weavery (Room Slot Cost: 30, Maintenance Cost: 20’000): Refined wool and other materials to threads, cloth and clothing. Just another Building that diversified the Guild Hall’s spread of produced goods.
Foundry (Room Slot Cost: 30, Maintenance Cost: 25’000): The main purpose of the Foundry was to smelt down the ores from the Mine into ingots, which would fetch a higher price and allow other Buildings to make use of them.
Transmutation Forge (Room Slot Cost: 0, Maintenance Cost: 0): The amount of stuff John could buy for money there increased further and now included all kinds of Baelementium. At a steep price, for sure, but it was, regardless, another reliable access of the powerful metal that John now had.
Mana Factories (Room Slot Cost: 12 x 25, Mana Production: 12 x 60’000): The Mana Factories were a simple necessity to keep everything else running. To keep up with increased demand, John not only upgraded them but doubled the count.
Mana Storage (Room Slot Cost: 30, Mana Production: 10’000): The Mana Storage increased its saving capacity to 10 million Maybel, making it the Guild Hall’s lifeline should supply ever be interrupted.
District Balance:
420 out of 2’257 Room Slots.
PRODUCES 730’000 mana, COSTS 65’000 mana, BALANCE +665’000 mana.
Finally, on the new island to the northeast, John placed the newly formed Military district.
Scanner (Room Slot Cost: 10, Maintenance Cost: 10’000): This Building wandered from the dissolved Transportation district to the new Military one. It was attached to the roof of the new Fusion fortress and served to, as the name implied, scan the surroundings for peculiarities and potential dangers.
Fusion Fortress (Room Slot Cost: 80, Maintenance Cost: 50’000): The Fusion Fortress was itself made out of three Buildings. One was the aforementioned Scanner, the second was the Housing necessary to give space to military personnel, and the third was a wonderfully fittingly named ‘Fusion Laser Cannon’. At the cost of 2 million mana per shot, this massive construct would fire a devastating blast with several kilometres of range. John got his very own superweapon and it made him very happy. It could have only been more awesome if it had been attached to the torch of Lady Liberty, from a visual standpoint. When it came to actual symbolism, he didn’t like the image of the symbol of freedom crushing armies with a death ray.
Weapon Manufactory (Room Slot Cost: 30, Maintenance Cost: 30’000): On the condition that blueprints and materials were provided, the Weapon Manufactory could steadily produce offensive equipment of any variety. While the quality was reasonably limited, it was still a reliable mass production and would allow the common soldier of Fusion forces to be the best equipped in the world. Abyssal warfare was largely decided by which side had the most powerful individual mages, rather than numbers. However, having the average person in superior gear was still a considerable advantage as they would operate as occupying forces and, as heartless as it sounded, would be more effective roadblocks.
Training Hall (Room Slot Cost: 0, Maintenance: 0): This Building allowed all members of Collide to train up to level 50 and all members of the Federation to train up to level 25, regardless of potential. The upgrade in Tier simply increased the spread and effectiveness of training methods inside.
District Balance:
120 out of 2’257 Room Slots.
PRODUCES 0 mana, COSTS 90’000 mana, BALANCE -90’000 mana.
Total Balance:
2250 out of 2257 Room Slots in use.
PRODUCES 1’230’000 mana, COSTS 1’650’000 mana (1’150’000 mana with Floaters deactivated), BALANCE -420’000 mana (+80’000 mana with Floaters deactivated).
The end result of it all looked like this.
(Author’s Note: Same as last time, I am using a mapmaker tool – Inkarnate - with limited assets, so don’t take the icons to be accurate representations of the Buildings)