chapter 1097 – tier 5 guild hall 3 – complete overhaul part 3
commercial district:
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guild bank (room slot cost: 75, maintenance cost: 60’000): the upgrade yielded no benefit for john, who could already access his personal bank account from everywhere, but the members of collide and the federation benefitted. for the former, they too could now access the guild inventory from wherever they pleased. personal accounts still required that members of the federation were on owned territory. members of the federation now had up to 10 slots in their accounts, but still needed to be in the guild bank to utilize them.
businesses (room slot cost: 400, maintenance cost: 150’000): storefronts and company headquarters of varying sizes. john had roughly separated the kinds of businesses into small, medium and large corporations, in the south, north, and east respectively. what made the shops so much more costly than the residences were all of the workshops that were part of them. private forges, server farms, and any other kind of crafting room all required their power.
main harbour (room slot cost: 200, maintenance cost: 75’000): the harbour in its final stage got, aside from upgrades to its previous function, the ability to be separated into various areas along the coast. john made use of this by distributing piers all over the guild hall, connected to each other via self-driving gondolas that just needed to be set on a destination. the main harbour was used for the safekeeping and repairing of commercial vessels, with some slow-paced automatic construction efforts in the mix.
district balance:
375 out of 4817 room slots (1057 remaining)
produces 0 mana, costs 142’500 mana, balance -142’500 mana.
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military district:
stockpile (room slot cost: 50, maintenance cost: 50’000): a building similar to the warehouse, the stockpile exclusively stored weapons, food, and other necessary military supplies. it would also be the place john would keep all of the instant dungeon items he deemed too powerful to sell and hadn’t found a good use within fusion for.
drilling field: just a set of different biomes for soldiers to train in.
fusion fortress (room slot cost: 100, maintenance cost: 100’000): the fusion fortress was made out of three buildings. first was a number of residences, to house the elite of the army comfortably. second was the scanner, which was worth its own mention. third was the black walls, self-regenerating chunks of metal whose gates could only be opened by those that had the necessary security clearance. their effectiveness was a bit limited, courtesy of the limited number of wall segments the gamer could place. john decided to keep the eastern border of the military area open, as they bordered the midnight forest and it would take a very brave and very foolish soul to try and invade from that direction.
previously, the fusion fortress had also sported the fusion laser cannon. although john was sad that he never got to fire it, its practicality was too limited. 2 million mp per shot was reasonable, but the superweapon would need to be aimed across the island or they’d need to be in a truly humongous illusion barrier. as far as john could see, giving the mana to stirwin would always be better.
scanner (room slot cost: 15, maintenance cost: 50’000): the scanner had two important tasks. first, it did as the name suggested and scanned for anything that was off. whether that was approaching enemies, interrupting frequencies, or illusions, the scanner should catch it. secondly, it could be used as a beacon for a mage capable of technomancy or scrying magic to boost their intel gathering or obfuscating abilities across the guild hall.
weapon manufactory (room slot cost: 40, maintenance cost: 40’000): nothing special here, just the regular upgrades one would expect, in line with the other industry buildings.
secret services (room slot cost: 40, maintenance cost: 75’000): a number of buildings to house fusion’s secret services. little as john liked that there would be an organization within fusion that the public could not check the activities of, it was sadly effective to have such. every great society had those who would conspire against it and covert tactics were the best way to counteract that. the secret service set of buildings had a number of defensive measures against foreign spies and automatically sorted all information agents would gather. almost more important was the fact that the buildings would create activity logs of all active agents that members of collide could view whenever they wanted. all too often, the conspirators against a great society could sit in the highest offices of that great society. their goal was seldom to bring that society down, although their actions often led there, but to enrich themselves on the public dime. john wanted to ward against that as much as he could.
training hall (room slot cost: 0, maintenance cost: 0): the upgrade once more boosted the effectiveness of the training, but not the level ceiling of 50 for collide and 25 for federation members.
salamander’s fortress (fire shrine) (room slot cost: 40, maintenance cost: 40’000): de facto, it was just the fire shrine. however, to allow salamander her fantasies of being an evil overlady who played death metal from massive, blade-covered spires for all of her subjects to bang their flaming heads to, it got upgraded with said towers and sat in the middle of a massive lava lake.
true ice peaks (room slot cost: 25, maintenance cost: 20’000): the true ice peaks were upgraded with the ability to spawn slightly differently coloured chunks of ice. once melted, those chunks would transform into that palette cleansing water that john had first come across in florida. it was exceedingly useful to him because it rinsed any traces of semen right out of a haremette’s mouth, which shortened the time between a blowjob and when he felt comfortable kissing them considerably.
jungle de des: this was just a large jungle, named after an oddly french water elemental that had convinced john that, no matter how aesthetically pleasing it might look, ice was not the only thing notable about water. the air was humid, the beaches exceedingly nice, and the tropical water elementals finally had a place to stay.
‘i know where this is going’ island: tentacled elementals had to go somewhere, and this was the perfect name for it. john had no doubt that some particularly freakily minded people would seek that place out. as a connoisseur of monster girls, john did not judge.
galewind woods (room slot cost: 25, maintenance cost: 20’000): the galewind woods steadily sprouted galewind trees, including the galewind elder tree at the centre. all of them could be harvested for their materials, which were heavily infused with air essence. while a similar tree could also be found in the logging, the galewind woods had the advantage of being more reliable and more powerful. since agility boosting enchantments were among the most vital when it came to boost survivability of the troops, any materials affiliated with air, which generally embodied that stat, were highly sought after.
sylph had also insisted that he put a bridge down south. john had no idea why.
monument to the celestial devourer (room slot cost: 0, maintenance cost: 0): the upgrade just made it look more impressive, but that could also be attributed to its new location.
oasis of enlightenment (room slot cost: 25, maintenance cost: 10’000): this building created a tranquil set of oases among the golden sands of the light island. people that went there to meditate and enjoy the fruits of the palm trees were granted a buff of up to 100 wisdom, immediately lost upon leaving, helping them confront their life problems in a collected manner. it would also be where stirwin gave his future advice. combined, john hoped that the mental health of fusion, or at least the guild hall and hudson barrier, would reach whatever pinnacle could be found in that field.
scarab circle (room slot cost: 25, maintenance cost: 10’000): a duelling ring where people who wanted to challenge their current abilities could compete against elementals or each other. what was tested wasn’t limited to fighting, but any kind of craft that could be challenged.
district balance:
525 out 4817 (237 remaining)
produces 0 mana, costs 451’000 mana, balance -451’000 mana.
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john looked at his work and was way too tired to be happy about it. ‘thank god that’s done,’ he thought. with the floaters deactivated, the guild hall operated at a meagre surplus of 51’150 mana per day. john could alleviate that burden by having people offer their power at the mana factories or just constructing additional ones. neither were issues he wanted to deal with right now.
he just wanted to stare at something that wasn’t that damn map for a couple of hours.