Chapter 1095 – Tier 5 Guild Hall 1 – Complete Overhaul<h1></h1>
Evacuating everyone for the purpose of reshaping the entire look of the Guild Hall had to include the group itself. Once every Building was confirmed empty, every Sentinel Golem hadpleted its area scans, and every fairy and every elemental had returned to their home, the Gamer and his haremettes made their way to the Harbour. After they boarded the Boating Seaquence, John navigated the vessel to the edge of the Guild Hall’s water space and started his work.
The size of his game-mechanic granted base had been upped from a maximum diameter of five kilometres to ten. That was less of aparative size increase than thest upgrade, having gone from one to five back then. Regardless, it was an impressive amount of additional space. A doubling of the diameter meant a quadrupling of the surface within the circle.
John already had a rough idea of how he wanted the Guild Hall to look like, the question was just how to properly distribute the space he was given. ‘I’ll need to keep a fair bit of the water around,’ the Gamer thought. ‘In case I ever want to move the Guild Hall ind, it’d be best if a sizable moat stayed. That would allow ships to be used defensively at all times. Plus, for the Fishery to perform optimally, I need more than just rivers. The Hudson also benefits if it shares a pool of water with the Guild Hall due to the cleaning mechanisms.’
Because of that rationale, John decided to go with an elliptic shape rather than a perfect circle. That would create narrow straits where bridges could be easily erected if the Guild Hall ever got relocated ind. Those same straits would make for easily defensible chokepoints, while north and south about a kilometre of water would protect them.
Putting the basd reshaping together alone cost John about an hour and almost a billion in USD. The good news was that practically all the USD Fusion had at the moment were just sitting around anyway. The government was paying in Tokens wherever it could, but received plenty of dors through taxes, John’s grinding, and exports. A general reserve was necessary to deal with those foreign guilds that did not ept Tokens as payment. Otherwise, he could use Fusion’s billions however he wanted. The Guild Hall was expected to give a return fairly quickly anyway.
John stroked his chin and considered how to continue. ‘Obviously all of this needs more detail,’ he thought and went over each segment independently. He remade the forms of the Elemental Inds to be expanded versions of the thematic shapes they currently had. There was no reason for this other than aesthetics. His skill at mapmaking had increased drastically since the first Guild Hall and he had a lot more space to work with. With that being said, there was only so much detail work he could do with the tools provided to him. Finally, he arrived at a second iteration he was satisfied with.
‘I’ll revisit some details as I go on,’ he thought and started giving the inds their basic colours. There were essentially three different kinds of biomes: the main inds, the Elemental Inds, and the beaches. The simple reason for this was that John had no cause to add a desert or anything like that, except for novelty. Having a nice, green, temperate ce was surely the preferential environment for most to live and work in.
‘So far so good,’ John thought and rubbed his eyelids. All of the detail work was eating away at his time. The sun was getting dangerously close to the horizon. ‘I could call it a day here and evacuate people again tomorrow… no, that wouldn’t do…’ “Momo, did you do the emergency housing arrangements?”
“Did I n for the worst case? Around you? Always,” the fairy support responded. “You sure you won’t get done today?”
“I have entirendscapes to sculpt, so definitely not,” the Gamer told her.
“Alright then,” Momo wiggled her way out of the bench and floated upwards, “I’ll be back in like two hours.”
“Thank you,” John said and watched the sassy maid fly towards the maind of the Hudson Barrier. Doubtlessly this would cause some annoyed attitudes. There was nothing he could do about that now though. “Can I get another steak?” he asked, feeling the urge to eat something for his nerves.
“One steaking up,” Smander said and added a new piece of meat to the grill. All of the haremettes had to entertain themselves somehow while he was moving Buildings and districts around. For the moment, the answer to this was a BBQ. asionally it had been sex. At the current speed of events, it was pretty likely that he would have to spend the night on the boat and finish up tomorrow.@@novelbin@@
He was entirely right in that assessment. Not only did it take him the entire rest of the day, but the majority of the next one to get most things how he wanted them to look. There were loads of small imperfections no matter what he tried. Roads that didn’t quite line up, asymmetries, little bumps along otherwise smooth rivers – none of which John could effectively eliminate. When all else failed, he just regretfully moved on.
Which, eventually, led to the whole thing being done. John could hardly believe it when he had finally managed it. It felt like he had been chipping away at a mountain for hours at end and finally managed to carve a road through it.
District for district, he examined his work and ran through the mana calction numbers once again.
[Author’s Note: I would like to remind everyone again that I am using Inkarnate for these maps and that I am limited to the icons and tools provided. Representations are therefore not all around urate or, in some cases, wildly off. Keep that in mind]
Pce District:
Guild Heart (Room Slot Cost: 0, Mana Production: 1’000’000): Remaining underneath the Pce, practically impossible for anyone to reach who didn’t know exactly where it was, the Guild Heart continued to produce the majority of the mana the Guild Hall required to function. For itsst Tier, the Guild Heart had increased its output twofold. John already knew this wasn’t going to be enough to cover the new demand, as the upgrade had also brought with it an additional 2000 Room Slots, bringing the total up to 4817.
Basic Starkiln (Room Slot Cost: 100, Maintenance Cost: 0): ced in the same chamber as the Guild Heart, the Starkiln was a five metre tall pir with a sphere of some kind of ss-like material at the top. At the moment, it was useless. Whenever John became able to forge Arcane Stars, it would be necessary though.
Sex Dungeon (Room Slot Cost: 25, Maintenance Cost: 2500): More storage space, quicker self-cleaning, and more tools that could be manifested at will. A section of the Sex Dungeon inventory was now essible in the entire Guild Hall, and an even smaller section was always essible on conquered territory. This meant that John only had to carry his kinky tools with him when he was on foreign ground for a prolonged time.
Elemental Court (Room Slot Cost: 20, Maintenance Cost: 100): This was not a special Building, as far as the Gamer’s mechanics were concerned. Rather, it was a reskinned Residential Building, existing for the sole purpose of giving the elementals a ce to meet. Consequently, it was pretty cheap on the maintenance.
Residential Administration (Room Slot Cost: 20, Maintenance Cost: 2’500): Just like the Elemental Court, the Residential Administration was just a ‘house’ that had its size and scope increased to allow a local government to operate from there. Its maintenance was more costly due to the electricity and water the Building would require.
Pce (Room Slot Cost: 0, Maintenance Cost: 0): Everything about the Pce stayed roughly the same. Although he certainly could have, John refused to erge it in any way. The space inside the main Pce, being the tall Building that doubled as Lady Liberty’s plinth, was already too much for him and the harem to use effectively. Almost all of the star fort underneath was solid stone when it could be transformed into a massiveplex on its own. Only the tunnels that connected piers and bridges to the top of the star fort cut through the solid white rock.
Velka’s House (Room Slot Cost: 0, Maintenance Cost: 0): Part of the Pce, notable only for its hoarding inhabitant.
Clearwater Fountain (Room Slot Cost: 100, Maintenance Cost: 25’000): The Clearwater Fountain was expanded to cope with the increased amount of water it would have to filter. Otherwise, it remained as previous: arge, artistic fountain that cost quite a lot in the Room Slot department but was pretty cheap when it came to maintenance.
I.D. Gate (Room Slot Cost: 30, Maintenance Cost: 30’000): John saw no reason to upgrade this Building to Tier 5, so it remained an assortment of seven doors (one of which was broken since the Gestalt incident). One of them had the ability to lead John to an unbound ce, once per week. John rarely used it, but it was something that could happen.
Sentry Station (Room Slot Cost: 60, Maintenance Cost: 100’000): What was originally named the Security Station was reced by the Sentry Station following the application of the Ohmior Sentry Schematics. The upgrade gave John two choices: either he entirely reced his current Sentinel Golems with Ohmior Knights or he got fewer Ohmior Knights to supplement his forces. In effect he could either have 15 Ohmior Knights (level 125, each equipped with either a bow, a staff, a sword and shield, an axe, or an extra pair of arms) and 1 Ohmior General (level 200, able to switch between all armaments), or 25 Sentry Golems (Level 50), 5 Ohmior Sentinels (Level 100, with one of each variation present) and an Ohmior Warden (level 150, able to switch between all armaments, and always bound to guarding one location).
Although the quality choice was definitely superior when it came to raw fighting strength, the Gamer wasn’t overly concerned about that. The Sentry Golems were already powerful enough to repel the average soldier on their own. While the Ohmior Knights would put up more of a resistance to enemy forces, especially the elite variety, that case was so rare that John didn’t want to dedicate the Sentry Station to it. In everyday use, the Sentry Golems served as enforcers of the rules of the Guild Hall and even patrolled the areas around the teleporters in the Hudson Barrier. Having more of them was strictly more useful, given the additional ground they had to cover. So John went with the second choice.
Cleaning Station (Room Slot Cost: 50, Maintenance Cost: 45’000): The number of slimes increased from 60 to 240. In the first instance, this was useful because it coped perfectly with the size increase of the Guild Hall. A further use was that the fused state of the Cleaning Slimes, called Trashpexus, got 1 level for each Cleaning Slime that fused into it. Under optimal circumstances, this meant that Trashpexus had a level of 240, which made it incredibly powerful even before the ‘trash consumed’ buff was applied. It was pretty unlikely that all slimes found each other in case of an enemy attack, but even if only half of them met up, that was another capable defence unit.
Transport Station (Room Slot Cost: 40, Maintenance Cost: 100’000): The mana cost for this Building doubled. Just likest time, skipping on the upgrade wasn’t an option. Additional endless range teleporters were strictly too valuable to pass up on. The ceiling of such rose from the previous five to a whopping ten. Further, he was given a choice to either get another ten right now or unlock the function to buy additional slots with GP. He chose thetter, as he nned to live long and infinite scaling was better to that end.
District Bnce:
385 out of 4817 Room Slots (4452 Remaining)
PRODUCES 1’000’000 mana, COSTS 320’100 mana, BALANCE +679’900.
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The Park:
Menagerie Complex (Room Slot Cost: 50, Maintenance Cost: 45’000): Simply put, the Menagerie was expanded from a single Building into a wholeplex, each containing their own kind of cute animals. Thergest segment of theplex was dedicated to a space where the animals could y together. A new mechanic of the Menagerie Complex was that, if someone felt enough affection towards a specific one of the animals, it would be ‘real’ and they would be able to take it home with them. This effect only produced infertile and highly docile variances of the animals. A security measure against John exploiting it to get his hands on some particrly exotic creatures, no doubt. Not that Nia would have forgiven him if he used the affection of people for cute animals to ‘farm’ dragons.
Floaters (Room Slot Cost: 100, Maintenance Cost: 1’000’000): The Floaters was a set of towers that had inside them the mechanisms required to make the entire Guild Hall airborne. A ‘lesser’ function was to create floating inds. Neither were being used at the moment, partly due to the truly astounding mana cost to keep this Building operating. Primarily, John wanted this Building for the future. Being honest about it, he also had to admit that he wanted it because he knew that floating inds weremonce in Rome and he did not want to be any less than the Apex, whose potential he rivalled.
Weather Tower (Room Slot Cost: 100, Maintenance Cost: 100’000): The Weather Tower could now create whatever weather John wanted, within the range of +50 to -40 degrees Celsius. Although he would typically keep it set to ‘hot summer day’, ording to his girlfriend’s wishes, it was still nice that he could mix it up if the times called for it. He could also dictate different areas in the Guild Hall to have different weather. The minimum of the affected area was 1 square kilometre.
District Bnce:
200 out of 4817 Room Slots (4252 Remaining)
PRODUCES 0 mana, COSTS 1’145’000 mana, BALANCE -1’145’000 mana (note: -145’000 mana without Floaters).
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Newman Shire:
Midnight Forest (Room Slot Cost: 25, Maintenance Cost: 25’000): Upgrading the Fairy Lantern one more time created two notable phenomena. First, the court Methenia had brought with her, the Bramble Court, was going to be renamed to the Midnight Court. John was not entirely sure why this was, but the description assured him as much. If he had to guess, ‘midnight’ was a fairly important concept to fairies and a court iming that as its moniker had to be fairly sizable. Which a courtrge enough to separate into Seelie and Unseelie definitely was.
Seelie fairies were, simply put, the friendly forest spirits that one was safe when meeting. Safe being the operative word. They weren’t necessarily helpful; it was just that they weren’t malevolent in any way. Uncontrolled, they could still whisk a child away for years.
Unseelie fairies, on the other hand, were definitely not the kind of creature one wanted to run into. In the best case, they were protective of their woonds, causing the trees to twist to bar any unwanted visitors from entering. In the worst case, they had a very intense interest in the shape of someone’s intestines.
Both varieties of fae would be governed from the Midnight Court. John’s behavioural code (or the Law of Earl Newman, as they called it) had been abided by so far and the Gamer trusted the fae enough that they would keep it that way. That might have been na?ve. Thankfully, getting rid of them was as easy as deleting one Building, and while they stayed, they did provide additional defensive forces, rare resources, and the asional fascinating insight. As bad as fae could be, if confined in a specific area and barred from murder, they could be dealt with.
District Bnce:
25 out of 4817 Room Slots (4227 Remaining)
PRODUCES 0 mana, COSTS 25’000 mana, BALANCE -25’000 mana.
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Fusion Administration:
Fusion Administration (Room Slot Cost: 0, Maintenance Cost: 0): For the final Tier of the Guild Hall, John separated the Great Archive and the Guild Bank. While thetter was brought back to its original purpose and was located in the Commercial district, the Great Archive was expanded to aplex of Buildings that was the new Fusion Administration. Several more offices could operate on the ind, particrly those headed by people close to John, like the financial ministry and the chancellor. Because this was a Building granted by Guild Perks, it required no upkeep cost despite having electricity, water, and all the rest of it.
Newman Private Ind: An ind with nothing on it except a nicendscape and a teleporter for easy ess. It existed because John had more space than he knew what to do with and he wanted a ce to have outdoor sex at undisturbed. Also, his own beaches.
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Residential District:
Residences (Room Slot Cost: 500, Maintenance Cost: 75’000): The residences of people living in the Guild Hall. Generally, the residences were apartments, although nothing was stopping someone from renting an entire Building and then adjusting the insides via selective editing rights. Houses in this area were granted either to whoever paid the rent or to people working permanently in Fusion’s various Industry or Production Buildings. Asbour demands rose, thetter would grow more numerous.
District Bnce:
500 out of 4817 Room Slots (3727 Remaining)
PRODUCES 0 mana, COSTS 75’000 mana, BALANCE -125’000 mana.
Continued in part 2