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How much does an inn cost to buy?
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<blockquote data-quote="jgbrowning" data-source="post: 1541444" data-attributes="member: 5724"><p>Since there's been two questions like this I'll answer. Style is a mechanic used to represent a particular status. It's kinda like HP. What exactly is HP? I'm sure we've all had that discussion at one time or another.</p><p></p><p>What style does is function within the system to perform a task. That task is to help differentiate pricing between cheap, lower-class buildings and very wealthy buildings. The building system is taking on a monumental task: a single system that handles all construction types with decent results. Since we were designing a system that dealt with both very cheep structures and massively expensive structures, I thought having several factors that influence the end price would be the best way to produce widely varied results.</p><p></p><p>The factors relate to their actual real occurances similarly to how HP's relate to a character's toughness: they're a generalization and style is the HP generalization while the others are much more like Str or Con. Base price per square foot is easy to understand, excavation is easy to understand, material is easy to understand, labor is easy to understand, carriage is easy to understand, but style is the sticky one. The fuction within the system it serves is to provide players the option of having lower-cost yet still functional buildings, while at the same time giving them the ability for truly luxurious structures.</p><p></p><p>We did this by making the "normal" style add a fairly large % amount to the final total, thus providing an easy way to lower cost by lowering "style" and also providing the opportunity to significantly increase cost by raising style. There are obviously other ways of doing the same mechanic. It's the one we chose. We also allow players even a bit more freedom by breaking style up into both interior and exterior. If we would have provided fewer options, we wouldn't have to have this discusion.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So, no. The walls are not painted with gold, the sign isn't solid silver. Just like HP is a generalized measure of a character's toughness based on level, constitution, and magic effects, style is an arbitrary modifier on the amount of wealth that went into a particular building to create the appropriate class-conscious appearance based upon materials, labor, and carriage.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 1541444, member: 5724"] Since there's been two questions like this I'll answer. Style is a mechanic used to represent a particular status. It's kinda like HP. What exactly is HP? I'm sure we've all had that discussion at one time or another. What style does is function within the system to perform a task. That task is to help differentiate pricing between cheap, lower-class buildings and very wealthy buildings. The building system is taking on a monumental task: a single system that handles all construction types with decent results. Since we were designing a system that dealt with both very cheep structures and massively expensive structures, I thought having several factors that influence the end price would be the best way to produce widely varied results. The factors relate to their actual real occurances similarly to how HP's relate to a character's toughness: they're a generalization and style is the HP generalization while the others are much more like Str or Con. Base price per square foot is easy to understand, excavation is easy to understand, material is easy to understand, labor is easy to understand, carriage is easy to understand, but style is the sticky one. The fuction within the system it serves is to provide players the option of having lower-cost yet still functional buildings, while at the same time giving them the ability for truly luxurious structures. We did this by making the "normal" style add a fairly large % amount to the final total, thus providing an easy way to lower cost by lowering "style" and also providing the opportunity to significantly increase cost by raising style. There are obviously other ways of doing the same mechanic. It's the one we chose. We also allow players even a bit more freedom by breaking style up into both interior and exterior. If we would have provided fewer options, we wouldn't have to have this discusion.... :) So, no. The walls are not painted with gold, the sign isn't solid silver. Just like HP is a generalized measure of a character's toughness based on level, constitution, and magic effects, style is an arbitrary modifier on the amount of wealth that went into a particular building to create the appropriate class-conscious appearance based upon materials, labor, and carriage. joe b. [/QUOTE]
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