» Fri Mar 19, 2010 5:15 am
I think it's finally time for another of my stupidly huge suggestion posts. As always, apologies in advance. Been a while, so for those unfamiliar with this, it may seem extravagant but is tied to a long series of other suggestions on how the game could run that would make it possible, and so is made on the assumption of those other things applying. I can't just dump the entire lot of it here for convenience's sake, but I'll answer questions.
4.5 Property
The player has several options for having a home. Apartments or cheap shacks provide quick and affordable shelter, but are not truly owned by the player, and cannot be modified beyond some personal decorations. Empty buildings in cities can be purchased from whomever owns the land, typically a count or other local nobility. If a desired building is in use, the player may be able to negotiate purchase with the owner. An owned building can be modified and typically used however the player wishes, but must stay within specific confines as they do not own the land.
Land ownership allows a character to do more or less whatever they want with the area. Land within a city can usually only be purchased in small amounts, if at all, often being reserved for those of nobility or considerable wealth. Outside of cities, land typically exists in the form of viable areas positioned inside larger territories, treated the same as randomly positioned areas of interest such as dungeons. A territory will generally have a couple viable areas near major roads (assuming there are any nearby) and a couple in the wilderness. Land is separated in this way so that the game can recognize it and avoid conflicts. Viable land areas can also be purchased from the same local authorities as spaces inside town, provided the territory is within their jurisdiction. Only the areas near the road can be purchased, and are considered owned.
Once the player has bought or claimed land (see Claims below) they can build on/modify their property. This is done by using a Blueprint item, opening a limited extension of the toolkit used for creating buildings/areas. Dropdown lists in the corner allow the player to choose between existing properties and/or owned buildings available to work with. Specific land boundaries again exist to prevent conflicts; if an area within town is 200 square feet, the building in the blueprint can't exceed this area and encroach on surrounding structures. Subsequently, land in outside territories is usually larger. With the blueprint, the player can design a structure similarly to doing so in the toolkit, while those who don't want to bother with the trouble and simply want to build a home somewhere can purchase a pre-set design.
When the design is finished, it must be given to whomever will be doing the building. Most towns will have contractors that can be hired, but most will be able to work anywhere, though the farther they have to travel the higher their fees will be. The finished blueprint will list the amount of materials needed, while the contractor will state the cost and time of the project. The player can acquire materials or leave it to the contractor, although this will naturally increase the cost. As well, they can pay extra to reduce the needed time, allowing for more workers/hours. If needs aren't met the project may be abandoned, but can be resumed later. Half-finished constructions, if still there and intact, will reduce required time/resources.
While most contractors will not build anything illegal, the player can use their own connections and skills to get around this. For example, via the Thieves Guild, they can learn which contractors have ties to the organization and will be willing to do less reputable work, such as a tunnel that leads to other property. Those who don't wish to hire workers can also employ golems, high-quality undead, summoned daedra, slaves, and any other NPC with the required intelligence to receive and carry out construction and directions, although these alternatives naturally require that the player have the ability to acquire their service. These routes still require that a blueprint be made and given, and that resources and/or money be provided; a golem works for free, but still needs wood to make a cabin.
The larger a building is, either above or below ground, the more its structural integrity is at risk. In short, the more that's already built, the more expensive it is to add extra, in both resources and fees. This is the main limit to how large a stronghold can be built, aside from presumable engine/gameplay limits that can't be predicted. Costs would generally become too prohibitive for even the most powerful tycoons long before this point, however.
4.5.1 Security
Any building is a potential target for NPC thieves, or if the owner is of importance, even agents and spies. A dwelling inside a town has the most exposure to thieves, but also the most guards, meaning its safety relies heavily on local law enforcement and the effectiveness of internal security. As well, regulations will usually prevent extreme measures (you can't simply build a fortress, complete with moat, in the middle of a residential area), but the walls of a city also provide excellent protection against outright attack from enemies, who are much less likely to take the risk. Conversely, a stronghold out in the wilderness can be well protected on its own, but gains no additional safety from law enforcement.
Whether a home is targeted primarily depends on how viable a target it's considered. If the character has a degree of fame it will increase the odds, especially for completing quests such as "find a long lost item." Finishing quests in more subtle ways that avoid fame can counteract this. The size of the house is itself an indication of wealth as well. Simply moving items into the building may be unknowingly observed by Blackcaps or beggars, also making the owner a guild target. It should be noted that low-to-mid level employment within the Thieves Guild will protect a member from being targeted, but the degree of secrecy involved with the highest ranks makes most members unaware of such status, and offers no protection, although those with such positions are generally more than skilled enough to outmatch common thieves with their defenses. Non-guild thieves, of course, are not deterred. Wilderness homes are naturally much less likely to be targeted by thieves (though not immune), but may be the victim of roaming bandits. Strongholds that are not strictly legal may also be looted by adventurers. Frequent failed break-ins can increase the danger and difficulty associated with a home, repelling most thieves, but increasing the odds of elite operatives.
Home security can take many forms, from obvious installations to clever architecture. The most basic is a simple locked door; almost every purchased house that's not a decrepit shack will come with a lock to deter the most incompetent level of thief. Better locks can be bought and installed with relative ease, being simply used from inventory on the object in question. Advanced locks may require a degree of skill in Security: Locks to install, while the best ones usually have to be custom made with high skill levels. If a thief cannot break in through the door, they may search for another way in, most likely windows or balconies. A window is less subtle, leaving more evidence, but is especially easy for those willing to make noise. Barred windows, or expensive ones made from a rare, durable material backed by a strong lock, will deter all but the most determined or skilled thieves. People without sufficient funds, or who are simply cheap, may only provide extra defense for the ground floor, and some thieves with climbing and/or acrobatic skill will sometimes attempt entry from above.
Locked containers can deter thieves who make it inside, as well as traps. Cities may have laws limiting the power and types of traps permitted on one's property, but many are noisy and painful enough to drive away most thieves. Strongholds built outside city walls can have extravagant defenses limited by the designer's choices, funds, and imagination. More elaborate traps, however, such as guillotine blades or mines, may not be available for purchase or installation from the corner store, requiring that the player have either the proper alternative options or the skill to do it themselves. NPC thieves, while on the job, have a limit of how much risk they will take before abandoning the building, typically determined by their relative skill level, supplies, and bravery. The more time is spent the greater the risk, and a labyrinthine mansion with winding hallways and locked doors leading to dead ends can confound them enough that they give up before finding anything.
The most insidious threat to a stronghold is those who built it. An NPC with the needed interrogation skills, or simply prior faction connections, can obtain a copy of the blueprint used in construction. Reading a blueprint makes them aware of any secret or dead-end passages and improves their odds against any locks or traps contained within, greatly reducing the overall effectiveness of defenses. Using a trustworthy or reputable contractor, and especially one with friendly faction and/or personal relations, will reduce their willingness to surrender this information. Those who are especially careful (especially in the construction of a castle) will make efforts to hide the identity of contractors or use several to separately build parts of the building in order to deter this route of invasion.
Those who make enemies can find a stronghold at risk of attack. Law enforcement usually makes this a non-issue in cities, but areas not within legal borders are fair game. Homes built away from cities are usually built for defense, a fortress instead of a house, in order to better withstand damage. Aside from locks, traps, and minions, guards can be hired from any number of sources (Fighters Guild, mercenaries, faction protection, etc) to protect both inside and out, though naturally anyone with an extra key also creates a potential security liability. Disreputable sorts may make secret illegal modifications to the inside of their city home, an unpleasant surprise for any city guards who try to invade.
4.5.2 Claims
While buying land is necessary for standard legal construction, it holds no appeal for those outside the law, especially in areas far from civilization. Some items, such as bedrolls or campfire setups, give the option to claim an area when used. Claims obviously lack any official recognition, but serve two purposes in gameplay terms: they prevent creatures from respawning in the area, and add it the list of potential locations when creating a blueprint. Unlike viable land, the player cannot claim an empty area, but instead can claim any distinct location, such as a cave or ruin. An abandoned claim may be invaded by humanoids or wandering animals and effectively "unclaimed," meaning the character will need to do something with the area for the claim to mean anything.
Claiming an existing structure allows someone to build around it for a unique stronghold; you cannot "build" a natural cave structure or replicate a dwemer ruin, for example. Someone might choose not to modify the area or simply add a few rooms, while another may construct a home overtop and use an entire cave as their basemant. Naturally, if the site is one that drew other visitors before, they will not be happy with this development when they return. If desired, the person can place a notice of their habitation (often just a sign) outside, which will be read by any approaching, literate creature. More polite adventurers may not enter to explore and loot, while varyingly-intelligent creatures looking for a new home may move on. If the player has enough of a reputation, their name can lead others to leave or enter; a tower built by a feared mage will likely be avoided by most, but be more at risk of looting by adventurers.
The total number of locations a player may claim depends on the Guidance: Leadership skill and can be quite high, though this does nothing to make it easier to maintain them all. Any character can claim at least one. Even existing areas like buildings in a city can be claimed, though this is generally illegal, especially if any effort is made to build there. A homeless individual may claim an abandoned building, which is typically ignored until someone with money obtains the location, at which point they are quickly removed. A location cannot be claimed until the previous owner's claim, legal or otherwise, is removed. Potentially, a character could build a wilderness stronghold, raise an army, attack a town, and individually claim its lands, turning the city into their own. Such action can, of course, be expected to meet quick retribution.
4.5.3 Alternatives
Those who don't wish to (or can't) pay contractors, or have more extravagant needs in mind that can't be legally provided, have other routes for construction. Some designs may require specific workers, such as a magical structure needing builders capable of it. If possible, contractors will provide even this themselves, needing a higher fee to compensate for hiring mages. The buildings themselves also have room for alternative designs; a master criminal might have a series of heavily trapped tunnels built, essentially making a dungeon to protect their treasures and themselves, complete with secret exits in case of raids. A powerful mage could have a tower and basemant built, then seal off the latter, enchanting the front door to activate a Recall effect if opened with a specific key, teleporting them to the "real" dwelling while everyone else enters the empty tower. Each type of worker has different advantages and disadvantages, as noted below.
Contractor: Official route found in many cities, contractors usually provide the most effective construction services, as they can purchase extra materials or hire more workers as needed. However, they're by far the most expensive, needing fees to do any of these things. Many will also refuse illegal work, and may be unwilling to build in a distant, dangerous area. They keep copies of blueprints, well protected, but not safe from highly skilled thieves, while others work directly with the Thieves Guild. In normal cases, almost any type of construction can be handled by contractors.
Golem: These magical constructs are the safest workers. Being mindless puppets, they cannot betray you or leak blueprint plans, will work tirelessly 24 hours a day, and are at little risk while transporting materials, as most creatures will leave them alone. Unfortunately, they are not dexterous or clever, and as such are incapable of more advanced construction. How incapable depends on the skill of their creator, but they are never able to manage the most difficult tasks. They are rare servants as well, generally only available to powerful mages, or someone able to accrue enough favor with one to let them borrow the servant.
Undead: Only slightly more free-willed than a golem, undead can also be tasked to build. Similarly, their skill level is directly dependent on that of the necromancer who created them, though they are more competent than golems. They are also far less accepted and many will destroy them on sight, making them a poor choice for public construction. Naturally, their use requires that one be a capable necromancer, or again on good terms with one. While undead also cannot be interrogated themselves, if the individual is destroyed and its spirit released the blueprint information can be potentially gleaned through the Outer Inquiry spell. Only the most capable and well-connected rogues would have this option, however, and would only use it for the most desirable targets.
Daedra: The final magical option, Daedra can be bound by a skilled conjurer and commanded to perform more mundane tasks like construction instead of battle. Daedra are talented and powerful beings, able to work effectively and capable of handling designs that require the use of magic. However, they are still tied to the ability of the caster, who must maintain control of them, lest the creature escape control and destroy the unfinished construction. They are not sociable, and may increase costs/time if sent to work alongside humans. They will gladly compromise their "master's" safety by giving blueprint information if secrecy is not specifically part of their instruction (and of course, assuming they are not set to attack strangers). Otherwise it requires extremely high conversation skills to trick it out of them, or another powerful conjurer to try and summon the same Daedra after their release.
Allies: Almost any NPC can be potentially asked to help in construction, if the player has the needed influence. These may be friends helped in quests, lower ranks in a faction, non-contracted workers hired for less, and so on. How capable, expensive, or trustworthy they are will depend on the individual and their relationship to the player character.
Slaves: A character with the mindset and ability to control indentured servants or slaves can, of course, command them to build the structure. While this is obviously free, such individuals are frequently untalented and have virtually no loyalty to their owner aside from fear, and will be quick to divulge information or attempt to flee. They are also illegal in most places, and so of course not a good idea for public construction.