Guild Hall (Fun)

Description (Fun)
Introduced in Chapter 367 Special Building





Guild Hall Level 0
150 meters across +10 Room Slots Total 16 Room Slots +5 Room slots by Achievment

Buidlings

 * Guild Heart (Fun)
 * I.D. Gate
 * Harbour
 * Guild Bank
 * Security Station
 * Cleaning Station
 * Menagerie
 * Transport Station
 * Transmutation Forge

Guild Hall Level 1
~300 meters across +90 Room Slots 101 Room Slots Total.

Buidlings

 * Guild Heart (Fun)
 * I.D. Gate
 * Harbour
 * Guild Bank
 * Security Station
 * Cleaning Station
 * Menagerie
 * Transport Station
 * Transmutation Forge
 * Housing Tower
 * Storefront
 * Mana Factory
 * Mine
 * Farm
 * Training Room

Guild Hall Level 2
~400 meters across +150 Room Slots 257 Room Slots Total.


 * Guild Heart 2
 * Gives 50'000 Mana


 * Palace
 * 40 Room Slots and 10'000 Mana Consumption per day.
 * Upgrade Version fo the Fort no definite Information given before it seems it was just the Copy of the Real World Structure below Lady Liberty. Now as an improved version that is a mixture between Palace, Cathedral, and Tower. 3 storeys and quote: "The whole thing was a massive mixture between the wet dreams of a renaissance painter and a neo-roman architect with a dash of futurism."


 * I.D. Gate 1
 * 3 instead of one Door/Gate Upgrade Cost 1 Room slot. 2 Room slots total.No Upgrade in this iteration.


 * Harbour 1
 * Upgrade cost 13 Room Slots. 20 Room slots total. More ships can be anchored. No upgrade in this iteration.


 * Ships -add them


 * Housing Tower 1
 * " a five-story high spire with a large head. It had a medieval feel to it, John fighting to make the dark red brick a colour that harmonized nicely with the grey stone around, with windows on every story and a magic powered elevator shaft running down the middle to give access to all the floors. It had everything that one needed for independent living and more. northern and western tip of the star fort, one for Magoi and his wife, the other for Magnus. That cost a total of 20 Room Slots, but the Magus’ family now had a place to live." 20 Room slots total. Moved near the Park.


 * Guild Bank 2
 * Upgrade costs 15 Room slots.25 Room slots total.5000 Mana COnsumption. storage they had increased from 300 to 500; access from everywhere in the Guild hall and adjacent barriers e.g. NY City Barrier up to 3 different accounts per guild member.


 * Security Station 2
 * Upgrade 5 Room Slots.10 Room slots total.1500 Mana Consumption. spawns up to six level 35 golems in the shape of floating orb sentries. Seven deployment points.


 * Cleaning Station 2
 * Upgrade 5 Room Slots. 10 Room slots total. spawns little white slimes up to 25. now 5 outposts are possible.


 * Menagerie 2
 * Upgrade cost 5 Room Slots.10 Room Slots total. The upgrade increases the Mana Consumption by 500 Mana exact Consumption unknown. 5 Biomes (forest, plains, farm animals, tropical and desert) and a small meeting area for the pets.


 * Animals
 * cute little slime blobs
 * Otototo, an angelic otter, a being with feathered wings as its front-legs, that could fly like a winged serpent but also swim like an otter.
 * Slime Chest from a secret room.


 * Storefront 1
 * 10 Room slots total. To sell Loot instead over the Abyss Auction. No change besides some minor upgrades because of Tier 2 Barrier.


 * Transport Station 2
 * Upgrade costs 5 Room slots.10 Room SLots total. 4 additional Teleporters can be placed. The first Long-Range Station is acquired. Teleportation upgrade is done again a room slot is bought.


 * Transmutation Forge 2
 * Special building form the 3rd Perk of the Wealth Category. Allows to transform money into crafting material. work on two things simultaneously and the array of creatable materials also increased but only to low-tier magical materials. Upgrade to low to mid-strength materials.


 * Weather Tower
 * 25 Room Slots and 10'000 Mana Consumption.Only the beginning of Weather manipulation.


 * Mana Factory 2
 * Upgrade 10 Room slots. costs 5?.Total 15x3=45 Room Slots. Supplies 5000 Mana by itself and can be used to charge Mana batteries or the Guild Heart by Mana donors. Build two more; three in total.


 * Mine 2
 * Upgrade 15 Room Slots.25 Room slots total. Spawns Ore Cores up to three elemental infusions but rarely. Cost 10'000 Mana daily to operate.


 * Farm 2
 * costs 5?. 4000 Mana Consumption per day.
 * chicken coop 1 Room slot.
 * a basic greenhouse 1 Room slot
 * a cowshed 2 room slots.
 * a medium greenhouse for 2 Room Slots.
 * a small pig shelter for 3 Room Slots


 * Traning Room
 * To train Guild members up to Level 50. Third Perk from Conquest. No Upgrade.


 * Logging 1
 * Growns mundane Trees like oaks overnight. Wooden equivalent to the mine.
 * 4 Room Slots and 500 Mana left.

Guild Hall Level 3
1000 meters across * +500 Room Slots 757 Room Slots Total.752 counted asked Funatic about it.*


 * Guild Heart 3
 * Gives 200'000 Mana


 * Palace
 * 40 Room Slots and 10'000 Mana Consumption per day.
 * Upgrade Version fo the Fort no definite Information given before it seems it was just the Copy of the Real World Structure below Lady Liberty. Now as an improved version that is a mixture between Palace, Cathedral, and Tower. 3 storeys and quote: "The whole thing was a massive mixture between the wet dreams of a renaissance painter and a neo-roman architect with a dash of futurism."


 * I.D. Gate 1
 * 3 instead of one Door/Gate Upgrade Cost 1 Room slot. 2 Room slots total.No Upgrade in this iteration.


 * Harbour 3
 * 25 Room slots total. More ships can be anchored. 25'000 Mana Maintenance.


 * Ships -add them


 * Housing Tower 1
 * " a five-story high spire with a large head. It had a medieval feel to it, John fighting to make the dark red brick a colour that harmonized nicely with the grey stone around, with windows on every story and a magic powered elevator shaft running down the middle to give access to all the floors. It had everything that one needed for independent living and more. northern and western tip of the star fort, one for Magoi and his wife, the other for Magnus. That cost a total of 20 Room Slots, but the Magus’ family now had a place to live." 20 Room slots total. Moved near the Park.


 * Guild Bank 3
 * Upgrade costs 15 Room slots.40 Room slots total.15'000 Mana Consumption. storage they had increased from 300 to 500; access from everywhere in Fusion territory up to 3 different accounts per guild member. Dimension Pocket for the Guild Hall and adjacent Barrier.


 * Security Station 3
 * Upgrade 10 Room Slots.20 Room slots total.5000 Mana Consumption. spawns up to 8 level 40 golems in the shape of floating orb sentries. 10 deployment points.


 * Cleaning Station 3
 * Upgrade 10 Room Slots. 20 Room slots total.5000 Mana Consumption. spawns grey slimes up to 40. now 5 outposts are possible.


 * Menagerie 3
 * Upgrade cost 5 Room Slots.15 Room Slots total.5'000 Mana Maintenace 5 Biomes (forest, plains, farm animals, tropical and desert) and a small meeting area for the pets." allowed them to roam around the direct surroundings as well" ref>Chapter 660 Birthday Newman Finale – Federation(Funatic)


 * Animals
 * cute little slime blobs
 * Otototo, an angelic otter, a being with feathered wings as its front-legs, that could fly like a winged serpent but also swim like an otter.
 * Slime Chest from a secret room.


 * Storefront 1
 * 10 Room slots total. To sell Loot instead over the Abyss Auction. No change besides some minor upgrades because of Tier 2 Barrier.


 * Transport Station 3
 * 10 Room Slots total. 7 Teleporters can be placed. 1 first Long-Range Station is acquired (Washington D.C.). Two endless Teleportaition stations Servitude Island and Berlin


 * Transmutation Forge 3
 * Special building form the 3rd Perk of the Wealth Category. Allows to transform money into crafting material. work on two things simultaneously and the array of creatable materials also increased but only to low-tier magical materials. Upgrade to low to mid-strength materials.Again better materials


 * Weather Tower
 * 50 Room Slots and 40'000 Mana Consumption. Weather manipulation within the season.


 * Mana Factory 3
 * 15 Room slots. Total 15x6=90 Room Slots. Supplies 25'000 Mana by itself and can be used to charge Mana batteries or the Guild Heart by Mana donors. Build two more; three in total.


 * Mine 3
 * Upgrade 10 Room Slots.35 Room slots total. Spawns Ore Cores up to three elemental infusions but rarely. Cost 25'000 Mana daily to operate. Now spawns monsters on the lower levels.


 * Farm 3
 * costs 30. 10'000 Mana Maintenance: per day.
 * chicken coop 1 Room slot.
 * a basic greenhouse 1 Room slot
 * a cowshed 2 room slots.
 * a medium greenhouse for 2 Room Slots.
 * a small pig shelter for 3 Room Slots
 * "with several different kinds of grain (some of which he had never heard before) and added some animal shelters that would supply different kinds of meat."


 * Traning Room
 * To train Guild members up to Level 50. Third Perk from Conquest. No Upgrade.


 * Logging 3
 * Total 30 Room Slots 20'000 Mana Maintenance:
 * Growns mundane Trees like oaks overnight. Wooden equivalent to the mine.


 * Oil Tower
 * 20 Room Slots 20'000 Mana Maintenance: per day.
 * creates oils or refines oily substances if provided.


 * Herb House
 * 20 Room Slots 10'000 Mana Maintenance:
 * Ingredients for his cologne and Marijuana for Jane.


 * Fishery
 * 50 Room slots 60'000 Mana Maintenance: per day.
 * Spawns fish.


 * Silicate Island
 * Room Slot Cost: 35. Mana Maintenance: 25’000
 * Produce Crystals like the Lodging for Tree´s


 * Mana Storage
 * Room Slot Cost: 15. Mana Production: 5’000
 * " Just for the extra safety, he also put down this building. Although its own production was much lower, It could save up to 1 million Maybel (that being the official term for what John called MP). The mana could only be used to fuel Guild Hall things, but it would still serve as a nice safety line should something go wrong. Some of the Buildings had potential extra costs, after all."


 * Perfumery
 * Room Slot Cost: 15. Mana Maintenance: 10’000
 * " The last in John’s ‘I want this cologne!’ line of Buildings. When fed with the necessary ingredients, it would combine them into a well-smelling blend automatically. The end-product could be adjusted and, because it had all the necessary compartments, manual labor there was perfectly possible as well."


 * Scanner
 * Room Slot Cost: 5. Mana Maintenance: 5000
 * " Easily enough described, the Building scanned incoming vessels in the Harbour for potential dangers. It would alert John to the amount of people on board and any potentially harmful substances. It would also, and that was the really important part, tell John if and where any sort of scrying magic was being used in the confines of his Guild Hall."


 * Elemental Islands
 * Room Slot Cost: 60. Mana Maintenance: 30’000
 * " Those were actually 6 Buildings that roughly did the same. They had three functions. Number one, they attracted wild elementals to the place, making it a place where summoners could travel to make contracts. Also a place where John’s elementals could mingle with their kind for a little bit without John having to actually let them go back to their plane. Number two, they would increase the drop rate of elemental infused materials for all Buildings that John had in the Production district. Number three, they actually produced pure elemental essence of their respective element themselves. John had no idea what to do with that, but it sounded quite valuable. Really, the first two reasons had him already sold on them."


 * Midnight Forest
 * Room Slot Cost: 5. Mana Maintenance: 5’000
 * " The majority of the forest was not a building. It was just a bunch of trees, just like Newman Shire to the south of it. However, John did place a Fairy Lantern there. It supposedly attracted nature spirits. More interestingly, it made it so it was always midnight in that particular corner of the Guild Hall. It was just a cheap thing that sounded really interesting."

"With that, John still had 134 Room Slots and 42’000 mana to go. He blew all of it quite easily on getting some worthwhile looking Storefronts in the Commercial area, as well as some nice-looking houses in the Residential district, that now actually could be one. The mana was a bit short, but he fixed that by only giving those things the bare necessities. The standard houses and stores were not entitled to the cooling chambers, indoor pools and whatever other luxuries there were in the Palace and Magoi’s tower."
 * Embassy (No Cost): Place next to the border of the Central district and just across the street from the Guild Bank. As it would be a reliable method to contact distanced guild members in the future, it was mostly of value to John and his administration.



Guild Hall Level 4
5000 meters across * +1500 Room Slots 2257 Room Slots Total. * +50 Room Slots ]


 * Guild Heart 3
 * Gives 500'000 Mana


 * Palace
 * 0 Room Slots and 0 Mana Consumption per day. Because of the use of Central Hall Perk Building from Administration.
 * Upgrade Version fo the Fort no definite Information given before it seems it was just the Copy of the Real World Structure below Lady Liberty. Now as an improved version that is a mixture between Palace, Cathedral, and Tower. 3 storeys and quote: "The whole thing was a massive mixture between the wet dreams of a renaissance painter and a neo-roman architect with a dash of futurism."


 * Security Station 4
 * Upgrade 10 Room Slots.30 Room slots total.30000 Mana Consumption. spawns up to 10 level 50 golems in the shape of floating orb sentries. 10 deployment points. "One level 125 Gatekeeper Golem, which could only operate within the Guild Hall and automatically teleported to situations where there was trouble"


 * Cleaning Station 4
 * Upgrade 10 Room Slots. 30 Room slots total.20000 Mana Consumption. spawns grey slimes up to 60. now 5 outposts are possible.

Trashpexus get one level for each blob that made it up, so going up to level 60, and became permanently stronger the more trash the Cleaning Station slimes devoured. A very slow rise in power, according to the description. However, a drip-feeding of power was still a feeding of power. Trashpexus can only form inside the confines of the Guild Hall.


 * Transport Station 4
 * 20 Room Slots total.30000 Mana Consumption. 7 Teleporters can be placed. 1 first Long-Range Station is acquired (Washington D.C.)an endless Teleportation station according to Fun. Two endless Teleportation stations Servitude Island and Berlin

Endless range teleporters were simply too valuable and he was given another two of them. For the limited range teleporters, their number limit was lifted.


 * I.D. Gate 4
 * 7 instead of one Door/Gate Upgrade Cost 28 Room slots from 1 to 4. 30 Room slots total.30000 Mana Consumption."With a cooldown of one week, the central door would lead to an unbound place. Examples for such locations were Lady Liquor’s bar or Hermes’ shop."


 * Clearwater Fountain
 * (Room Slot Cost: 50, 5000Mana Consumption): A large, artistic fountain, over fifty metres across, placed on a plateau, that steadily produced perfectly clear drinking water. It was an extension of the Guild Hall’s ability to maintain the shape John designed it to have. There would always be water where he wanted it to be and the Clearwater Fountain guaranteed that it would stay perfectly clear. By the supernatural mechanics of the place, dirty water would be teleported away, cleaned, filtered, and then pumped back out. A waterfall between the two southern tips of the star fort let the excesses flow into the moat and the outwards flowing rivers, then spread it everywhere else.

Storefront new thing.
 * Shopping Area (Room Slot Cost: Variable – Maximum 350, Maintenance Cost: Variable – Maximum 100’000):


 * 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.


 * 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.


 * 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.


 * 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.


 * Magoi’s Tower (Room Slot Cost: 20, Maintenance Cost: 5’000): Unchanged in terms of equipment and relative position to the centre. Magoi spent less than half of his nights there anyway, since he had secured himself a nice plot of land in Manhattan and had a mansion built there. Only when he had a lot of business with John, or if the ongoing construction of that mansion did more noise than he wanted to bear, did he spend time there. John could have feasibly deconstructed it, but it had been around for so long that he thought it was worth it for the nostalgia alone.


 * Floaters (Room Slot Cost: 25, Maintenance Cost: 500’000): This Building had the theoretic capability to lift chunks of the landscape into the air, creating floating islands. Aside from that looking quite impressive, the reason why John had wanted this Building in particular was that it, at Tier 5, was able to lift up the entire Guild Hall. Keeping islands in the air was absurdly taxing on the maintenance, so it would spend most of the time inactive at the moment and likely most of the future. It was the sort of thing that would be manually switched on or off.


 * Weather Tower (Room Slot Cost: 75, Maintenance Cost: 75’000): The Weather Tower was now able to create any kind of weather that was appropriate for the kind of biome the Guild Hall was in. According to Rave’s wishes, John fiddled with the settings until he had made it so the majority of days would be summer days with little to no clouds, with the occasional rainy day thrown in there for the mood. Manual overrides could always be enacted.


 * Menagerie (Room Slot Cost: 25, Maintenance Cost: 10’000): More variety among the cute animals and they could now roam the entirety of the Guild Hall, unless settings were changed to keep them from doing so.


 * Housing (Room Slots: 75, Maintenance Cost: 40’000 mana): The black apartment Buildings that dominated the Residential district weren’t as spacious or as luxurious as Magoi’s Tower and therefore consumed a lot less per unit. They were still quite comfy to live in, John made sure of that. Although he had a lot of room he could have expanded this district into, he stopped at a certain point. He had trouble getting the old number of houses filled and he doubted that would change anytime soon. The District Government, although designed more lavishly, was part of the Housing.


 * Silicate Fields (Room Slot Cost: 75, Mana Maintenance: 50’000): Name-giving for the island, the Silicate Fields dominated the western half of it. Here, rocks and crystals would continuously grow, to be harvested as building and enchantment materials. The increase in Tier added some more rare materials to the spawning chance and increased the chances for valuable ones from previous upgrades.


 * Counting Tower (Room Slot Cost: 10, Mana Maintenance: 5’000): This was a lighthouse on the eastern peak of the island, serving two purposes. One, it overlooked any ferries that docked on Silicate Island over the day, a change made to put a bit less traffic into the Harbour, and two, it allowed lifeguards to coordinate their responses over the large beaches that the islands had. If people continued to abuse the endlessly good weather of his Guild Hall for their beach bodies throughout the winter, he would need some more available stretches of sand.


 * Farm (Room Slot Cost: 70, Maintenance Cost: 50’000): The Farm was extended with a few more fields for different kinds of grain, a fair number of multi-fruit trees that could grow anything sweet and edible that fell from trees, and a shrimp net in the river. Otherwise, it only got an upgrade in the scope of already present operations. Turkheir would finally be on the menu at the next Tier.


 * Fishery (Room Slot Cost: 70, Maintenance Cost: 50’000): Moving from being on the coast to being on a small island surrounded by a parting river, the Fishery did as basically all upgraded Buildings did and simply increased the rarity of the catchable fish. John got to make the choice whether he wanted to increase the Fishery’s passive yield or to have some fish spawn as giants, relative to their normal sized variants. He picked the latter.


 * Herb House (Room Slot Cost: 35, Maintenance Cost: 20’000): John added a few modules to the Herb House that allowed it to grow the ingredients required for health potions and some other basic alchemical concoctions. Otherwise, it was left as it was.


 * Oil Tower (Room Slot Cost: 40, Maintenance Cost: 40’000): Simple expansion to Tier 4, increasing synthesizing speeds and the amount of options.


 * Perfumery (Room Slot Cost: 30, Maintenance Cost: 20’000): Much like the Oil Tower, there was little to say about the upgrades. If there was anything interesting about it, it was that John decided to place it in the Production rather than the Industry district. While it would be more fitting in the latter category, at least with how John drew the lines, it made fairly little sense to separate it from the Herb House and Oil Tower, given how dependent this Building was on the raw materials they provided.


 * Logging (Room Slot Cost: 100, Maintenance Cost: 70’000): Upgraded growth speed for lower tier trees, more spawning chances for higher level trees. The usual, with a choice on top. Either John could fuse the Logging with the Midnight Forest, enabling Whimswood to be generated, or he could enable a 0,1% daily spawning chance for trees in the ‘world tree’ category. Mostly because he thought the presence of fairies at the workplace would drastically decrease productivity, John picked the latter.


 * 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.


 * 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.


 * 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.