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.

Buidlings

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


 * 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 4
 * 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."

Sex Dungeon


 * 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.



Guild Hall Level 5
10 kilometers across

+2000 Room Slots 4817 Room Slots Total.

Palace District



 * Guild Heart (Room Slot Cost: 0, Mana Production: 1’000’000):


 * Basic Starkiln (Room Slot Cost: 100, Maintenance Cost: 0): Placed in the same chamber as the Guild Heart, the Starkiln was a five metre tall pillar with a sphere of some kind of glass-like material at the top. At the moment, it was useless. Whenever John became able to forge Arcane Stars, it would become 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 accessible in the entire Guild Hall, and an even smaller section was always accessible 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 place 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.


 * Palace (Room Slot Cost: 0, Maintenance Cost: 0): Everything about the Palace stayed roughly the same. Although he certainly could have, John refused to enlarge it in any way. The space inside the main Palace, 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 massive complex 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 Palace, 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: a large, 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 place, 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 replaced by the Sentry Station following the application of the Ohmior Sentry Schematics. 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).


 * 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 like last 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 the latter, as he planned to live long and infinite scaling was better to that end.

District Balance:

385 out of 4817 Room Slots (4452 Remaining)

PRODUCES 1’000’000 mana, COSTS 320’100 mana, BALANCE +679’900.

The Park



 * Menagerie Complex (Room Slot Cost: 50, Maintenance Cost: 45’000): Simply put, the Menagerie was expanded from a single Building into a whole complex, each containing their own kind of cute animals. The largest segment of the complex was dedicated to a space where the animals could play together. A new mechanic of the Menagerie Complex was that, if someone felt enough affection towards a specific one of the animals, it would become ‘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 particularly 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 islands. 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 islands were commonplace 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’, according 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 Balance:

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).

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 claiming that as its moniker had to be fairly sizable. Which a court large 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 woodlands, 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 naïve. 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 occasional fascinating insight. As bad as fae could be, if confined in a specific area and barred from murder, they could be dealt with.

District Balance:

25 out of 4817 Room Slots (4227 Remaining)

PRODUCES 0 mana, COSTS 25’000 mana, BALANCE -25’000 mana.

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 the latter was brought back to its original purpose and was located in the Commercial district, the Great Archive was expanded to a complex of Buildings that was the new Fusion Administration. Several more offices could operate on the island, particularly 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 Island: An island with nothing on it except a nice landscape and a teleporter for easy access. It existed because John had more space than he knew what to do with and he wanted a place to have outdoor sex at undisturbed. Also, his own beaches.

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. As labour demands rose, the latter would grow more numerous.

District Balance:

500 out of 4817 Room Slots (3727 Remaining)

PRODUCES 0 mana, COSTS 75’000 mana, BALANCE -125’000 mana.

Production District:



 * Silicate Island (Room Slot Cost: 100, Maintenance Cost: 100’000): Previously, the Building was called the Silicate Field, but on the final upgrade that changed. This was in part due to the Perk John was offered after the final upgrade, boosting growth speed of the crystals further if nothing else was on the island. The Gem Pyramid that appeared on Silicate Island was part of the Building and John wasn’t quite sure what it did yet. The upgrade only described it as a ‘place to earn additional gems’.


 * Warehouse (Entrance) (Room Slot Cost: 100, Maintenance Cost: 100’000): The first of two Warehouses in the Guild Hall. This Building would perform the vital task of sorting and storing what the Production area yielded. It did this by having several subsections, each specialized to take in a certain kind of material, into which the raw ores, stone, wood or whatever else could be brought. Similar to John’s Inventory, the items would then be stored in a dimensional pocket which kept them suspended in time. Only items produced by the Guild Hall could be stored in the Warehouse. In return the storage capacity was enormous. Whenever the raw materials were needed again, they could be taken out by whoever had been given the permission to interface with the Warehouse. The shape of the Building on the Production side of things was specialized almost exclusively for putting materials in, though. The costs were shared between the two Buildings.


 * Mine (Room Slot Cost: 150, Maintenance Cost: 150’000): Among the oldest and definitely the most vital of the Guild Hall’s Buildings was the Mine. Fusion’s ability to dig up various qualities of metal on a practically infinite basis was more important than ever now that they minted their own coins from that metal. The upgrade of the Mine was fairly straightforward, deepening it to a total of 50 floors, up from the previous 40. Additionally, the Mine now spawned a number of smaller shafts that each had the difficulty of a randomly plucked out layer of the Mine. Each entrance came with a warning indicating which layer it represented, which was important given the additional dangers on the deeper floors. There were Corepickers, which were more like treasure goblins than actual enemies, spawning from layer 26 downwards. More dangerous were Kobolds (level 20) on floors 26 to 30. Threatening were the Tunnel Dragons (level 40) from 31 to 40. Lethal for most people were the newly added Basilisks (which John would assume were level 60) spawning on floors 41 to 50.

John wasn’t given a Perk choice, but he was fine with what he was given regardless. The side entrances would mean that the main Mine was less busy, which would only grow more valuable as more people came to take advantage of its riches. While nobody could work in the Mine without registering (well, they could try, but they weren’t likely to get away with it for long), freelancers were always welcome and many people wanting some extra cash, a physical outlet with side benefits, or simply a workout took up the offer.


 * Herb Garden (Room Slot Cost: 75, Maintenance Cost: 50’000): The Herb House, as it was previously called, was a modular Building. This meant that, rather than being expanded by a direct upgrade, additional sections could be attached as John unlocked them. This changed on the addition of the Outdoor module, unlocked on Tier 5, giving John the choice to either keep the Herb House as is and give a flat 25% growing speed bonus to all Herbs inside or boost the size of the Outdoors by 100% and make it capable to grow any herbal plant properly, including those brought in from the outside. Evidently, John had gone with the latter.


 * Oil House (Room Slot Cost: 50, Maintenance Cost: 50’000): The Oil Tower expanded into the Oil House (or maybe mansion would have been more accurate). Fundamentally the use of the Building remained unaltered, synthesizing various kinds of oils, from the kind one wanted to burn to the variety people made perfume out of, out of nothing. There was now a pool of pitch on the outside. It served a mainly decorative purpose, as pitch wasn’t that useful in the Abyss.


 * Canteen (Room Slot Cost: 10, Maintenance Cost: 1250): Another repurposed residence kind of Building, existing as a place for the people who worked in the surrounding Buildings to eat. Its placement wasn’t entirely optimal, given how far people had to travel from Silicate Island and the Mine, but food trucks could be sent out to amend that issue. The Tier 5 Guild Hall had a reliable road network, after all.


 * Logging (Room Slot Cost: 200, Maintenance Cost: 140’000): The Logging expanded in area, which had the obvious benefit of growing more trees. In addition to the simple upgrade of all previous functions, John was given three choices: 1. The Guild Hall would now be able to spawn magical trees anywhere, albeit at a much lower rate outside the borders of the Logging. 2. The Logging would spawn a Hallowed Tree, which greatly boosted rare spawns in the area around it and itself was a tree of Mithril-level rarity. Once cut down, it would only start to regrow after 5 years. 3. The area the Logging covered could be increased by another 100%. John went with the middle option, as he was happy with the districting he had done and preferred not to ruin it by making trees (some of which could be dangerous) spawn all over the place or take up more space.


 * Fibre Fields (Room Slot Cost: 50, Maintenance Cost: 50’000): A new addition to the Guild Hall, the Fibre Fields provided another variety of plant: the kind that was useful for its more flexible materials. On the fairly mundane side, this included cotton and hemp, with things like Gloowshroom or Tidebamboo covering more magical materials.


 * Fishery (Room Slot Cost: 100, Maintenance Cost: 100’000): Size and variety increased, a new level of rarity was unlocked. Nothing unusual here. Except that a ‘gathering dungeon’ called ‘the Deep Place’ was also created. John would have to investigate that. If this was similar to the deeper levels of the Mine, isolated and clearly telegraphed, then there was no issue. If there was a random part of the Guild Hall that spat out monster fish, that would, however, be a problem.


 * Farm (Room Slot Cost: 120, Maintenance Cost: 120’000): The Farm was, and stayed, a modular Building. The notable additions to its previous capacities were the Turkheir Farm, allowing John to regularly feast on the delicious, dinosaur-esque animal, and the Orchard, adding a whole assortment of fruit trees to the repertoire of the Guild Hall’s food production. Although not an addition in terms of what it produced, the Great Field was also instituted. Simply put, that area was a boring, simple field of continuously growing, plain grains and beans. Fundamentally, the various parts of the Farm would be enough to ensure a balanced diet to the inhabitants of the Guild Hall, with imports doing the rest. The Great Field existed in case they ever found themselves in a siege situation with a lot of refugees on the island or, the opposite situation, with the Guild Hall as the central supply station for local military operations. No army could fight on an empty stomach.

District Balance:

945 out of 4817 Room Slots (2782 Remaining)

PRODUCES 0 mana, COSTS 840’000 mana, BALANCE -840’000 mana. 500 out of 4817 Room Slots (3727 Remaining)

Industry District:



 * Warehouse (Exit) (Room Slot Cost: -, Maintenance Cost: -): The second of the two Warehouses, specialized in taking the raw materials out of the storage, loading them on various vehicles, and delivering them to the Buildings of the Industry area, almost all specialized in taking the raw produce and refining it into something valuable. Whether that work was done by the mechanics of the Buildings or people who used the facilities entirely depended on whether or not people asked for materials.


 * Industry Administration (Room Slot Cost: 10, Maintenance Cost: 1250): Another repurposed residence, this time to govern over the distribution and collection of the materials flowing in and out of the Industry area. Aside from assuring that the regular workings of the Buildings were maintained, people working here also needed to see that those who asked for materials and received them didn’t just run off with them, and that people renting space at the facilities were granted that space.


 * Canteen (Room Slot Cost: 10, Maintenance Cost: 1250): Same as the one in the Production District.


 * Alchemy Lab (Room Slot Cost: 50, Maintenance Cost: 50’000): Potions were a staple of most fantasy settings, which was why John was pretty disappointed that he saw so little of them. Simply put, most potions were not cost effective in the modern age. Only when it came to burst healing were they more appropriate to use than enchantments. Even that came with limitations, being that one needed to brew and carry the potion. Both were difficult, given the ingredients, procedure, and fights involved. In every case, it was preferable to just buy enchanted equipment that prevented the wound in the first place. To get both, one had to have some serious dough.

Other uses of alchemy included the creation of explosive concoctions, transmuting materials, and biologically engineering creatures. All of those were more widely practiced, although still niche. With the Alchemy Lab in the picture, John hoped to make healing and perhaps even performance boosting potions a reliable supply for his soldiers. Everything that increased effectiveness and survival chances of his troops was appreciated.


 * Perfumery (Room Slot Cost: 40, Maintenance Cost: 30’000): A simple upgrade, increasing output and customization options, such as allowing a perfume to change its fragrance over time. The Perfumery had also been moved from the Production area for thematic appropriateness.


 * Weavery (Room Slot Cost: 40, Maintenance Cost: 30’000): Another simple performance upgrade, increasing speed and options related to the fineness of the cloth produced. Facilities were also expanded, which was especially useful for the Weavery as its produce was always refined cloth, not actual clothing. That had to be done by hand.


 * Gem Cuttery (Room Slot Cost: 40, Maintenance Cost: 30’000): A new Building, placed to carve the crystals and gems from Silicate Island into more usable or aesthetic shapes. The process could also be used to reinforce the properties of already magical gems, such a proclivity to boost thunder spells.


 * Masonry (Room Slot Cost: 40, Maintenance Cost: 30’000): Also new and essentially the stone equivalent of the Gem Cuttery. Here, stones and rocks of all sizes were cut into desired shapes, whether that was a slab, tiles, or a pile of bricks.


 * Circuit Factory (Room Slot Cost: 40, Maintenance Cost: 30’000): Yet another new Building, the Circuit Factory was dedicated not only to the creation of circuitry, but fine energy conductors in general. Scarlett had been enthused about this Building, as facilities producing the small parts required for finer artificery and arcano-tech were hard to come by. It intruded on her market, so it was bad for her as a business person. As a researcher, however, Scarlett was happy to be able to experiment more readily with advanced constructions.


 * Tannery (Room Slot Cost: 40, Maintenance Cost: 30’000): The primary upgrade of the Tannery was a smell suppressor, keeping the stench from the many chemicals used in the treatment of animal skin in check. Aside from that, it got the usual bonuses of the level up: speed and scope of the automatic operations were increased and the facilities expanded.


 * Foundry (Room Slot Cost: 50, Maintenance Cost: 50’000): The Foundry was the second part of the Guild Hall’s main economic power, being the place where the endless amount of ore was turned into usable ingots. Upon being upgraded to Tier 5, enjoying the usual benefits, the Foundry presented John with two choices. Either he could have the Foundry spawn Smithing Golems, which would take commissions from people, or he could add a chance that a metal was upgraded in its rarity during the smelting process. The higher the power of the material, the lower the chance for an upgrade. John took the latter. They could (and would) train more smiths in any case. Rare metal was the more valuable resource.


 * Paper Mill (Room Slot Cost: 40, Maintenance Cost: 30’000): Although the modern age had made paper less essential, there were still plenty of uses for it. The three main uses Fusion had for a paper mill were: toilet paper, standard paper, and contract paper. Few people ever thought about it, but the trip to the bathroom was still one every mage made on a daily basis. Being entirely dependent on the mundane world for the supply of toilet paper was foolish. Same was true for standard white paper and the incredibly fine, valuable paper they used for official contracts. While the Paper Mill did not provide any sort of ink, it did deliver its produce in the desired sizes.


 * Transmutation Forge (Room Slot Cost: 0, Maintenance Cost: 0): The last upgrade of the Transmutation Forge further expanded its repertoire of materials John could buy with money. There was a window in the future where he might be able to take advantage of it, being when Fusion’s reserve of USD swelled to an enormous size due to the currency transition. Otherwise, it would likely go largely ignored for a long time. Like most systems allowing the direct acquisition of valuable resources, the Transmutation Forge took a massive premium.


 * Carpentry (Room Slot Cost: 40, Maintenance Cost: 30’000): The Carpentry was the final new Building of the Industry area and did the same thing as the Masonry and Gem Cuttery, except with wood.

Brewery (Room Slot Cost: 40, Maintenance Cost: 30’000): The alcohol brewed in the Guild Hall was of middling popularity. Whether this was because John hadn’t found the right settings or because the alcohol produced mechanically was deliberately less good, it was still practically free alcohol. Expansion of the facilities and the ready availability of crops from the Farm meant that, eventually, someone would be ambitious enough to try their luck. Optimally, John wanted at least two parties to operate in the Brewery to keep competition going, but currently he would take anybody. All he wanted were more tasty goods for his whiskey closet.


 * Mana Storage (Room Slot Cost: 40, Mana Production: 25’000): The mana produced by the Mana Storage wasn’t enough to cover the average Building of the same Room Slot Cost. As that wasn’t its main purpose, that was only a slight annoyance. From the previous maximum of 10 million, the storage capacity went to 100 million Maybel. Fundamentally, the Mana Storage was the Guild Hall’s lifeline, should their daily production of mana not be sufficient to cover the costs. That specific number had another significance, however. 100 million was what Stirwin needed to go Celestial Devourer mode, and with the Monument, him tapping into the Guild Hall’s mana was entirely possible.


 * 24 Mana Factories (Room Slot Cost: 600, Mana Production: 1’800’000): The amount of mana an individual Mana Factory produced increased by 20’000, which was a somewhat disappointing increase from 60’000 to 80’000. Because of this smaller increase, John compensated by doubling the amount of Mana Factories from the Tier 4 numbers.

District Balance:

1050 out of 4817 Room Slots (1732 Remaining)

PRODUCES 1’825’000 mana, COSTS 321’250 mana, BALANCE +1’503’750 mana

Commercial District:



 * 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.

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.


 * Barracks (Room Slot Cost: 50, Maintenance Cost: 7500): A set of residences for the local garrison.


 * Military Harbour (Room Slot Cost: -, Maintenance Cost: -): The Harbour on this side was specialized to both keep military vessels secure and produce new ones. Although the automatic production of the Harbour was limited to small and medium sized vessels and needed the materials to be provided, it was still a way to get ‘free’ ships.

District Balance:

295 out of 4817 Room Slots (762 Remaining)

PRODUCES 0 mana, COSTS 322’550 mana, BALANCE -322’550 mana.

Shadow



 * The Maw (Room Slot Cost: 25, Maintenance Cost: 25’000): This Building had been around since Tier 4 and John had never used it. Despite that he upgraded it. Its purpose was pretty easy: one could throw stuff in and the Maw would reward something of some worth, depending on what was thrown in. John had put it in place because it was able to convert unwanted items into Experience. While that sounded nice, John didn’t have a surplus of items he was willing to part with. What he did have, however, was a Guild Hall and a Hudson Barrier creating waste. The Maw obviously gave little in return for being used as an emergency landfill, but that’s what it could be used for.

Because John was wary that someone might use the Maw to destroy evidence of any kind of crime, it was located in relative isolation and guarded around the hour. The trash would be ferried in via the sea route. Otherwise, the Maw had some private popularity and, ironically, Stirwin had pleaded for it to remain. Apparently it helped in his advice sessions to point some people towards a place where they could get rid of something they were unhealthily attached to.


 * Shadow Shrine (Room Slot Cost: 40, Maintenance Cost: 40’000): All Elemental Shrines cost and did the same, with the only variable being the element they represented. Predictably, the Shadow Shrine increased the maximum strength of the elementals that could set over, increased the reach of their movements to the entire Guild Hall AND the Illusion Barrier the Guild Hall was nestled in, and further boosted the strength of the Elemental Essence, in turn boosting the speed at which metals were enriched to their most extreme point, in this case Schattengarn.

Combined, all Elemental Shrines cost 240 Room Slots and had a Maintenance Cost of 240’000.


 * Elemental Brothel (Room Slot Cost: 20, Maintenance Cost: 1000): By popular demand presented from several independent sources related to all involved parties, John put a residential Building in place where elementals could offer bodily services. For an elemental, the real world was exceedingly interesting, with all its foods and other entertainments. Sex was, unsurprisingly, very entertaining and apparently sex on the elemental plane was just not the same. Since elementals were typically shaped by the human collective subconscious, those that took the form of people were usually of the decisively attractive variety. Consequently, some fucking had been going on, especially on the Shadow Island, already. This just confined most of the acts to one Building. Fairies were also invited to do their business there, if they so desired, with the usual limitations on their behaviour.

Earth



 * Elemental Depths (Room Slot Cost: 75, Maintenance Cost: 75’000): The Elemental Depth’s upgrade included a particularly interesting mechanic called ‘Beckoning’. This would cause anyone who had an Innate Ability for any of the elements, including those that weren’t aware of that ability, to feel drawn towards the corresponding Elemental Island. If they followed that call, the Elemental Depth would create a relatively safe trial for them, allowing them to manifest whatever the extent of their ability was. In the right circumstances, it would also present the person that had gone through the trials with a fitting elemental to make a contract with.

All in all, that upgrade just furthered the pull the Guild Hall had towards shamans, elementalists, druids, and the like. A considerable boon when it came to prestige and recruiting guildless Abyssals that were just going where the wind carried them.


 * Soil Fields (Room Slot Cost: 40, Maintenance Cost: 30’000): The Soil Fields created fertile earth that could be exported from the Guild Hall to anywhere else. This was useful because half the continent Fusion was stretching over was covered in prairie and desert. While the yield of the Soil Fields wasn’t immensely impressive, it would add over time and aid in creating lots of Illusion Barriers filled with green across the west of North America.

Fire



 * Bleeding Mountain (Room Slot Cost: 25, Maintenance Cost: 20’000): A volcano that continuously produced relatively cool lava, which didn’t harden unless treated in a special way. That allowed the lava to be used as a sort of cement or it could be turned into a powder that acted as good fertilizer. Same went for the ash that could be harvested from the mountainside.


 * 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.

Water



 * 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.

Air



 * 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.

Light



 * 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.