• Starting Gold
- Novice: 3,000
- Adept: 5,000
- Expert: 7,000
- Master: 9,000
- Sage: 11,000
• Missions generate money at 1.5x the word count.
- Party Mission Gold is generated by taking the total word count from all members associated with the mission and adding it to the flat amounts below.
- Each rank has a flat amount associated with it.
xxx- E: 250
xxx- D: 500
xxx- C: 1,000
xxx- B: 2,000
xxx- A: 4,000
xxx- S: 8,000
xxx- SS: 16,000
- Take the flat rate and add it to the 1.5x the word count for final sum.
• Mission Rank Determination
- While most missions are free flowing and seem arbitrarily ranked there is a 'complex' system that goes into determing the actual rank. Follow the handy chart below to decide which rank your mission is.
xxx- E: A mission this level involves almost no challenge in the slightest nor any real development into your character. It could be over very shortly, involving one simple and easy task.
xxx- D: A mission this level may have be slightly more challenging, but is mainly busy work or easy to deal with. It could be over relatively shortly, involving a few simple and easy tasks.
xxx- C: A mission this level would have a higher challenge and possibly some character development. It would take slightly longer to deal with and may even be more complex to deal with.
xxx- B: A mission this level would involve an actual challenge of sorts and clear character development. It would have different parts to it and need to be more fleshed out.
xxx- A: A mission this level would not only be challenging but involve a deal of character development. It would involve a series of parts to it that need to be dealt with, and will probably dangerous.
xxx- S: A mission this level would be challenging and involve a load of character development. It would have many parts to it and the danger level would be very high.
xxx- SS: A mission this level would be very challenging and really help flesh your character out. It would be much longer and more dangerous than other missions, often times the chance of death is very high.
• Bounties may be placed on people, items, monsters, etc (must have actual reason for the bounty and have met or heard of the person/thing in the actual roleplay).
- The bounty must actually come with a reward (money, item, information, custom spell, etc) paid for by the one who set the bounty.
- Bounty hunters can complete the bounty and collect that reward as well as adding in a mission reward for whatever rank the bounty was.
- The money put into a bounty isn't the reward. The person setting up the bounty needs to pay a certain cost to actually place the bounty on someone, as well as the reward. You take 1/5 of the reward and it goes into advertising your bounty, and what's letft over is the actual reward.
• Codex monsters give rewards based on rank and word count.
xxx- E: 50
xxx- D: 100
xxx- C: 150
xxx- B: 200
xxx- A: 250
xxx- S: 500
xxx- Boss: 1,000
xxx* Because monsters can be hunted in large amounts and are generally simple to deal with, their rewards will remain small. Word count is what will make the bulk of the gold here.
• Costs
- Customs
xxxSubclassing: Costs 10,000
xxxCharacter Reroll*: 15,000
*Any sort of reroll (bloodline, class, etc) is 15,000 each. When a character is rerolled they will forget all prior skills and must learn the new ones of their bloodline, class, etc. Even if they were to reroll once more and take their original class/bloodline/etc they would still need to relearn the abilities.
Nations
All Nations are given a set amount of money to start off with, and from there it is up to the leaders and their people to generate money. Only the leader of a nation may spend its gold, and only on things actually for the nation.
- Aramil: 60,000
- Yuran: 45,000
- Kranila: 35,000
- Nocturne: 30,000
• Generating Gold
Nations can generate gold via facilities. These facilities can be any sort of business and depending on how much is spent on them, they will generate a certain amount of gold every month just for existing.
- Facilities
The formula to see how much a facility will generate is based on how much is spent on it. Facilities generate 1/4 the amount of gold that is initially invested into them per month. These facilities can also be given upgrades after the initial investment to increase their revenue. Please also be aware that these businesses must be realistic; you cannot realistically make 50,000 gold a month selling arachnid vomit. It has to be something there would be a market for.
- Missions
Completed missions grant the Nation half of the gold that was earned from whoever participated.
- Warfare
Nations can gain gold by successfully attacking other nations.
xxx- Facilities Gold equal to the amount of money that was spent on the facility is gained via destruction.
xxx- Territories: Any gold generated from a territory goes into the Nation that holds it.
xxx- Fights: Gold equal to the amount of money an RPC had on them is gained if they are defeated.
- Costs
Nations are able to spend money to improve themselves.
xxx- Repairs: Costs half the amount that was spent on a facility.
xxx- Mobilization: Just being at war does not cost anything, but mobilizing is costly. This is the raising of your army, navy and general defenses; sometimes it even means the raising of civilian populous to fight, AKA the 'draft'.
While mobilized, you will expend 50,000 Gold Monthly. Every single thread in your nation will require a 1,000 word mission in order to bypass by the foreign invaders. The entrance to the city will be heavily fortified and thus expend much more time; 3,000 words. Once passing that up, you have to go through at least three threads to hit the barracks, and five to hit the palace. This may be a pain in the a**, but it's also realistic. Fronta's army, Aramil's army, Nocturne's army, etc . . . they all have hundreds of thousands of soldiers, and those must be accounted for.
- Policies
Nations can enact policies with their surplus money that will immediately or inevitably improve their standard of life or empower the country's military or economy.
xxxEconomic Policies: Invested policies can return big by increasing an economy's productivity. There are three levels of policy investment. The higher, the costlier, but with larger eventual turnout. Here are some that directly fuel the economy.
1. Science Investments: This involves directly funding new economic sciences. These are not war sciences, but ones that improve the quality of life. They will make big revenue due to the global market and the desire for high class applications.
Class 1 - 20,000 Gold, 35,000 Payout after 3 months of idleness
Class 2 - 50,000 Gold, 75,000 Payout after 3 months of idleness
Class 3 - 100,000 Gold, 160,000 Payout after 3 months of idleness
2. First Citizen Healthcare: This is not global healthcare, as it applies only to the first class citizens of your society; AKA, the promoted species.
Nocturne: Vampires and Werewolves
Aramil: Incubus, Humans and Mer
Fronta: Humans
Yuran: Draconians and Humans
Kranila: Humans, Dawn Elves and Dark Elves
By providing healthcare to working citizens of your Empire, you are likely to increase their length of life and their overall productivity.
Class 1 to 3 - Invest 15,000-75,000 Gold Monthly. At its base, this policy will also only return 15,000-75,000 monthly. This is an interactive policy and thus its return will depend on how your nation fares. By dealing with internal issues you can obtain multipliers for this policy and thus make absurd revenue.
3. Foreign and Internal Trade: This offers grants, investing in global or national trading companies to increase their likelihood of success and thus stimulate your economy. This is a direct investment TO A PLAYER within your country or another. They are expected to pay 133% in return by six month's time, though you may negotiate.
xxxMilitary Policies: Military Policies will increase the effectiveness of your military. They will provide training boosts and mission bonuses, as well as increase the rate in which your soldiers rank up. These policies do not return with gold, but instead, solely with soldier effectiveness. In fact, some of them even cost monthly for as long as they are active.
Nocturne has a 15% discount on military policies.
1. Instructor Training: With this, instructors at academies and whatnot will be given extra capability.
Class 1 - 20,000 Gold: All training in the official military sector will take 1 less post. Missions will reward 1.1X their usual amount of gold.
Class 2 - 40,000 Gold: All training in the official military sector will take 2 less posts. Missions will reward 1.25X their usual amount of gold.
Class 3 - 65,000 Gold: All training in the official military sector will take 4 less posts. Missions will reward 1.4X their usual amount of gold.
2. Immersive Lifestyle Funding: This forces soldiers to adapt to the military life. It uses psychological aspects to absorb them into this lifestyle, essentially placing them into the "cold hearted killer" category of the military. This allows them to rank up faster.
Class 1 - 100,000 Gold: Enables soldiers in your nation to begin at Adept Rank, or obtain this rank much more quickly.
Class 2 - 300,000 Gold: Enables soldiers in your nation to begin at Expert Rank, or obtain this rank much more quickly.
Class 3 - 750,000 Gold: Enables soldiers in your nation to quickly obtain Master Rank. Unleash the horde.
3. Foreign Military Embarking/Assistance: This increases the relations between two countries, and also gives your soldiers bonuses while fighting in their territory.
Class 1 - 10,000 Gold Monthly: Increase of relations, low military autonomy in that region, +1 to both stats while fighting in this country
Class 2 - 20,000 Gold Monthly: Increase of relations, middle military autonomy in that region, +2 to one stat and +1 to another while fighting in this country
Class 3 - 30,000 Gold Monthly: Increase of relations, high military autonomy in that region (your military can literally kill their citizens with minimal notice from the government or can protect your trade interests), +2 to both stats while fighting in this country and +250 energy. This is borderline colonialism.