Difference between revisions of "Keywords"

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Keywords are utilised to communicate to the player an effect which is applied in a way that saves space.
Keywords are utilised to communicate to the player an effect which is applied in a way that saves space.


=== Life-changing - Neutral Effect ===
== Positive Effects ==
There is a 50% chance every tick that the value of the amployees highest statgets traded with the stat associated with the role he is currently working n, while working in the Building.
 
=== Accident-prone - Negative ===
There is a 75% chance every tick, that one worker dissapears in this building.


=== Positive Influence - Positive ===
=== Positive Influence ===
This Building applies its own types to all directly adjacent buildings.
This Building applies its own types to all directly adjacent buildings.


=== Transport - Positive ===
=== Transport ===
This Building applies all effects that it currently has on itself, to all Buildings within its area of effect. Except for the Transport effect.
This Building applies all effects that it currently has on itself, to all Buildings within its area of effect. Except for the Transport effect.


=== Skeleton-Crew - Neutral ===
=== Pristine Condition ===
All Slots on this Building OR Slots become Generalised Slots.
 
=== Intern-Programm - Neutral ===
Employees with Stats below 2.5 stars. improve 75% quicker and Employees with Stats above 3 stars improve 75% slower while working in this building.
 
=== Pristine Condition - Positive ===
This Building is can not gain the Renovation Effect.
This Building is can not gain the Renovation Effect.


=== Renovation - Negative ===
=== Clean WorkSpace ===
Building can not be removed. Workers within it can not be moved. It's passive effects are not applied, as if it were un-manned. It does not generate Prestige. Every Tick there is a 25% that this Effect clears and is replaced with Clean WorkSpace.
 
=== Clean WorkSpace - Positive ===
This Building ignores all negative effects that would be applied to it. There is a 25% chance each tick for this effect too clear.
This Building ignores all negative effects that would be applied to it. There is a 25% chance each tick for this effect too clear.


=== In the Zone - Negative ===
=== Motivated ===
Workers in this building can not be removed once placed inside. (They can however still be fired.)
 
=== Motivated - Positive ===
Increase prestige output of this building by 25%.
Increase prestige output of this building by 25%.


=== Greatly Motivated - Positive ===
=== Greatly Motivated ===
Increase prestige output of this building by 75%.
Increase prestige output of this building by 75%.


=== Ineffective - Negative ===
=== Crunch ===
Reduce prestige output of this building by 30%.
 
=== Crunch - Positive ===
Increase prestige output of this building by 100%. There is a 50% that this effet clears and is replaced by Burn-Out.
Increase prestige output of this building by 100%. There is a 50% that this effet clears and is replaced by Burn-Out.


=== Burn-Out - Negative ===
=== Statisfying Work ===
While Burn-Out is active on this Building you can't benefit from positive effects on this Building Employees in this building can not be moved. Reduce the prestige output of this Building by 50%. There is a 25% every Tick for this effect to clear from this Building.
 
=== Deadline - Negative ===
Effects on this Building have a 0% chance of clearing. This effect itself has a 75% chance of clearing. (This chance of clearing is un-affected by Deadlines effect.) If Deafline clears no other effects clear that tick.
 
=== Determination - Neutral ===
If this Building has more negative than positive effects on it, it generates prestige twice during its tick rather than once.
 
=== Statisfying Work - Positive ===
Employees working in this Building increase their learning speed by 50%.
Employees working in this Building increase their learning speed by 50%.


=== Inspiring Work - Positive ===
=== Inspiring Work ===
Employees working in this Building increase their learning speed by 100%.  
Employees working in this Building increase their learning speed by 100%.  


=== Potential Breakthrough - Positive ===
=== Potential Breakthrough ===
This Building has a 10% chance of generating double the prestige during a tick and giving employees double the experience.
This Building has a 10% chance of generating double the prestige during a tick and giving employees double the experience.


=== OutSourcing - Positive ===
=== OutSourcing ===
This Building loses all slots. It's Prestige gain increases by 75%.
This Building loses all slots. It's Prestige gain increases by 75%.


=== Project Management - Positive ===
=== Project Management ===
Building costs are reduced by 7%. (Building Costs can not be lowered beyond 100%)
Building costs are reduced by 7%. (Building Costs can not be lowered beyond 100%)


=== [Role]'s Expertise - Positive ===
=== [Role]'s Expertise ===
[Role] is a variable meaning one such effect exists for each Role.
[Role] is a variable meaning one such effect exists for each Role.


This Building gains an additional [Role]-specific-slot, if this building doen't already have 4 slots.
This Building gains an additional [Role]-specific-slot, if this building doen't already have 4 slots.


=== [Role] Specialisation - Positive ===
=== [Role] Specialisation ===
[Role] is a variable meaning one such effect exists for each Role.
[Role] is a variable meaning one such effect exists for each Role.


This Building's generalised Slots become [Role]-specific-slots.
This Building's generalised Slots become [Role]-specific-slots.


=== Disorganised - Negative ===
=== Happy Employees ===
This buildings slots are replaced with random role-specific-slots after every tick. There is a 50% chance every tick that this effect gets applied to all buildings within this buildings area-of-effect. There is a 50% chance evvery tick for this effect to clear. (Note that clearing calculates before spreading.)
This Building gains the Employee-friendly attribute and generates 10% more prestige. In addition employees that work here have their learn-speed increased by 25%.
 
=== Recruitment Efforts ===
For every 20 levels, your worker cap increases by 3. Cost of hiring is reduced by 20%. (Cost of hiring can'r be reduced by more than 100%)
 
== Neutral Effects ==
 
=== Life-changing ===
There is a 50% chance every tick that the value of the amployees highest statgets traded with the stat associated with the role he is currently working n, while working in the Building.
 
=== Skeleton-Crew ===
All Slots on this Building OR Slots become Generalised Slots.
 
=== Intern-Programm ===
Employees with Stats below 2.5 stars. improve 75% quicker and Employees with Stats above 3 stars improve 75% slower while working in this building.


=== Wasted Potential - Negative ===
=== Renovation ===
Employees that work in this Building will always utilise their lowest stat for determining their Prestige generation, unless they are in a slot in which they could utilise their highest stat, in which Case they will use their highest stat as they normally would.
Building can not be removed. Workers within it can not be moved. It's passive effects are not applied, as if it were un-manned. It does not generate Prestige. Every Tick there is a 25% that this Effect clears and is replaced with Clean WorkSpace.


=== Happy Employees - Positive ===
=== Determination ===
This Building gains the Employee-friendly attribute and generates 10% more prestige. In addition employees that work here have their learn-speed increased by 25%.
If this Building has more negative than positive effects on it, it generates prestige twice during its tick rather than once.


=== Selfcontained - Neutral ===
=== Selfcontained ===
This Building can't gain effects from other Buildings. (However this building can still apply it's own effects on itself. It cn also be affected by Random Events)
This Building can't gain effects from other Buildings. (However this building can still apply it's own effects on itself. It cn also be affected by Random Events)


=== Recruitment Efforts - Positive ===
== Negative Effects ==
For every 20 levels, your worker cap increases by 3. Cost of hiring is reduced by 20%. (Cost of hiring can'r be reduced by more than 100%)
 
=== Accident-prone ===
There is a 75% chance every tick, that one worker dissapears in this building.
 
=== In the Zone ===
Workers in this building can not be removed once placed inside. (They can however still be fired.)
 
=== Ineffective ===
Reduce prestige output of this building by 30%.
 
=== Burn-Out ===
While Burn-Out is active on this Building you can't benefit from positive effects on this Building Employees in this building can not be moved. Reduce the prestige output of this Building by 50%. There is a 25% every Tick for this effect to clear from this Building.
 
=== Deadline ===
Effects on this Building have a 0% chance of clearing. This effect itself has a 75% chance of clearing. (This chance of clearing is un-affected by Deadlines effect.) If Deafline clears no other effects clear that tick.
 
=== Disorganised ===
This buildings slots are replaced with random role-specific-slots after every tick. There is a 50% chance every tick that this effect gets applied to all buildings within this buildings area-of-effect. There is a 50% chance evvery tick for this effect to clear. (Note that clearing calculates before spreading.)
 
=== Wasted Potential ===
Employees that work in this Building will always utilise their lowest stat for determining their Prestige generation, unless they are in a slot in which they could utilise their highest stat, in which Case they will use their highest stat as they normally would.


=== Low Wages - Negative ===
=== Low Wages ===
Reduce Prestige output in this Building by 50%. There is a 25% that between 1 and (your current amount of employee cap - 1) dissapear.
Reduce Prestige output in this Building by 50%. There is a 25% that between 1 and (your current amount of employee cap - 1) dissapear.

Revision as of 11:42, 1 June 2022

Keywords are utilised to communicate to the player an effect which is applied in a way that saves space.

Positive Effects

Positive Influence

This Building applies its own types to all directly adjacent buildings.

Transport

This Building applies all effects that it currently has on itself, to all Buildings within its area of effect. Except for the Transport effect.

Pristine Condition

This Building is can not gain the Renovation Effect.

Clean WorkSpace

This Building ignores all negative effects that would be applied to it. There is a 25% chance each tick for this effect too clear.

Motivated

Increase prestige output of this building by 25%.

Greatly Motivated

Increase prestige output of this building by 75%.

Crunch

Increase prestige output of this building by 100%. There is a 50% that this effet clears and is replaced by Burn-Out.

Statisfying Work

Employees working in this Building increase their learning speed by 50%.

Inspiring Work

Employees working in this Building increase their learning speed by 100%.

Potential Breakthrough

This Building has a 10% chance of generating double the prestige during a tick and giving employees double the experience.

OutSourcing

This Building loses all slots. It's Prestige gain increases by 75%.

Project Management

Building costs are reduced by 7%. (Building Costs can not be lowered beyond 100%)

[Role]'s Expertise

[Role] is a variable meaning one such effect exists for each Role.

This Building gains an additional [Role]-specific-slot, if this building doen't already have 4 slots.

[Role] Specialisation

[Role] is a variable meaning one such effect exists for each Role.

This Building's generalised Slots become [Role]-specific-slots.

Happy Employees

This Building gains the Employee-friendly attribute and generates 10% more prestige. In addition employees that work here have their learn-speed increased by 25%.

Recruitment Efforts

For every 20 levels, your worker cap increases by 3. Cost of hiring is reduced by 20%. (Cost of hiring can'r be reduced by more than 100%)

Neutral Effects

Life-changing

There is a 50% chance every tick that the value of the amployees highest statgets traded with the stat associated with the role he is currently working n, while working in the Building.

Skeleton-Crew

All Slots on this Building OR Slots become Generalised Slots.

Intern-Programm

Employees with Stats below 2.5 stars. improve 75% quicker and Employees with Stats above 3 stars improve 75% slower while working in this building.

Renovation

Building can not be removed. Workers within it can not be moved. It's passive effects are not applied, as if it were un-manned. It does not generate Prestige. Every Tick there is a 25% that this Effect clears and is replaced with Clean WorkSpace.

Determination

If this Building has more negative than positive effects on it, it generates prestige twice during its tick rather than once.

Selfcontained

This Building can't gain effects from other Buildings. (However this building can still apply it's own effects on itself. It cn also be affected by Random Events)

Negative Effects

Accident-prone

There is a 75% chance every tick, that one worker dissapears in this building.

In the Zone

Workers in this building can not be removed once placed inside. (They can however still be fired.)

Ineffective

Reduce prestige output of this building by 30%.

Burn-Out

While Burn-Out is active on this Building you can't benefit from positive effects on this Building Employees in this building can not be moved. Reduce the prestige output of this Building by 50%. There is a 25% every Tick for this effect to clear from this Building.

Deadline

Effects on this Building have a 0% chance of clearing. This effect itself has a 75% chance of clearing. (This chance of clearing is un-affected by Deadlines effect.) If Deafline clears no other effects clear that tick.

Disorganised

This buildings slots are replaced with random role-specific-slots after every tick. There is a 50% chance every tick that this effect gets applied to all buildings within this buildings area-of-effect. There is a 50% chance evvery tick for this effect to clear. (Note that clearing calculates before spreading.)

Wasted Potential

Employees that work in this Building will always utilise their lowest stat for determining their Prestige generation, unless they are in a slot in which they could utilise their highest stat, in which Case they will use their highest stat as they normally would.

Low Wages

Reduce Prestige output in this Building by 50%. There is a 25% that between 1 and (your current amount of employee cap - 1) dissapear.