Difference between revisions of "Keywords"

From Pearhub Wiki
Jump to navigation Jump to search
(Changed some text to bullet points, corrected grammar)
Line 2: Line 2:


[[Category:Game Design]]
[[Category:Game Design]]
Keywords are utilised to communicate to the player an effect which is applied in a way that saves space.
Keywords are utilised to communicate an effect to the player in a way which safes as much space for the UI as possible.


Keywords can only be applied to Buildings once. meaning a building can only benefit from one occcurence of Motivated as it does not stack, however unique Keyowrds do stack with each other, so while a Building may not benefit from 2 occurences of Motivated. However it can benefit from Motivated and Greatly Motivated as those are 2 different effects.
Keywords can only be applied to Buildings once, this means that same keywords don't stack. However, different Keywords with similar effects do stack, so while a Building may not benefit from 2 occurences of Motivated, it can benefit from Motivated and Greatly Motivated because they are 2 different effects.


In the current status of the game keywords only showcase their effect after a successful tick, so that the server has a chance of notiing all keywords/effects on each building.
In the game's current state, keywords only showcase their effect after a successful tick so that the server has a chance of notifying all keywords/effects on each building.


== Positive Effects ==
== Positive Effects ==
Line 14: Line 14:


=== Transport ===
=== 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 its current effects (except for Transport) to all Buildings within its area of effect.


=== Pristine Condition ===
=== Pristine Condition ===
This Building is can not gain Renovation.
This Building can not gain the Renovation effect.


=== Clean WorkSpace ===
=== Clean Workspace ===
This Building ignores all negative effects that would be applied to it. You gain immunity to Renovation. There is a 25% chance each tick for this effect too clear.
 
* This Building ignores all negative effects that would be applied to it.  
* This building can not gain the Renovation effect
* Every tick there is a 25% chance for this effect too clear.


=== Motivated ===
=== Motivated ===
Line 29: Line 32:


=== Crunch ===
=== Crunch ===
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% chance that this effet clears and is replaced by Burn-Out.


=== Statisfying Work ===
=== Statisfying Work ===
Line 38: Line 43:


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


=== OutSourcing // Not used in Game ===
=== OutSourcing // Not used in Game ===
Line 47: Line 52:


=== [Role]'s Expertise ===
=== [Role]'s Expertise ===
[Role] is a variable meaning one such effect exists for each Role.
[Role] is a variable meaning a variation of this effect exists for every Role.


Employees working in [Role]-specifiic Slots produce 50% more Prestige, in this Building
Employees working inside this Building in [Role]-specifiic Slots produce 50% more Prestige,  


=== [Role] Specialisation // Not used in Game ===
=== [Role] Specialisation // Not used in Game ===
[Role] is a variable meaning one such effect exists for each Role.
[Role] is a variable, meaning a variation of this effect exists for every Role.


Employees working in [Role]-specifiic Slots increase their Learning Speed by 40%, in this Building.
Employees working inside this Building in [Role]-specifiic Slots increase their Learning Speed by 40%.


=== Happy Employees ===
=== 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%.
 
* This Building gains the Employee-friendly attribute and generates 10% more prestige.  
* Employees who work here have their learn-speed increased by 25%.


=== Recruitment Efforts ===
=== 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%)
 
* For every 20 levels, your worker cap increases by 3.  
* Cost of hiring is reduced by 20%. (Cost of hiring can't be reduced by more than 100%)


== Neutral Effects ==
== Neutral Effects ==


=== Life-changing ===
=== 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.
While working in this Building, every tick there is a 50% chance for the value of the employee's highest stat to be traded with the stat associated with the role they are currently working in.


=== Skeleton-Crew ===
=== Skeleton-Crew ===
If you have fewer Employees than your Employee Cap permits, Employees in this Building learn 75% more, but generate 50% less prestige.
If you have fewer Employees than your Employee Cap permits, Employees in this Building learn 75% more, but generate 50% less prestige.


=== Intern-Programm ===
=== Internship Programme ===
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.
Employees with Stats below 2.5 stars improve 75% quicker while Employees with Stats above 3 stars improve 75% slower while working in this building.


=== Renovation ===
=== 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.
 
* Building can not be removed.  
* Workers inside can not be moved.  
* Its 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 ===
=== Determination ===
If this Building has more negative than positive effects on it, it generates prestige twice during its tick rather than once.
If this Building has more negative than positive effects on it, it generates prestige twice during its tick rather than once.


=== Selfcontained ===
=== Self-contained ===
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 can also be affected by Random Events)


== Negative Effects ==
== Negative Effects ==


=== Accident-prone ===
=== Accident-prone ===
There is a 75% chance every tick, that one worker dissapears in this building.
Every tick there is a 75% chance for one worker to dissapear from this building.


=== In the Zone ===
=== In the Zone ===
Workers in this building can not be removed once placed inside. (They can however still be fired.)
Workers in this building can not be removed once placed inside. (They can, however, still be fired.)


=== Ineffective ===
=== Ineffective ===
Line 94: Line 108:


=== Burn-Out ===
=== 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.
 
* Deactivate positive effects
* Employees in this building can not be moved.  
* Reduce prestige output of this Building by 50%.  
* Every Tick this effect has a 25% chance to clear from this Building.


=== Deadline ===
=== 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.
 
* 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 ===
=== Disorganised ===
Employees in this Building use a random stat to determine their prestige output and learning incrementation. 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.)
 
* Employees in this Building use a random stat to determine their prestige output and learning incrementation.  
* Every tick there is a 50% chance for this effect to be applied to all buildings in the area-of-effect.  
* Every tick there is a 50% chance for this effect to clear. (Note that clearing calculates before spreading.)


=== Wasted Potential ===
=== 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.
Employees who 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 // Maybe use as penalty for employing too many workers ===


=== Low Wages // Maybe use as penalty for employing to many workers ===
* Reduce Prestige output in this Building by 50%.  
Reduce Prestige output in this Building by 50%. There is a 25% that 1-2 employees dissapear from this building.
* There is a 25% chance that 1-2 employees dissapear from this building.

Revision as of 15:14, 10 June 2022

Keywords are utilised to communicate an effect to the player in a way which safes as much space for the UI as possible.

Keywords can only be applied to Buildings once, this means that same keywords don't stack. However, different Keywords with similar effects do stack, so while a Building may not benefit from 2 occurences of Motivated, it can benefit from Motivated and Greatly Motivated because they are 2 different effects.

In the game's current state, keywords only showcase their effect after a successful tick so that the server has a chance of notifying all keywords/effects on each building.

Positive Effects

Positive Influence

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

Transport

This Building applies all its current effects (except for Transport) to all Buildings within its area of effect.

Pristine Condition

This Building can not gain the Renovation effect.

Clean Workspace

  • This Building ignores all negative effects that would be applied to it.
  • This building can not gain the Renovation effect
  • Every tick there is a 25% chance 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% chance 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

Every tick this Building has a 10% chance of generating double the prestige and experience for employees.

OutSourcing // Not used in Game

As long as this Building has exactly 1 employee working in it, it gains a 75% prestige Bonus.

Project Management

Building costs are reduced by 10%. (Building Costs can not be lowered beyond 100%)

[Role]'s Expertise

[Role] is a variable meaning a variation of this effect exists for every Role.

Employees working inside this Building in [Role]-specifiic Slots produce 50% more Prestige,

[Role] Specialisation // Not used in Game

[Role] is a variable, meaning a variation of this effect exists for every Role.

Employees working inside this Building in [Role]-specifiic Slots increase their Learning Speed by 40%.

Happy Employees

  • This Building gains the Employee-friendly attribute and generates 10% more prestige.
  • Employees who 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't be reduced by more than 100%)

Neutral Effects

Life-changing

While working in this Building, every tick there is a 50% chance for the value of the employee's highest stat to be traded with the stat associated with the role they are currently working in.

Skeleton-Crew

If you have fewer Employees than your Employee Cap permits, Employees in this Building learn 75% more, but generate 50% less prestige.

Internship Programme

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

Renovation

  • Building can not be removed.
  • Workers inside can not be moved.
  • Its 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.

Self-contained

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

Negative Effects

Accident-prone

Every tick there is a 75% chance for one worker to dissapear from 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

  • Deactivate positive effects
  • Employees in this building can not be moved.
  • Reduce prestige output of this Building by 50%.
  • Every Tick this effect has a 25% chance 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

  • Employees in this Building use a random stat to determine their prestige output and learning incrementation.
  • Every tick there is a 50% chance for this effect to be applied to all buildings in the area-of-effect.
  • Every tick there is a 50% chance for this effect to clear. (Note that clearing calculates before spreading.)

Wasted Potential

Employees who 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 // Maybe use as penalty for employing too many workers

  • Reduce Prestige output in this Building by 50%.
  • There is a 25% chance that 1-2 employees dissapear from this building.