Difference between revisions of "Keywords"
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=== Positive Influence === | === Positive Influence === | ||
Idea: | Idea: 3 elongated arrows, one goes up, the other two to opposide sites (curved) | ||
This Building applies its own attributes to all directly adjacent buildings. | This Building applies its own attributes to all directly adjacent buildings. |
Revision as of 10:37, 23 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
Idea: 3 elongated arrows, one goes up, the other two to opposide sites (curved)
This Building applies its own attributes to all directly adjacent buildings.
Transport
Idea: a vehicle which drives to the right with speed lines behind it
This Building applies all its current effects (except for Transport) to all Buildings within its area of effect.
Pristine Condition
Idea: a white house with grey shadows and sparkles
This Building can not gain the Renovation effect.
Clean Workspace
Idea: a desk with a laptop and sparkles
- 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
Idea: a thumbs up with 1 arrow pointing up
Increase prestige output of this building by 25%.
Greatly Motivated
Idea: a thumbs up with 2 arrows pointing up
Increase prestige output of this building by 75%.
Crunch
Idea: a red symbol of an employee with 3 curved lines around the left and right side
- 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
Idea: a scholar hat with 1 arrow pointing up
Employees working in this Building increase their learning speed by 50%.
Inspiring Work
Idea: a scholar hat with 2 arrows pointing up
Employees working in this Building increase their learning speed by 100%.
Potential Breakthrough
Idea: a lightbulb
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
Idea: A house and a pearcoin in front of it with an arrow pointing down
Building costs are reduced by 10%. (Building Costs can not be lowered beyond 100%)
[Role]'s Expertise
Idea: an employee who looks like a business man (suit and tie)
[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
Idea: an employee who looks like a professor/Albert Einstein
[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
Idea: a smiling emoji (mouth open and eyes closed)
- 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
Idea: a symbol of an employee with a plus sign
- 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
Idea: a head looking to the right, with arrows similar to the recycle symbol in their head
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
Idea: a skeleton (or only a skeleton head)
If you have fewer Employees than your Employee Cap permits, Employees in this Building learn 75% more, but generate 50% less prestige.
Internship Programme
Idea: a small employe with an arrow pointing up, and a bigger employee with an arrow pointing down
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
idea: two construction tools arranged like an X (like a hammer and wrench)
- 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
Idea: an employee on fire (and glowing/starry eyes if possible)
If this Building has more negative than positive effects on it, it generates prestige twice during its tick rather than once.
Self-contained //No longer in game
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
Idea: a triangle with an exclamation mark inside
Every tick there is a 75% chance for one worker to dissapear from this building.
In the Zone
Idea: an employee inside a building
Workers in this building can not be removed once placed inside. (They can, however, still be fired.)
Ineffective
Idea: a thumbs down with 1 arrow pointing down
Reduce prestige output of this building by 30%.
Burn-Out
Idea: an employee inside a burning 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
Idea: a clock on fire
- 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
Idea: 3 employees, each have a question mark
- 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.