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A man's home is his castle. Sure, it's a little dilapidated right now, but it's ''yours.'' Your home is more than just a place to live - it offers a great deal of space for all sorts of business ventures or projects. The condition of your home also affects the happiness of all NPC occupants, your reputation and the different tools at your disposal. An investment in your home is an investment in yourself.
A man's home is his castle. Sure, it's a little dilapidated right now, but it's ''yours.'' Your home is more than just a place to live - it offers a great deal of space for all sorts of business ventures or projects. The condition of your home also affects the happiness of all NPC occupants, your reputation and the different tools at your disposal. An investment in your home is an investment in yourself.


The player home in Masters of Raana consists of three parts:
You have just inherited a small compound in the [[Locations (Ikaanos)#Redhaven|Redhaven]] district of [[Ikaanos]] from your brother Joseph, after his mysterious disappearance. The compound is historically called "'''Halidor'''", but you may rename it if you wish (though this might confuse potential visitors used to the old name). The political power of a household is referred to as a [[Factions|faction,]] or a "'''house'''", and the "faction" which used to be associated with the physical Halidor compound was known as "house" [[Halidor]] - but this faction now passes on to you, so is now in the name of whatever your last name is. ('''Renaming''' your household currently only becomes available as an option as part of a quest available to Tier 2+ subscribers, and only after reading a couple of clue books.)
 
You new home in Raana consists of three parts:


* '''The yard.''' Surrounding your house is a spacious yard that has a total of five building slots. Use these slots to construct anything from busy workshops to lush gardens.
* '''The yard.''' Surrounding your house is a spacious yard that has a total of five building slots. Use these slots to construct anything from busy workshops to lush gardens.
** '''''Read more about the yard [[The yard|here]].'''''
** '''''Read more about the yard [[The yard|here]].'''''
* '''The house.''' The interior part of your household features 14 rooms that are at your disposal. Some rooms are reserved for certain types, such as the living room and master bedroom, but most other chambers can be turned into NPC bedrooms, libraries, cigar rooms, prison cells or offices.
* '''The house.''' The interior part of your household features 14 rooms that are at your disposal. Some rooms are reserved for certain types, such as the living room and master bedroom, but most other chambers can be turned into NPC bedrooms, libraries, cigar rooms, prison cells or offices.
** '''''Read more about the house [[The house|here]].'''''
** '''''Read more about the house [[Player Home (Redhaven)|here]].'''''
* '''Modules.''' Modules refers to installations that can potentially benefit both the interior and exterior part of your household. It can be power sources, reactors, crafting installations or nanite tubes.
* '''Modules.''' Modules refers to installations that can potentially benefit both the interior and exterior part of your household. It can be power sources, reactors, crafting installations or nanite tubes.
** '''''Read more about modules [[Modules|here]].'''''
** '''''Read more about modules [[Modules|here]].'''''


==Household statistics==
==Household statistics==
Keeping track of your household's statistics is almost as important as planning your construction projects. There's a popup (click the question mark just above the stat holders) that explains what they do and how to affect them. In short, household stats get "soaked" by NPCs that are currently occupying your household. If an NPC "successfully" soaks one Corruption point, his Corruption also increases with one point. A soaked Depravity point means that the NPC's Happiness goes down with one point, and so forth.
Keeping track of your household's statistics is almost as important as planning your construction projects. There's a popup (click the question mark just above the stat holders) that explains what they do and how to affect them. In short, household stats get "soaked" by NPCs who are currently occupying your household. E.g. if an NPC "successfully" soaks one Corruption point, their Corruption increases by one point, and the household Corruption will decrease. A soaked Depravity point makes the NPC's Happiness go down by one point, and so on. Only a few points of each household attribute can be soaked by residents each day, so "unspent" points may accumulate. And the higher the score, the higher the chance that a point may get soaked that day.  
 
* '''Corruption:''' A sign of your home's sexual and moral standards. Affects NPC attribute: [[Corruption]] (+). Not to be confused with Ikaanos' [[Political Events#Corruption|societal corruption]], or individual NPCs' personal [[Corruption]]. When Household Corruption is 5 or more, some points each day will convert to increasing random NPCs' personal Corruption, up to 70, with 2 points of Household Corruption giving +1 Personal Corruption. There is also a smaller chance of Household Corruption points converting to points in Nymphomaniac trait or Pervert trait, on a 3-for-1 basis.
* '''Corruption:''' A sign of your home's sexual and moral standards. Active NPC attribute: Corruption (+).
* '''Purity:''' A sign of your home's wholesomeness and kindness. Affects NPC attributes: [[Corruption]] (-), [[Traits (NPCs)#Malevolent|Malevolent]] traits (-), [[Happiness and Affection|Happiness]] (+). Generated by NPCs with [[Traits (NPCs)#Pure|Pure]] and the [[Traits (NPCs)#Va|Vanilla]] traits. Purity points convert to increased Happiness in random NPCs, up to a cap of 70, on a 1-for-1 basis. Purity points also DECREASE Corruption in random NPCs, down to 10, on a 1-for-1 basis. And they reduce Malevolent trait points on a 1-for-1 basis (moving that NPCs trait 25% of the way towards Pure instead, but no further).
* '''Purity:''' A sign of your home's wholesomeness and kindness. Active NPC attributes: Corruption (-), Malevolent Traits (-), Happiness (+).
* '''Efficiency:''' A sign of your household's work ethics. Affects NPC attributes: [[Discipline]] (+), [[Stress]] (+). If Household Efficiency is 5+, points may convert to increased Stress in NPCs with Stress <5 on a 2-for-4 basis. And also convert to increased Discipline, up to 60, on a 2-for-1 basis. And if Household Efficiency is 25+, points have a smaller chance of converting to points in Workaholic trait on a 5-for-1 basis.
* '''Efficiency:''' A sign of your household's work ethics. Active NPC attributes: Discipline (+), Stress (+).
* '''Depravity:''' A sign of how much "badness" that has festered in your household. Affects NPC attributes: [[Traits (NPCs)#Pure|Pure]] traits (-), [[Happiness and Affection|Happiness]] (-). Depravity points above 4 reduce [[Happiness and Affection|Happiness]] down to 50 and [[Traits (NPCs)#Pure|Pure]] trait points down to 50, on a 1-for-1 basis; NPCs with [[Traits (NPCs)#Jester|Jester]] or [[Traits (NPCs)#Bratty|Bratty]] traits are immune.  
* '''Depravity:''' A sign of how much "badness" that has festered in your household. Active NPC attributes: Pure Traits (-), Happiness (-).
* '''Contentment:''' A sign of your home's general happiness. Affects NPC attributes: [[Anger]] (-), [[Happiness and Affection|Happiness]] (+). Contentment points above 4 convert to Happiness points, up to 100, on a 1-for-1 basis. And they reduce Anger points down to 2, on a 1-for-1 basis.
* '''Contentment:''' A sign of your home's general happiness. Active NPC attributes: Anger (-), Happiness (+).
* '''Emancipation:''' A sign of your home's equality and democracy. Affects NPC attribute: [[Willpower|WILLPOWER]] (+). This value is generated by NPCs with the [[Traits (NPCs)#Advocate|Advocate]] trait. Emancipation points convert to increased Willpower in random NPCs, up to a cap of 70, on a 1-for-1 basis.
* '''Emancipation:''' A sign of your home's equality and democratic values. Active NPC attribute: WILLPOWER (+).
* '''Demoralization:''' A sign of your home's hopelessness. Affects NPC attributes: [[Willpower|WILLPOWER]] (-), [[Fear]] (+). Demoralization points above 4 reduce Willpower down to 14, on a 1-for-1 basis. And they increase Fear up to 10, on a 1-for-1 basis.
* '''Demoralization:''' A sign of your home's hopelessness. Active NPC attribute: WILLPOWER (-), Fear (+).
* '''Disrepair:''' A sign of your household's current state. This value goes up slowly but surely. More NPCs, workshops and installations further increases the Disrepair rate gain. Fix Disrepair by assigning [[Assignments and Jobs#Janitor|janitors]] or use the "mend household" action in the Household info screen. '''Read more about Disrepair effects [[Disrepair|here]]''.'''''
* '''Disrepair:''' A sign of your household's current state. This value goes up slowly but surely. More NPCs, workshops and installations further increases the Disrepair rate gain. Fix Disrepair by assigning janitors or use the "mend household" action in the Household info screen.

Latest revision as of 17:23, 30 October 2025

A man's home is his castle. Sure, it's a little dilapidated right now, but it's yours. Your home is more than just a place to live - it offers a great deal of space for all sorts of business ventures or projects. The condition of your home also affects the happiness of all NPC occupants, your reputation and the different tools at your disposal. An investment in your home is an investment in yourself.

You have just inherited a small compound in the Redhaven district of Ikaanos from your brother Joseph, after his mysterious disappearance. The compound is historically called "Halidor", but you may rename it if you wish (though this might confuse potential visitors used to the old name). The political power of a household is referred to as a faction, or a "house", and the "faction" which used to be associated with the physical Halidor compound was known as "house" Halidor - but this faction now passes on to you, so is now in the name of whatever your last name is. (Renaming your household currently only becomes available as an option as part of a quest available to Tier 2+ subscribers, and only after reading a couple of clue books.)

You new home in Raana consists of three parts:

  • The yard. Surrounding your house is a spacious yard that has a total of five building slots. Use these slots to construct anything from busy workshops to lush gardens.
    • Read more about the yard here.
  • The house. The interior part of your household features 14 rooms that are at your disposal. Some rooms are reserved for certain types, such as the living room and master bedroom, but most other chambers can be turned into NPC bedrooms, libraries, cigar rooms, prison cells or offices.
    • Read more about the house here.
  • Modules. Modules refers to installations that can potentially benefit both the interior and exterior part of your household. It can be power sources, reactors, crafting installations or nanite tubes.
    • Read more about modules here.

Household statistics

Keeping track of your household's statistics is almost as important as planning your construction projects. There's a popup (click the question mark just above the stat holders) that explains what they do and how to affect them. In short, household stats get "soaked" by NPCs who are currently occupying your household. E.g. if an NPC "successfully" soaks one Corruption point, their Corruption increases by one point, and the household Corruption will decrease. A soaked Depravity point makes the NPC's Happiness go down by one point, and so on. Only a few points of each household attribute can be soaked by residents each day, so "unspent" points may accumulate. And the higher the score, the higher the chance that a point may get soaked that day.

  • Corruption: A sign of your home's sexual and moral standards. Affects NPC attribute: Corruption (+). Not to be confused with Ikaanos' societal corruption, or individual NPCs' personal Corruption. When Household Corruption is 5 or more, some points each day will convert to increasing random NPCs' personal Corruption, up to 70, with 2 points of Household Corruption giving +1 Personal Corruption. There is also a smaller chance of Household Corruption points converting to points in Nymphomaniac trait or Pervert trait, on a 3-for-1 basis.
  • Purity: A sign of your home's wholesomeness and kindness. Affects NPC attributes: Corruption (-), Malevolent traits (-), Happiness (+). Generated by NPCs with Pure and the Vanilla traits. Purity points convert to increased Happiness in random NPCs, up to a cap of 70, on a 1-for-1 basis. Purity points also DECREASE Corruption in random NPCs, down to 10, on a 1-for-1 basis. And they reduce Malevolent trait points on a 1-for-1 basis (moving that NPCs trait 25% of the way towards Pure instead, but no further).
  • Efficiency: A sign of your household's work ethics. Affects NPC attributes: Discipline (+), Stress (+). If Household Efficiency is 5+, points may convert to increased Stress in NPCs with Stress <5 on a 2-for-4 basis. And also convert to increased Discipline, up to 60, on a 2-for-1 basis. And if Household Efficiency is 25+, points have a smaller chance of converting to points in Workaholic trait on a 5-for-1 basis.
  • Depravity: A sign of how much "badness" that has festered in your household. Affects NPC attributes: Pure traits (-), Happiness (-). Depravity points above 4 reduce Happiness down to 50 and Pure trait points down to 50, on a 1-for-1 basis; NPCs with Jester or Bratty traits are immune.
  • Contentment: A sign of your home's general happiness. Affects NPC attributes: Anger (-), Happiness (+). Contentment points above 4 convert to Happiness points, up to 100, on a 1-for-1 basis. And they reduce Anger points down to 2, on a 1-for-1 basis.
  • Emancipation: A sign of your home's equality and democracy. Affects NPC attribute: WILLPOWER (+). This value is generated by NPCs with the Advocate trait. Emancipation points convert to increased Willpower in random NPCs, up to a cap of 70, on a 1-for-1 basis.
  • Demoralization: A sign of your home's hopelessness. Affects NPC attributes: WILLPOWER (-), Fear (+). Demoralization points above 4 reduce Willpower down to 14, on a 1-for-1 basis. And they increase Fear up to 10, on a 1-for-1 basis.
  • Disrepair: A sign of your household's current state. This value goes up slowly but surely. More NPCs, workshops and installations further increases the Disrepair rate gain. Fix Disrepair by assigning janitors or use the "mend household" action in the Household info screen. Read more about Disrepair effects here.