Difference between revisions of "Property(CoffeeMUD)"
(→Taxes) |
|||
(11 intermediate revisions by the same user not shown) | |||
Line 8: | Line 8: | ||
*Single Room Property - A single, non-expandable room that can be modified. | *Single Room Property - A single, non-expandable room that can be modified. | ||
*Multi-room Property - A fixed set of rooms for sale as a unit. | *Multi-room Property - A fixed set of rooms for sale as a unit. | ||
+ | [[File:Properties-Grid.png|thumb|alt=A rough diagram of the relation ship of grid rooms.|Expandable Grid Rooms.]] | ||
+ | [[File:Properties-Snowflake.png|thumb|alt=A rough diagram of the relation ship of expandable rooms.|Expandable Rooms.]] | ||
*Expandable Room Property - A single expandable room that can be modified. Once modified, all adjacent unoccupied directions will spawn a new room for sale of the same type as the modified room. | *Expandable Room Property - A single expandable room that can be modified. Once modified, all adjacent unoccupied directions will spawn a new room for sale of the same type as the modified room. | ||
**If the expandable room is of GRID type, then the rooms will be laid out in a fashion that if you buy the room to the east, the room north of that, and the room west of that, you can connect your original room to the third room by using the DEMOLISH NORTH command with an appropriate [[Building(Domain)|building]] skill. | **If the expandable room is of GRID type, then the rooms will be laid out in a fashion that if you buy the room to the east, the room north of that, and the room west of that, you can connect your original room to the third room by using the DEMOLISH NORTH command with an appropriate [[Building(Domain)|building]] skill. | ||
− | **Otherwise, each room branches off like a snowflake, never connecting to the base stem. | + | **Otherwise, each room branches off like a snowflake, never connecting to the base stem. |
*Expandable Lot Property - A single expandable room that can be modified. Once modified, all adjacent unoccupied directions will spawn a new room that is owned by the player of the same type as the modified room. Expandable lots have a limit to how many rooms come with the lot, and once that limit is reached, no further rooms will spawn. | *Expandable Lot Property - A single expandable room that can be modified. Once modified, all adjacent unoccupied directions will spawn a new room that is owned by the player of the same type as the modified room. Expandable lots have a limit to how many rooms come with the lot, and once that limit is reached, no further rooms will spawn. | ||
− | **If the expandable room is of GRID type, then the rooms will be laid out in a fashion that if you buy the room to the east, the room north of that, and the room west of that, you can connect your original room to the third room by using the DEMOLISH NORTH command with an appropriate [[Building(Domain)|building]] skill. | + | **If the expandable room is of GRID type, then the rooms will be laid out in a fashion that if you buy the room to the east, the room north of that, and the room west of that, you can connect your original room to the third room by using the DEMOLISH NORTH command with an appropriate [[Building(Domain)|building]] skill. In the example Grid Room diagram, if you purchase room#1, then as soon as you construct a description or title in the room, the adjacent unoccupied rooms #2, #3, and #4 become available. If you then buy/own #2 and modify its description or title, rooms #5, #6, and #7 become available, with #6 connecting to #3 and #7 connecting to #4 automatically (Note: You might need to build or destroy walls to eliminate/create room links, but it will always be to that room.) |
− | **Otherwise, each room branches off like a snowflake, never connecting to the base stem. | + | ***Building more than 1 adjacent room in a grid will cause that room to no longer be demolish-able. Build walls to isolate center grid rooms that you do not wish to access (but it will always count towards your lot size). |
+ | **Otherwise, each room branches off like a snowflake, never connecting to the base stem, shown in the Tree/Snowflake model diagram. | ||
+ | ***If you purchase room #1 and modify the description/title of the room, #2, #3, and #4 will become available. If you then own those rooms, when you modify the description/title of #2, it will create rooms #5, #6, and #7. These rooms will not form links with any other room than #2. Similar behavior will occur on all of the other rooms, always branching off into new rooms only connected to the original room it was spawned from. | ||
*Area Property - An entire area of rooms owned by one player. | *Area Property - An entire area of rooms owned by one player. | ||
*Sailing Ships - A special mobile area of one or more rooms that can move around water rooms if the water is deep enough. The sailing ship can be attacked by enemy ships and will sink if it takes too much damage. See [[Ships(CoffeeMUD)|SHIPS]] for more information. | *Sailing Ships - A special mobile area of one or more rooms that can move around water rooms if the water is deep enough. The sailing ship can be attacked by enemy ships and will sink if it takes too much damage. See [[Ships(CoffeeMUD)|SHIPS]] for more information. | ||
Line 24: | Line 28: | ||
Clan ships will only respawn after a reboot after the original clan Property Owner who purchased the ship logs in. If your clan ship hasn't respawned, ask an Archon for [[ASSIST]] to reload the ship. | Clan ships will only respawn after a reboot after the original clan Property Owner who purchased the ship logs in. If your clan ship hasn't respawned, ask an Archon for [[ASSIST]] to reload the ship. | ||
− | Property owned by a player or clan can be sold or traded to other players or other clans, respectively. Player property cannot become clan property, and clan property cannot become player property. To trade property, the appropriate owner must [[GIVE]] the title (or a copy of the title) of the property to the new owner. Stolen titles are virtually worthless, and simply [[GET]]ting a title will not transfer ownership...the title must be [[GIVE]]n to transfer ownership. Storing a title in a bank will result in the value of the title accruing banking storage fees. This could result in the property being transferred back to the property dealer if your bank funds run out. | + | Property owned by a player or clan can be sold or traded to other players or other clans, respectively. Player property cannot become clan property, and clan property cannot become player property. To trade property, the appropriate owner must [[GIVE]] the title (or a copy of the title) of the property to the new owner. Stolen titles are virtually worthless, and simply [[GET]]ting a title will not transfer ownership...the title must be [[GIVE]]n to transfer ownership. Storing a title in a bank will result in the value of the title accruing banking storage fees. This could result in the property being transferred back to the property dealer if your bank funds run out. [[SELL]]ing a title back to a realtor will forfeit the property at the value of the title you are selling. The original title will be worth the original property value, copies of the title will be worth significantly less, but at least you won't owe taxes on it anymore. |
*Depending on the area's tax laws, owning property may result in an increase in taxes owed. If your tax debt is not paid, a lien will be placed on your property. If the lien exceeds the value of your property, then the property will be returned to the city as payment for your taxes. | *Depending on the area's tax laws, owning property may result in an increase in taxes owed. If your tax debt is not paid, a lien will be placed on your property. If the lien exceeds the value of your property, then the property will be returned to the city as payment for your taxes. | ||
**Property taxes will be automatically withdrawn from a local bank account each MUDMONTH (about once per real day). | **Property taxes will be automatically withdrawn from a local bank account each MUDMONTH (about once per real day). | ||
***If you have the [[AUTONOTIFY]] flag turned on in your [[CONFIG]] menu, and you have an [[EMAIL]] address set up, you will receive notifications about insufficient funds in the bank for your property. | ***If you have the [[AUTONOTIFY]] flag turned on in your [[CONFIG]] menu, and you have an [[EMAIL]] address set up, you will receive notifications about insufficient funds in the bank for your property. | ||
− | *It is not currently known if titles transfer via the [[AUCTION]] systems. Please update when this information is confirmed. | + | *It is not currently known if titles transfer via the [[AUCTION]] systems. Please update if/when this information is confirmed. |
===Property Dealer Locations=== | ===Property Dealer Locations=== | ||
Line 61: | Line 65: | ||
| Expandable Room | | Expandable Room | ||
| [[Homes of Clover|Homes of Clover]] | | [[Homes of Clover|Homes of Clover]] | ||
− | | | + | | Property Dealer located at The end of Penny Lane, but the actual properties are located down river from Midgaard (take the ferry or the path out the south gate through some hostile territory). |
|- | |- | ||
| The Dealer | | The Dealer | ||
| Midgaard | | Midgaard | ||
| 1,000,000 | | 1,000,000 | ||
− | | 100 room Expandable Lot | + | | 100 room Expandable Grid Lot |
| [[Homes of Haven Lake|Homes of Haven Lake]] | | [[Homes of Haven Lake|Homes of Haven Lake]] | ||
− | | | + | | Property Dealer located at The end of Penny Lane, but the actual properties are located around Haven Lake, to the east of Midgaard. |
|- | |- | ||
| The Trader | | The Trader | ||
Line 164: | Line 168: | ||
| Elvenhame | | Elvenhame | ||
| 1,000,000 | | 1,000,000 | ||
− | | 100 room | + | | 100 room Expandable Grid Lot |
| [[Homes of Elvenhame|Homes of Elvenhame]] | | [[Homes of Elvenhame|Homes of Elvenhame]] | ||
| Located off south Middle Road. | | Located off south Middle Road. | ||
Line 176: | Line 180: | ||
|- | |- | ||
| | | | ||
− | | | + | | Nidenjord |
| | | | ||
| | | | ||
Line 215: | Line 219: | ||
| | | | ||
| [[Thieves` Guild|Thieves` Guild]] | | [[Thieves` Guild|Thieves` Guild]] | ||
− | | | + | | (needs updated) |
|} | |} | ||
Property can be modified with the appropriate abilities and supplies. Other players and MOBs may perform the skill for the property owner, as long as the property owner is the leader of the group. | Property can be modified with the appropriate abilities and supplies. Other players and MOBs may perform the skill for the property owner, as long as the property owner is the leader of the group. | ||
− | ===Taxes=== | + | ===Property Taxes=== |
− | + | Property [[taxes]] are applied to all property owned in the tax district once per MUDMONTH (real-life day). Property taxes will automatically be withdrawn from a bank account, if funds are available. | |
*Funds may need to be in the same currency as the tax district, so a local bank account is best. | *Funds may need to be in the same currency as the tax district, so a local bank account is best. | ||
Line 265: | Line 269: | ||
**Owned property, including clan-owned, is normally limited to 1000 items. | **Owned property, including clan-owned, is normally limited to 1000 items. | ||
**Rented property is normally limited to 100 items. | **Rented property is normally limited to 100 items. | ||
+ | *We are still looking for a valid design solution to solve the player-based linkage of rooms on their property, such as a secret passage way from one room to another, that bypasses a room in the middle of it, or to relink snowflake rooms so you can have a circular flow. However, there are many constraints that we wish to adhere to, so that players don't make tezzeract-style homes that make no logical sense of how they interconnect. If you think you have a good solution, please submit an in-game IDEA stating your proposal. | ||
+ | **Constraints list and rationale: | ||
+ | ***Room linkage must be to another room in this area. Rationale: We don't want players creating teleport gates with ordinary builder-domain skills. | ||
+ | ***Room linkage must be to another room that the player owns. Rationale: We don't want players tunneling into other players' homes with ordinary builder-domain skills. | ||
+ | ***Room linkage must be to another room that is already contiguously connected to this room by rooms owned by the player. Rationale: We don't want players joining property lots (it really messes with the LOTS logic). | ||
+ | ***Room linkage must make sense geographically in some way. Rationale: This is the really strange one. I can come up with an instance of why a room with a WEST exit should be able to connect to the NORTH exit of another room (and have built areas like that), but it really confuses players. Worse, enabling non-bi-directional exits makes for scenarios where players could create entirely random paths (a maze of four dimensional rooms). Limiting this to only bi-directional linkage helps. | ||
+ | ***Room linkage must be forgiving. If a player makes a linkage that is incorrect, they should have a way of undoing the linkage. | ||
+ | ***The room linkage needs to be future-proof. If players can make any number of linkage changes, then they can make a valid linkage change, delete a linkage elsewhere, thereby making the new linkage invalid. | ||
+ | ***The final map of the player's lot must make sense. Rationale: Using builder-domain skills should result in rational floor plans. This last sanity check is the one that gives us the greatest heartache, since it is hard to define. "MUST MAKE SENSE" isn't something that can be coded, so we need to work on this definition so we can code something that does make sense. |
Latest revision as of 14:19, 15 June 2022
CoffeeMUD |
---|
Administrator Builder Player |
=CoffeeMUD Player Information= | |||
---|---|---|---|
Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
Players and Clans may buy customizable rooms in CoffeeMUD, informally known as property. There are multiple property types and several ways to acquire them.
Property Types
Property can come in the form of real estate, with a number of variations, or ships. For real estate, the following types of property are available:
- Rental Property - A room or set of rooms that is paid for on a mud-monthly payment system that draws from the character's bank account.
- Single Room Property - A single, non-expandable room that can be modified.
- Multi-room Property - A fixed set of rooms for sale as a unit.
- Expandable Room Property - A single expandable room that can be modified. Once modified, all adjacent unoccupied directions will spawn a new room for sale of the same type as the modified room.
- If the expandable room is of GRID type, then the rooms will be laid out in a fashion that if you buy the room to the east, the room north of that, and the room west of that, you can connect your original room to the third room by using the DEMOLISH NORTH command with an appropriate building skill.
- Otherwise, each room branches off like a snowflake, never connecting to the base stem.
- Expandable Lot Property - A single expandable room that can be modified. Once modified, all adjacent unoccupied directions will spawn a new room that is owned by the player of the same type as the modified room. Expandable lots have a limit to how many rooms come with the lot, and once that limit is reached, no further rooms will spawn.
- If the expandable room is of GRID type, then the rooms will be laid out in a fashion that if you buy the room to the east, the room north of that, and the room west of that, you can connect your original room to the third room by using the DEMOLISH NORTH command with an appropriate building skill. In the example Grid Room diagram, if you purchase room#1, then as soon as you construct a description or title in the room, the adjacent unoccupied rooms #2, #3, and #4 become available. If you then buy/own #2 and modify its description or title, rooms #5, #6, and #7 become available, with #6 connecting to #3 and #7 connecting to #4 automatically (Note: You might need to build or destroy walls to eliminate/create room links, but it will always be to that room.)
- Building more than 1 adjacent room in a grid will cause that room to no longer be demolish-able. Build walls to isolate center grid rooms that you do not wish to access (but it will always count towards your lot size).
- Otherwise, each room branches off like a snowflake, never connecting to the base stem, shown in the Tree/Snowflake model diagram.
- If you purchase room #1 and modify the description/title of the room, #2, #3, and #4 will become available. If you then own those rooms, when you modify the description/title of #2, it will create rooms #5, #6, and #7. These rooms will not form links with any other room than #2. Similar behavior will occur on all of the other rooms, always branching off into new rooms only connected to the original room it was spawned from.
- If the expandable room is of GRID type, then the rooms will be laid out in a fashion that if you buy the room to the east, the room north of that, and the room west of that, you can connect your original room to the third room by using the DEMOLISH NORTH command with an appropriate building skill. In the example Grid Room diagram, if you purchase room#1, then as soon as you construct a description or title in the room, the adjacent unoccupied rooms #2, #3, and #4 become available. If you then buy/own #2 and modify its description or title, rooms #5, #6, and #7 become available, with #6 connecting to #3 and #7 connecting to #4 automatically (Note: You might need to build or destroy walls to eliminate/create room links, but it will always be to that room.)
- Area Property - An entire area of rooms owned by one player.
- Sailing Ships - A special mobile area of one or more rooms that can move around water rooms if the water is deep enough. The sailing ship can be attacked by enemy ships and will sink if it takes too much damage. See SHIPS for more information.
Acquiring Property
Unowned property is acquired through a real-estate or sailing ship vendor. When the property is purchased, the vendor will provide the owner with a deed of ownership (often called a title), which will list the name of the room, area, or ship purchased. In the case of a ship purchase, the vendor will request the name of the ship, which will then appear at the closest port.
If the vendor is designated a clan vendor, then the purchasing of property must be done by a clan official with the permissions of Property Owner. When the property is purchased, it will then be owned by the clan, with anyone in the clan having permission to GET items from the property without them being flagged as stolen goods. Only clan Property Owners (or someone in their group) can modify the property, though.
Clan ships will only respawn after a reboot after the original clan Property Owner who purchased the ship logs in. If your clan ship hasn't respawned, ask an Archon for ASSIST to reload the ship.
Property owned by a player or clan can be sold or traded to other players or other clans, respectively. Player property cannot become clan property, and clan property cannot become player property. To trade property, the appropriate owner must GIVE the title (or a copy of the title) of the property to the new owner. Stolen titles are virtually worthless, and simply GETting a title will not transfer ownership...the title must be GIVEn to transfer ownership. Storing a title in a bank will result in the value of the title accruing banking storage fees. This could result in the property being transferred back to the property dealer if your bank funds run out. SELLing a title back to a realtor will forfeit the property at the value of the title you are selling. The original title will be worth the original property value, copies of the title will be worth significantly less, but at least you won't owe taxes on it anymore.
- Depending on the area's tax laws, owning property may result in an increase in taxes owed. If your tax debt is not paid, a lien will be placed on your property. If the lien exceeds the value of your property, then the property will be returned to the city as payment for your taxes.
- Property taxes will be automatically withdrawn from a local bank account each MUDMONTH (about once per real day).
- If you have the AUTONOTIFY flag turned on in your CONFIG menu, and you have an EMAIL address set up, you will receive notifications about insufficient funds in the bank for your property.
- Property taxes will be automatically withdrawn from a local bank account each MUDMONTH (about once per real day).
- It is not currently known if titles transfer via the AUCTION systems. Please update if/when this information is confirmed.
Property Dealer Locations
The table below lists locations of known property dealers. The City is the general area and taxing district for the property. The Price is the base price of the property, before Charisma modifiers. It is impossible to get to this price, even with a 1,000,000 Charisma score (you just get very close). The Area column indicates the name of the specific area that the property is located in.
Dealer | City | Price | Type | Area | Notes |
---|---|---|---|---|---|
The Dealer | Midgaard | 1,000,000 | 100 room Expandable Lot | Homes of Midgaard | Located at The end of Penny Lane |
The Dealer | Midgaard | 25,000 | Expandable Room | Homes of Midgaard-Emerald Avenue | Located at The end of Penny Lane. |
The Dealer | Midgaard | 25,000 | Expandable Room | Homes of Clover | Property Dealer located at The end of Penny Lane, but the actual properties are located down river from Midgaard (take the ferry or the path out the south gate through some hostile territory). |
The Dealer | Midgaard | 1,000,000 | 100 room Expandable Grid Lot | Homes of Haven Lake | Property Dealer located at The end of Penny Lane, but the actual properties are located around Haven Lake, to the east of Midgaard. |
The Trader | Midgaard | 500,000 | Expandable Room | Clan Homes of Midgaard | Located on Clan Road. Sells clan property. |
The Trader | Midgaard | 3,000,000 | 100 room Expandable Lot | Clan Homes of Midgaard | Located on Clan Road. Sells clan property. |
The Manager | Midgaard | 10,000 | Single Room | Townhomes of Midgaard | Located at west end of Clan Road. |
A Real Estate Agent | New Thalos | 250,000 | Expandable Room | Homes of New Thalos | Located off of Sultan's Walk. No current properties available. |
The Manager | New Thalos | 30/MUDMONTH | Single Room RENTAL | Apartments of New Thalos | Located off of the Casbah by the North Gate. A MUDMONTH is about 30 hours long. You may pay multiple months in advance, or just have it come out of your bank account. |
A mermaid Realtor | Atlantis | 25,000 | Expandable Grid Room | Homes of Atlantis | All rooms are underwater! |
Dernadeth | Alramus | 1,000,000 | 100 room Expandable Grid Lot | Homes of Northern Alramus | Located on Benevolance Lane, west of Civic Square (intersection of Benevolence Lane and Priest Parkway) |
Normank | Alramus | 25,000 | Expandable Grid Room | Homes of Southern Alramus | Located on Order Avenue, west of Common Road |
A stuffy beaurocrat | Alramus | 75,000 | Expandable Grid Room | Clan Homes of Alramus | Located south of Benevolence on Brotherhood Walk. |
the manager | Calinth | 30/MUDMONTH | Single Room RENTAL | Apartments of Calinth | Located off of the 100 block of Hedram Place. Each apartment is rented by the MUDMONTH, so you may desire to have a balance in your Alramian bank account, or pay multiple months in advance. |
the manager | Calinth | 20,000 | Single Room | Townhomes of Calinth | Located off of the 400 block of Riverfont Way. Each townhome contains two rooms (an upstairs and a downstairs). |
the dealer | Calinth | 25,000 | Expandable Room | Homes of Calinth | Located off of the 200 block of Colton Circle. |
the dealer | Calinth | 75,000 | Expandable Room | Clan Homes of Calinth | Located off of the 200 block of Troll Street. |
Real-estate agent | Elvenhame | 1,000,000 | 100 room Expandable Grid Lot | Homes of Elvenhame | Located off south Middle Road. |
Ancalime | Elvenhame | 75,000 | Expandable Grid Room | Clan Homes of Elvenhame | Located on Guild Road. |
Nidenjord | Clan Homes of Nidenjord | ||||
A Duergar Woman | Vassendar | 25,000 | Expandable Room | Homes of Vassendar | Located off of Noum Bend just on Givvyn Road. If any 100 room plots are available, they are 400,000. |
A Glossy-eyed Goblin | Nidenjord | 10,000 | Single Room | Alcoves | Located off of the area of Lowrun. Can be expanded using the EXCAVATION skill. |
Ezzy | Orthindar | 20,000/ 25,000 | Single Room/ Expandable Room | Homes of Orthindar | Located off of a backstreet runway in the Overflows. |
An Enterprising Aarakocran | Aarakocran City | 10,000/ 25,000 | Single Room/ Expandable Grid Room | Homes of Aarakocran City | |
Thieves` Guild | (needs updated) |
Property can be modified with the appropriate abilities and supplies. Other players and MOBs may perform the skill for the property owner, as long as the property owner is the leader of the group.
Property Taxes
Property taxes are applied to all property owned in the tax district once per MUDMONTH (real-life day). Property taxes will automatically be withdrawn from a bank account, if funds are available.
- Funds may need to be in the same currency as the tax district, so a local bank account is best.
City | Tax Rate |
---|---|
Midgaard | 0.025% |
Nidenjord |
Building common skills
Some abilities will last indefinitely when cast on your own personal property, the party leader's personal property, your clan property that you have building rights on, or your party leader's clan property that he has building rights on:
Other Notes on Properties
- Most properties have a limit on how many items can be stored in an individual room. Therefore, it is useful to PACKAGE and bundle your goods and supplies to conserve space and prevent items from spilling out into the street.
- Owned property, including clan-owned, is normally limited to 1000 items.
- Rented property is normally limited to 100 items.
- We are still looking for a valid design solution to solve the player-based linkage of rooms on their property, such as a secret passage way from one room to another, that bypasses a room in the middle of it, or to relink snowflake rooms so you can have a circular flow. However, there are many constraints that we wish to adhere to, so that players don't make tezzeract-style homes that make no logical sense of how they interconnect. If you think you have a good solution, please submit an in-game IDEA stating your proposal.
- Constraints list and rationale:
- Room linkage must be to another room in this area. Rationale: We don't want players creating teleport gates with ordinary builder-domain skills.
- Room linkage must be to another room that the player owns. Rationale: We don't want players tunneling into other players' homes with ordinary builder-domain skills.
- Room linkage must be to another room that is already contiguously connected to this room by rooms owned by the player. Rationale: We don't want players joining property lots (it really messes with the LOTS logic).
- Room linkage must make sense geographically in some way. Rationale: This is the really strange one. I can come up with an instance of why a room with a WEST exit should be able to connect to the NORTH exit of another room (and have built areas like that), but it really confuses players. Worse, enabling non-bi-directional exits makes for scenarios where players could create entirely random paths (a maze of four dimensional rooms). Limiting this to only bi-directional linkage helps.
- Room linkage must be forgiving. If a player makes a linkage that is incorrect, they should have a way of undoing the linkage.
- The room linkage needs to be future-proof. If players can make any number of linkage changes, then they can make a valid linkage change, delete a linkage elsewhere, thereby making the new linkage invalid.
- The final map of the player's lot must make sense. Rationale: Using builder-domain skills should result in rational floor plans. This last sanity check is the one that gives us the greatest heartache, since it is hard to define. "MUST MAKE SENSE" isn't something that can be coded, so we need to work on this definition so we can code something that does make sense.
- Constraints list and rationale: