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		<title><![CDATA[Official Discussion-Forum of 'Electric Space Odyssey' Online-Gaming Guild. - Portal]]></title>
		<link>https://castle.electricspaceodyssey.com/</link>
		<description><![CDATA[Official Discussion-Forum of 'Electric Space Odyssey' Online-Gaming Guild. - https://castle.electricspaceodyssey.com]]></description>
		<pubDate>Wed, 06 May 2026 09:23:41 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[ShelfSpace: Parts.]]></title>
			<link>https://castle.electricspaceodyssey.com/showthread.php?tid=20</link>
			<pubDate>Thu, 27 Nov 2025 02:21:22 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://castle.electricspaceodyssey.com/member.php?action=profile&uid=1">Castle</a>]]></dc:creator>
			<guid isPermaLink="false">https://castle.electricspaceodyssey.com/showthread.php?tid=20</guid>
			<description><![CDATA[1x Cardboard Gameboard.<br />
2x Polyhedral Dye.<br />
35x Anchor Cards.<br />
15x Film Contract Cards.<br />
25x Product Cards<br />
1x Fictional Currency.<br />
6x Game Tokens.<br />
x25 Glass Flat-Beads (Green)<br />
x25 Flat-Beads (Blue)]]></description>
			<content:encoded><![CDATA[1x Cardboard Gameboard.<br />
2x Polyhedral Dye.<br />
35x Anchor Cards.<br />
15x Film Contract Cards.<br />
25x Product Cards<br />
1x Fictional Currency.<br />
6x Game Tokens.<br />
x25 Glass Flat-Beads (Green)<br />
x25 Flat-Beads (Blue)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Game Theory: 'Shelf-Space' Anchors Logistics.]]></title>
			<link>https://castle.electricspaceodyssey.com/showthread.php?tid=18</link>
			<pubDate>Thu, 20 Nov 2025 08:49:03 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://castle.electricspaceodyssey.com/member.php?action=profile&uid=1">Castle</a>]]></dc:creator>
			<guid isPermaLink="false">https://castle.electricspaceodyssey.com/showthread.php?tid=18</guid>
			<description><![CDATA[<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>---<br />
<br />
# ? **24 Anchors + Special Rooms – Star Ratings Added**<br />
<br />
| Anchor / Room                | Description                                   &nbsp;&nbsp;| Subtype                | FT | NL | SZ | BA | SY            | SI                       &nbsp;&nbsp;| ⭐ Rating |<br />
| ---------------------------- | ----------------------------------------------- | ---------------------- | -- | -- | -- | -- | ------------- | -------------------------- | -------- |<br />
| **MegaMart**               &nbsp;&nbsp;| Large department store, general merchandise   &nbsp;&nbsp;| Department Store     &nbsp;&nbsp;| 80 | 10 | 5  | 70 | Retail        | 10 (Discount Week)       &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **DeptoMax**               &nbsp;&nbsp;| Another large department store                  | Department Store     &nbsp;&nbsp;| 70 | 10 | 5  | 70 | Retail        | 15 (Holiday Sale)          | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **CinemaX**                  | Multiplex movie theater, noisy but draws crowds | Cinema               &nbsp;&nbsp;| 70 | 50 | 6  | 60 | Entertainment | 15 (Premiere Night)        | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Food Kingdom**           &nbsp;&nbsp;| Food court hub with multiple fast-food options  | Food Court           &nbsp;&nbsp;| 60 | 30 | 5  | 50 | Food          | 20 (Holiday Feast)       &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **TechNova**               &nbsp;&nbsp;| Electronics megastore, popular for gadgets      | Electronics Store      | 65 | 20 | 4  | 80 | Electronics &nbsp;&nbsp;| 10 (New Release)         &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Cellular Central**       &nbsp;&nbsp;| Mobile phone &amp; device store                   &nbsp;&nbsp;| Cellular Store       &nbsp;&nbsp;| 50 | 15 | 3  | 75 | Electronics &nbsp;&nbsp;| 10 (Launch Week)         &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Fashion Plaza**            | Premium clothing anchor, upscale                | Fashion Retail       &nbsp;&nbsp;| 55 | 10 | 4  | 90 | Fashion     &nbsp;&nbsp;| 15 (Fashion Week)          | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Sports Arena**           &nbsp;&nbsp;| Indoor sports complex, moderate foot traffic    | Sports Center          | 50 | 40 | 5  | 60 | Entertainment | 10 (Tournament)            | ⭐⭐⭐      |<br />
| **Book Haven**             &nbsp;&nbsp;| Mega bookstore with reading events              | Bookstore              | 40 | 10 | 3  | 60 | Retail        | 10 (Author Signing)        | ⭐⭐⭐      |<br />
| **Arcadia**                  | Arcade and gaming center, high noise            | Arcade               &nbsp;&nbsp;| 55 | 60 | 4  | 50 | Entertainment | 20 (Tournament Weekend)    | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Luxury Lane**              | High-end boutique anchor, niche but prestigious | Boutique             &nbsp;&nbsp;| 35 | 5  | 3  | 95 | Fashion     &nbsp;&nbsp;| 25 (Exclusive Launch)      | ⭐⭐⭐⭐⭐    |<br />
| **Health Hub**             &nbsp;&nbsp;| Gym and wellness center, steady visitors        | Gym                    | 45 | 15 | 4  | 70 | Services      | 10 (New Year Promo)        | ⭐⭐⭐      |<br />
| **Toy Kingdom**              | Mega toy store, attracts families             &nbsp;&nbsp;| Toy Store              | 60 | 20 | 4  | 75 | Retail        | 15 (Holiday Rush)          | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Pet Planet**             &nbsp;&nbsp;| Pet supplies and small adoption center          | Pet Store              | 40 | 15 | 3  | 65 | Retail        | 10 (Adoption Day)          | ⭐⭐⭐      |<br />
| **Gourmet Plaza**            | Upscale restaurants and eateries                | Restaurant           &nbsp;&nbsp;| 45 | 20 | 4  | 85 | Food          | 15 (Chef’s Week)         &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Style Studio**           &nbsp;&nbsp;| Mid-tier fashion anchor                       &nbsp;&nbsp;| Fashion Retail       &nbsp;&nbsp;| 45 | 10 | 3  | 75 | Fashion     &nbsp;&nbsp;| 10 (Seasonal Sale)       &nbsp;&nbsp;| ⭐⭐⭐      |<br />
| **ElectroMart**              | Electronics discount anchor                   &nbsp;&nbsp;| Electronics Outlet   &nbsp;&nbsp;| 50 | 15 | 4  | 60 | Electronics &nbsp;&nbsp;| 10 (Black Friday)          | ⭐⭐⭐      |<br />
| **Mega Mall Gym**            | Large gym &amp; fitness classes                   &nbsp;&nbsp;| Fitness Center       &nbsp;&nbsp;| 50 | 15 | 5  | 60 | Services      | 10 (Fitness Challenge)   &nbsp;&nbsp;| ⭐⭐⭐      |<br />
| **Culinary Corner**          | Food specialty anchor, high variety           &nbsp;&nbsp;| Specialty Food       &nbsp;&nbsp;| 55 | 25 | 4  | 70 | Food          | 15 (Cooking Class)       &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Beauty Loft**              | Full-service beauty treatments                  | Beauty Salon         &nbsp;&nbsp;| 40 | 5  | 3  | 80 | Services      | 15 (New Product Launch)    | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **ElectroHub**             &nbsp;&nbsp;| Electronics &amp; gadgets, mid-traffic              | Electronics Store      | 55 | 20 | 4  | 70 | Electronics &nbsp;&nbsp;| 10 (New Launch Week)     &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Food Bazaar**              | International cuisine hub                     &nbsp;&nbsp;| Restaurant / Food Hall | 60 | 25 | 5  | 75 | Food          | 15 (Food Festival)       &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Burger Blast**           &nbsp;&nbsp;| Fast-food anchor, popular with families       &nbsp;&nbsp;| Fast-Food              | 50 | 20 | 4  | 65 | Food          | 10 (Lunch Rush)            | ⭐⭐⭐      |<br />
| **Pizza Palace**           &nbsp;&nbsp;| Fast-food pizza anchor                          | Fast-Food              | 45 | 15 | 4  | 70 | Food          | 10 (Family Night Bonus)    | ⭐⭐⭐      |<br />
| **Shoe Stop**                | Mid-tier shoe anchor                            | Shoe Store           &nbsp;&nbsp;| 40 | 10 | 3  | 65 | Fashion     &nbsp;&nbsp;| 10 (Seasonal Sale)       &nbsp;&nbsp;| ⭐⭐⭐      |<br />
| **Melody Mart**              | Music instruments and sheet music             &nbsp;&nbsp;| Music Store            | 45 | 10 | 3  | 70 | Entertainment | 10 (Concert Promo)       &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Bloom &amp; Bud**              | Floral anchor, gift bouquets and arrangements &nbsp;&nbsp;| Floral Shop            | 35 | 5  | 3  | 65 | Retail        | 10 (Valentine Event)     &nbsp;&nbsp;| ⭐⭐⭐      |<br />
| **Vinyl Vault**              | Record store, vintage &amp; new vinyl             &nbsp;&nbsp;| Record Store         &nbsp;&nbsp;| 35 | 5  | 3  | 70 | Entertainment | 10 (Record Release)        | ⭐⭐⭐      |<br />
| **Gemstone Gallery**       &nbsp;&nbsp;| Fine jewelry &amp; luxury accessories             &nbsp;&nbsp;| Jewelry Store          | 35 | 5  | 3  | 85 | Retail        | 15 (Luxury Promo)          | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Ink &amp; Iron**             &nbsp;&nbsp;| Tattoo and body art anchor                      | Tattoo Shop            | 30 | 10 | 3  | 75 | Services      | 15 (Tattoo Event)          | ⭐⭐⭐      |<br />
| **Special Room: ECR**        | Electronic Cash Register / Security Hub       &nbsp;&nbsp;| Special Room         &nbsp;&nbsp;| -  | -  | -  | -  | Functional    | Theft prevention mechanics | -        |<br />
| **Special Room: Management** | Mall Management Office                          | Special Room         &nbsp;&nbsp;| -  | -  | -  | -  | Functional    | Revenue / Event oversight  | -        |</code></div></div>]]></description>
			<content:encoded><![CDATA[<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>---<br />
<br />
# ? **24 Anchors + Special Rooms – Star Ratings Added**<br />
<br />
| Anchor / Room                | Description                                   &nbsp;&nbsp;| Subtype                | FT | NL | SZ | BA | SY            | SI                       &nbsp;&nbsp;| ⭐ Rating |<br />
| ---------------------------- | ----------------------------------------------- | ---------------------- | -- | -- | -- | -- | ------------- | -------------------------- | -------- |<br />
| **MegaMart**               &nbsp;&nbsp;| Large department store, general merchandise   &nbsp;&nbsp;| Department Store     &nbsp;&nbsp;| 80 | 10 | 5  | 70 | Retail        | 10 (Discount Week)       &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **DeptoMax**               &nbsp;&nbsp;| Another large department store                  | Department Store     &nbsp;&nbsp;| 70 | 10 | 5  | 70 | Retail        | 15 (Holiday Sale)          | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **CinemaX**                  | Multiplex movie theater, noisy but draws crowds | Cinema               &nbsp;&nbsp;| 70 | 50 | 6  | 60 | Entertainment | 15 (Premiere Night)        | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Food Kingdom**           &nbsp;&nbsp;| Food court hub with multiple fast-food options  | Food Court           &nbsp;&nbsp;| 60 | 30 | 5  | 50 | Food          | 20 (Holiday Feast)       &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **TechNova**               &nbsp;&nbsp;| Electronics megastore, popular for gadgets      | Electronics Store      | 65 | 20 | 4  | 80 | Electronics &nbsp;&nbsp;| 10 (New Release)         &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Cellular Central**       &nbsp;&nbsp;| Mobile phone &amp; device store                   &nbsp;&nbsp;| Cellular Store       &nbsp;&nbsp;| 50 | 15 | 3  | 75 | Electronics &nbsp;&nbsp;| 10 (Launch Week)         &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Fashion Plaza**            | Premium clothing anchor, upscale                | Fashion Retail       &nbsp;&nbsp;| 55 | 10 | 4  | 90 | Fashion     &nbsp;&nbsp;| 15 (Fashion Week)          | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Sports Arena**           &nbsp;&nbsp;| Indoor sports complex, moderate foot traffic    | Sports Center          | 50 | 40 | 5  | 60 | Entertainment | 10 (Tournament)            | ⭐⭐⭐      |<br />
| **Book Haven**             &nbsp;&nbsp;| Mega bookstore with reading events              | Bookstore              | 40 | 10 | 3  | 60 | Retail        | 10 (Author Signing)        | ⭐⭐⭐      |<br />
| **Arcadia**                  | Arcade and gaming center, high noise            | Arcade               &nbsp;&nbsp;| 55 | 60 | 4  | 50 | Entertainment | 20 (Tournament Weekend)    | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Luxury Lane**              | High-end boutique anchor, niche but prestigious | Boutique             &nbsp;&nbsp;| 35 | 5  | 3  | 95 | Fashion     &nbsp;&nbsp;| 25 (Exclusive Launch)      | ⭐⭐⭐⭐⭐    |<br />
| **Health Hub**             &nbsp;&nbsp;| Gym and wellness center, steady visitors        | Gym                    | 45 | 15 | 4  | 70 | Services      | 10 (New Year Promo)        | ⭐⭐⭐      |<br />
| **Toy Kingdom**              | Mega toy store, attracts families             &nbsp;&nbsp;| Toy Store              | 60 | 20 | 4  | 75 | Retail        | 15 (Holiday Rush)          | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Pet Planet**             &nbsp;&nbsp;| Pet supplies and small adoption center          | Pet Store              | 40 | 15 | 3  | 65 | Retail        | 10 (Adoption Day)          | ⭐⭐⭐      |<br />
| **Gourmet Plaza**            | Upscale restaurants and eateries                | Restaurant           &nbsp;&nbsp;| 45 | 20 | 4  | 85 | Food          | 15 (Chef’s Week)         &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Style Studio**           &nbsp;&nbsp;| Mid-tier fashion anchor                       &nbsp;&nbsp;| Fashion Retail       &nbsp;&nbsp;| 45 | 10 | 3  | 75 | Fashion     &nbsp;&nbsp;| 10 (Seasonal Sale)       &nbsp;&nbsp;| ⭐⭐⭐      |<br />
| **ElectroMart**              | Electronics discount anchor                   &nbsp;&nbsp;| Electronics Outlet   &nbsp;&nbsp;| 50 | 15 | 4  | 60 | Electronics &nbsp;&nbsp;| 10 (Black Friday)          | ⭐⭐⭐      |<br />
| **Mega Mall Gym**            | Large gym &amp; fitness classes                   &nbsp;&nbsp;| Fitness Center       &nbsp;&nbsp;| 50 | 15 | 5  | 60 | Services      | 10 (Fitness Challenge)   &nbsp;&nbsp;| ⭐⭐⭐      |<br />
| **Culinary Corner**          | Food specialty anchor, high variety           &nbsp;&nbsp;| Specialty Food       &nbsp;&nbsp;| 55 | 25 | 4  | 70 | Food          | 15 (Cooking Class)       &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Beauty Loft**              | Full-service beauty treatments                  | Beauty Salon         &nbsp;&nbsp;| 40 | 5  | 3  | 80 | Services      | 15 (New Product Launch)    | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **ElectroHub**             &nbsp;&nbsp;| Electronics &amp; gadgets, mid-traffic              | Electronics Store      | 55 | 20 | 4  | 70 | Electronics &nbsp;&nbsp;| 10 (New Launch Week)     &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Food Bazaar**              | International cuisine hub                     &nbsp;&nbsp;| Restaurant / Food Hall | 60 | 25 | 5  | 75 | Food          | 15 (Food Festival)       &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Burger Blast**           &nbsp;&nbsp;| Fast-food anchor, popular with families       &nbsp;&nbsp;| Fast-Food              | 50 | 20 | 4  | 65 | Food          | 10 (Lunch Rush)            | ⭐⭐⭐      |<br />
| **Pizza Palace**           &nbsp;&nbsp;| Fast-food pizza anchor                          | Fast-Food              | 45 | 15 | 4  | 70 | Food          | 10 (Family Night Bonus)    | ⭐⭐⭐      |<br />
| **Shoe Stop**                | Mid-tier shoe anchor                            | Shoe Store           &nbsp;&nbsp;| 40 | 10 | 3  | 65 | Fashion     &nbsp;&nbsp;| 10 (Seasonal Sale)       &nbsp;&nbsp;| ⭐⭐⭐      |<br />
| **Melody Mart**              | Music instruments and sheet music             &nbsp;&nbsp;| Music Store            | 45 | 10 | 3  | 70 | Entertainment | 10 (Concert Promo)       &nbsp;&nbsp;| ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Bloom &amp; Bud**              | Floral anchor, gift bouquets and arrangements &nbsp;&nbsp;| Floral Shop            | 35 | 5  | 3  | 65 | Retail        | 10 (Valentine Event)     &nbsp;&nbsp;| ⭐⭐⭐      |<br />
| **Vinyl Vault**              | Record store, vintage &amp; new vinyl             &nbsp;&nbsp;| Record Store         &nbsp;&nbsp;| 35 | 5  | 3  | 70 | Entertainment | 10 (Record Release)        | ⭐⭐⭐      |<br />
| **Gemstone Gallery**       &nbsp;&nbsp;| Fine jewelry &amp; luxury accessories             &nbsp;&nbsp;| Jewelry Store          | 35 | 5  | 3  | 85 | Retail        | 15 (Luxury Promo)          | ⭐⭐⭐⭐   &nbsp;&nbsp;|<br />
| **Ink &amp; Iron**             &nbsp;&nbsp;| Tattoo and body art anchor                      | Tattoo Shop            | 30 | 10 | 3  | 75 | Services      | 15 (Tattoo Event)          | ⭐⭐⭐      |<br />
| **Special Room: ECR**        | Electronic Cash Register / Security Hub       &nbsp;&nbsp;| Special Room         &nbsp;&nbsp;| -  | -  | -  | -  | Functional    | Theft prevention mechanics | -        |<br />
| **Special Room: Management** | Mall Management Office                          | Special Room         &nbsp;&nbsp;| -  | -  | -  | -  | Functional    | Revenue / Event oversight  | -        |</code></div></div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Game Theory: 'Shelf-Space' Stats Logistics.]]></title>
			<link>https://castle.electricspaceodyssey.com/showthread.php?tid=17</link>
			<pubDate>Thu, 20 Nov 2025 07:10:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://castle.electricspaceodyssey.com/member.php?action=profile&uid=1">Castle</a>]]></dc:creator>
			<guid isPermaLink="false">https://castle.electricspaceodyssey.com/showthread.php?tid=17</guid>
			<description><![CDATA[<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">How to Understand These Stats on a Static Board</span><br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">FT (Foot Traffic):</span><ul class="mycode_list"><li>Higher FT tenants “pull” customers to nearby stores.<br />
</li>
<li>Can be visualized with radius circles or arrows around anchors showing influence.<br />
</li>
<li>Example: MegaMart FT 40 → boosts adjacent stores by 40% influence factor.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">NL (Noise Level):</span><ul class="mycode_list"><li>Shows which tenants may annoy neighbors and reduce their revenue.<br />
</li>
<li>On a static board, could show “noise zones” around noisy tenants (like a shaded area).<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">SZ (Store Size):</span><ul class="mycode_list"><li>Determines cost scaling and space occupancy.<br />
</li>
<li>Can be visualized by how many board spaces the tenant occupies or an icon showing size tier.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">BA (Brand Appeal):</span><ul class="mycode_list"><li>Higher BA multiplies revenue; also increases synergy effects.<br />
</li>
<li>Can be represented by stars, colors, or logos for intuitive visual ranking.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">SY (Synergy Type):</span><ul class="mycode_list"><li>Matches tenant categories to gain adjacency bonuses.<br />
</li>
<li>Use icons, color coding, or grouping lines on the board so players immediately recognize synergy potential.<br />
</li>
</ul>
</li>
</ol>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Revenue Types (Clarified)</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Base Revenue:</span> Standard tenant income.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Online Sales:</span> Adds percentage of base revenue, independent of board position.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Traffic Boost:</span> Applied when FT triggers from nearby anchors or events.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Product Card Bonuses:</span> Persistent revenue boosts linked to certain anchors.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Stat Modifiers:</span> All the above are affected by FT, NL, BA, and SY multipliers.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Example Calculation for a Tenant (MegaMart):</span><ul class="mycode_list"><li>BaseRevenue = 100<br />
</li>
<li>FT = 40 → Revenue *= 1 + 0.40 → 140<br />
</li>
<li>BA = 30 → Revenue *= 1 + 0.30 → 182<br />
</li>
<li>SY (2 same-type nearby) → Revenue <span style="font-style: italic;" class="mycode_i">= 1 + 0.05</span>2 → 202.3<br />
</li>
<li>NL nearby (10%) → Revenue *= 0.90 → 182.1<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">How to Understand These Stats on a Static Board</span><br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">FT (Foot Traffic):</span><ul class="mycode_list"><li>Higher FT tenants “pull” customers to nearby stores.<br />
</li>
<li>Can be visualized with radius circles or arrows around anchors showing influence.<br />
</li>
<li>Example: MegaMart FT 40 → boosts adjacent stores by 40% influence factor.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">NL (Noise Level):</span><ul class="mycode_list"><li>Shows which tenants may annoy neighbors and reduce their revenue.<br />
</li>
<li>On a static board, could show “noise zones” around noisy tenants (like a shaded area).<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">SZ (Store Size):</span><ul class="mycode_list"><li>Determines cost scaling and space occupancy.<br />
</li>
<li>Can be visualized by how many board spaces the tenant occupies or an icon showing size tier.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">BA (Brand Appeal):</span><ul class="mycode_list"><li>Higher BA multiplies revenue; also increases synergy effects.<br />
</li>
<li>Can be represented by stars, colors, or logos for intuitive visual ranking.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">SY (Synergy Type):</span><ul class="mycode_list"><li>Matches tenant categories to gain adjacency bonuses.<br />
</li>
<li>Use icons, color coding, or grouping lines on the board so players immediately recognize synergy potential.<br />
</li>
</ul>
</li>
</ol>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Revenue Types (Clarified)</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Base Revenue:</span> Standard tenant income.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Online Sales:</span> Adds percentage of base revenue, independent of board position.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Traffic Boost:</span> Applied when FT triggers from nearby anchors or events.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Product Card Bonuses:</span> Persistent revenue boosts linked to certain anchors.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Stat Modifiers:</span> All the above are affected by FT, NL, BA, and SY multipliers.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Example Calculation for a Tenant (MegaMart):</span><ul class="mycode_list"><li>BaseRevenue = 100<br />
</li>
<li>FT = 40 → Revenue *= 1 + 0.40 → 140<br />
</li>
<li>BA = 30 → Revenue *= 1 + 0.30 → 182<br />
</li>
<li>SY (2 same-type nearby) → Revenue <span style="font-style: italic;" class="mycode_i">= 1 + 0.05</span>2 → 202.3<br />
</li>
<li>NL nearby (10%) → Revenue *= 0.90 → 182.1<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Manifest: 'Shelf-Space' (Developer-Facing)]]></title>
			<link>https://castle.electricspaceodyssey.com/showthread.php?tid=16</link>
			<pubDate>Thu, 20 Nov 2025 07:10:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://castle.electricspaceodyssey.com/member.php?action=profile&uid=1">Castle</a>]]></dc:creator>
			<guid isPermaLink="false">https://castle.electricspaceodyssey.com/showthread.php?tid=16</guid>
			<description><![CDATA[Shelf-Space — Development &amp; Asset Manifest<br />
<span style="font-weight: bold;" class="mycode_b">Version:</span> 0.0.4a<br />
<span style="font-weight: bold;" class="mycode_b">Publisher:</span> The CollabGadget Co.<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span><br />
<span style="font-style: italic;" class="mycode_i">Shelf-Space</span> is a cooperative, money-based board game set in a mall. Players manage anchors, stores, and tenant synergies. This manifest tracks <span style="font-weight: bold;" class="mycode_b">mechanics, stats, formulas, components, prototype production, and development progress</span>.<br />
<span style="font-weight: bold;" class="mycode_b">Purpose:</span> Track progress; <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[ ]</code></div></div> items are checkable milestones.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Table of Contents</span><br />
<ol type="1" class="mycode_list"><li><a href="http://#core-game-design" target="_blank" rel="noopener" class="mycode_url">Core Game Design</a><br />
</li>
<li><a href="http://#board--layout" target="_blank" rel="noopener" class="mycode_url">Board &amp; Layout</a><br />
</li>
<li><a href="http://#anchors--stores" target="_blank" rel="noopener" class="mycode_url">Anchors &amp; Stores</a><br />
</li>
<li><a href="http://#stats--revenue-system" target="_blank" rel="noopener" class="mycode_url">Stats &amp; Revenue System</a><br />
</li>
<li><a href="http://#upgrades--costs" target="_blank" rel="noopener" class="mycode_url">Upgrades &amp; Costs</a><br />
</li>
<li><a href="http://#gameplay-mechanics" target="_blank" rel="noopener" class="mycode_url">Gameplay Mechanics</a><br />
</li>
<li><a href="http://#event-cards" target="_blank" rel="noopener" class="mycode_url">Event Cards</a><br />
</li>
<li><a href="http://#product-cards" target="_blank" rel="noopener" class="mycode_url">Product Cards</a><br />
</li>
<li><a href="http://#currency--denominations" target="_blank" rel="noopener" class="mycode_url">Currency &amp; Denominations</a><br />
</li>
<li><a href="http://#turn--round-system" target="_blank" rel="noopener" class="mycode_url">Turn &amp; Round System</a><br />
</li>
<li><a href="http://#cooperative-features" target="_blank" rel="noopener" class="mycode_url">Cooperative Features</a><br />
</li>
<li><a href="http://#victory--goals" target="_blank" rel="noopener" class="mycode_url">Victory &amp; Goals</a><br />
</li>
<li><a href="http://#art--visuals" target="_blank" rel="noopener" class="mycode_url">Art &amp; Visuals</a><br />
</li>
<li><a href="http://#playtesting--balancing" target="_blank" rel="noopener" class="mycode_url">Playtesting &amp; Balancing</a><br />
</li>
<li><a href="http://#prototype-production--print-services" target="_blank" rel="noopener" class="mycode_url">Prototype Production &amp; Print Services</a><br />
</li>
</ol>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">1. Core Game Design</span><ul class="mycode_list"><li>Define game objective (co-op goal, revenue, synergy)<br />
</li>
<li>Decide player count range and scaling<br />
</li>
<li>Establish approximate game duration<br />
</li>
<li>Draft initial ruleset<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Notes:</span> Game is cooperative; tenants can be shut down and replaced by new tenants mid-game.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">2. Board &amp; Layout</span><ul class="mycode_list"><li>Create multi-directional mall board template<br />
</li>
<li>Define wings (North, East, South, West)<br />
</li>
<li>Place anchor and store positions<br />
</li>
<li>Design special tiles (traffic surges, events)<br />
</li>
<li>Finalize visual layout for playtesting<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Movement Notes:</span> Event cards dictate movement rather than purely linear movement; must be readable from all angles.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">3. Anchors &amp; Stores</span><ul class="mycode_list"><li>List anchor types (MegaMart, Cinema, etc.)<br />
</li>
<li>List smaller stores and kiosks<br />
</li>
<li>Define stats for each (FT, NL, SZ, BA, SY, SI)<br />
</li>
<li>Design Anchor/Store Deed Cards<br />
</li>
<li>Test balance of revenue vs. cost<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Deed Cards Include:</span><ul class="mycode_list"><li>Stats: FT, NL, SZ, BA, SY, and <span style="font-weight: bold;" class="mycode_b">Special Impact (SI)</span><br />
</li>
<li>Revenue formulas<br />
</li>
<li>Upgrade levels<br />
</li>
<li>Operating costs<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">4. Stats &amp; Revenue System</span><br />
<span style="font-weight: bold;" class="mycode_b">Stats Overview, Abbreviations &amp; Formulas</span><br />
Stat<br />
Abbreviation<br />
Effect<br />
Formula / Notes<br />
How It’s Determined / VisualizedFoot Traffic<br />
FT<br />
Attracts customers; affects revenue for tenant and neighbors<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue = BaseRevenue * (1 + FT/100)</code></div></div>Assigned by tenant type and size. Anchors higher FT, small stores lower. Visual: arrows/circles showing influence radius.<br />
Noise Level<br />
NL<br />
Reduces revenue of nearby tenants<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>NearbyRevenue *= (1 - NL/100)</code></div></div>Assigned by tenant type (arcades/cinemas high; boutiques low). Visual: shaded “noise zones” around noisy tenants.<br />
Store Size<br />
SZ<br />
Physical footprint; scales costs/upgrades<br />
UpgradeCost = <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>BaseCost * (1 + SZ/10)</code></div></div>; Maintenance = <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>BaseCost * SZ/10</code></div></div>Set by type/real-world size. Visual: board tiles occupied or footprint icon.<br />
Brand Appeal<br />
BA<br />
Popularity/prestige; boosts revenue &amp; synergy<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + BA/100</code></div></div>Determined by brand or theme. Visual: stars, logo, or color coding on deed card.<br />
Synergy Type<br />
SY<br />
Tenant category for adjacency bonuses<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + 0.05 * NumberOfSameTypeNearby</code></div></div>Pre-set category (Electronics, Food, Clothing). Visual: color-coded groups/icons.<br />
Special Impact<br />
SI<br />
One-time or rare effect; may change revenue, stats, or movement<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + SI/100</code></div></div> or triggers special events<br />
Assigned by special tenants or flagship stores. Visual: flashy icon or color burst; explained in card text.<br />
<span style="font-weight: bold;" class="mycode_b">Revenue Types</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Base Revenue:</span> Standard tenant earnings<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Online Sales:</span> <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue += BaseRevenue * OnlineSales%</code></div></div> <br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Traffic Boost:</span> <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + TrafficBoost%</code></div></div> <br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Product Card Boosts:</span> <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + ProductBonus%</code></div></div> <br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Stat Modifiers:</span> Apply FT, NL, BA, SY, SI multiplicatively<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Example Calculation:</span><ul class="mycode_list"><li>BaseRevenue = 100<br />
</li>
<li>FT 40 → 140<br />
</li>
<li>BA 30 → 182<br />
</li>
<li>SY 2 nearby same type → 202.3<br />
</li>
<li>SI special +10 → 222.53<br />
</li>
<li>NL nearby 10% → 200.28<br />
</li>
<li>Implement sample revenue calculations for anchors<br />
</li>
<li>Test stat effects on revenue<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">5. Upgrades &amp; Costs</span><ul class="mycode_list"><li>Remodel (L1) bonus: +10–20% revenue<br />
</li>
<li>Expansion (L2) bonus: +25–40% revenue<br />
</li>
<li>Full Upgrade (L3) bonus: +50–75% revenue<br />
</li>
<li>Operating Costs (Maintenance, Emergency, Tenant Rent)<br />
</li>
<li>Shutdown &amp; Startup Values<br />
</li>
<li>Scaling formulas for SZ / BA / FT<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Formulas:</span><ul class="mycode_list"><li>UpgradeCost = <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>BaseCost * (1 + SZ/10) * UpgradeLevelMultiplier</code></div></div> <br />
</li>
<li>MonthlyMaintenance = <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>BaseCost * SZ/10</code></div></div> <br />
</li>
<li>EmergencyRepair = <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue * Emergency%</code></div></div> <br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">6. Gameplay Mechanics</span><ul class="mycode_list"><li>Revenue per round &amp; per landing<br />
</li>
<li>Upgrade implementation<br />
</li>
<li>Event card interactions<br />
</li>
<li>Stat and synergy bonus effects<br />
</li>
<li>Player actions &amp; optional cooperative choices<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">7. Event Cards</span><br />
<span style="font-weight: bold;" class="mycode_b">Expanded Explanation:</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Traffic Boost Cards:</span> Temporarily increase FT for a tenant or nearby stores.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Mall-wide Events:</span> Affect all tenants (holidays, sales, emergencies).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Emergency Repair Cards:</span> Force unexpected costs or downtime.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Online Sales Boosts:</span> Increase revenue through digital channels for one or more tenants.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Special Synergy Events:</span> Trigger extra bonuses when certain tenant combinations are adjacent.<br />
</li>
<li>Test probability/frequency<br />
</li>
<li>Ensure visual symbols and text clarity on event cards<br />
</li>
<li>Include any SI-triggering events<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Notes:</span> Event cards often trigger movement, temporary revenue/stat changes, or special effects linked to SI.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">8. Product Cards</span><br />
<span style="font-weight: bold;" class="mycode_b">Stats Overview, Abbreviations &amp; Formulas</span><br />
Stat<br />
Abbreviation<br />
Effect<br />
Formula / Notes<br />
How It’s Determined / VisualizedPopularity<br />
PO<br />
Base consumer demand; increases revenue<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + PO/100</code></div></div>Set by product appeal. Visual: star rating or icon.<br />
Hype<br />
HY<br />
Short-term buzz effect; temporary revenue boost<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + HY/100</code></div></div>Set by events or launch campaigns. Visual: flame/flash icon.<br />
Rarity<br />
RR<br />
Scarcity; boosts revenue due to exclusivity<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + RR/100</code></div></div>Determined by edition, limited releases. Visual: gem/lock icon.<br />
Market Trend<br />
MT<br />
Trendiness or popularity shift; may affect multiple rounds<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + MT/100</code></div></div>Assigned dynamically; visual: arrow up/down or trend graph.<ul class="mycode_list"><li>Associate with anchors<br />
</li>
<li>Example: New Phone Release → % revenue boost<br />
</li>
<li>Persistent bonus, separate from Event Cards<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Revenue Formula:</span> <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + PO% * HY% * RR% * MT%</code></div></div><hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">9. Currency &amp; Denominations</span><ul class="mycode_list"><li>1, 5, 10, 20, 50, 100, 500, 1000, 10000<br />
</li>
<li>Optional: special tokens for cooperative resources<br />
</li>
<li>Track totals &amp; denominations during playtesting<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">10. Turn &amp; Round System</span><ul class="mycode_list"><li>Define turn sequence<br />
</li>
<li>Revenue collection rules<br />
</li>
<li>Apply operating costs<br />
</li>
<li>Upgrade rules &amp; optional actions<br />
</li>
<li>Round tracker integration<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">11. Cooperative Features</span><ul class="mycode_list"><li>Resource pooling<br />
</li>
<li>Shared bonuses from synergy<br />
</li>
<li>Event mitigation cooperation<br />
</li>
<li>Test cooperative decision-making impact<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">12. Victory &amp; Goals</span><ul class="mycode_list"><li>Define co-op goal (target revenue, foot traffic, upgrades)<br />
</li>
<li>Optional competitive scoring per player<br />
</li>
<li>Adjust goals for scaling difficulty<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Notes:</span> Final objectives are not set; focus on documenting mechanics first.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">13. Art &amp; Visuals</span><ul class="mycode_list"><li>Board visual design<br />
</li>
<li>Deed card layout<br />
</li>
<li>Tokens and currency design<br />
</li>
<li>Event card visuals<br />
</li>
<li>Test readability &amp; aesthetics<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">14. Playtesting &amp; Balancing</span><ul class="mycode_list"><li>Test revenue formulas<br />
</li>
<li>Test upgrade progression<br />
</li>
<li>Test event card impact<br />
</li>
<li>Test cooperative mechanics<br />
</li>
<li>Adjust difficulty, costs, revenue scaling<br />
</li>
<li>Document feedback &amp; iterate<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">15. Prototype Production &amp; Print Services</span><br />
<span style="font-weight: bold;" class="mycode_b">Steps for Physical Prototype:</span><br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Finalize Visual Assets</span><ul class="mycode_list"><li>Board layout, deed cards, event/product cards, currency, tokens.<br />
</li>
<li>Prepare print-ready designs (high-resolution, correct dimensions).<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Research Print Services</span><ul class="mycode_list"><li>Compare services: The Game Crafter, Print &amp; Play Productions, MakePlayingCards.com.<br />
</li>
<li>Check for print quality, card thickness, board options, shipping times.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Select Materials</span><ul class="mycode_list"><li>Cardstock weight &amp; finish (e.g., linen finish for cards).<br />
</li>
<li>Board material (foldable or mounted).<br />
</li>
<li>Tokens (wood, plastic, or punch-out).<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Order Samples</span><ul class="mycode_list"><li>Test print a small batch of cards, tokens, and board.<br />
</li>
<li>Verify color, size, and readability.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Build Prototype</span><ul class="mycode_list"><li>Assemble board, tokens, cards, and money.<br />
</li>
<li>Label sections for stats, upgrades, and revenue tracking.<br />
</li>
<li>Create a “playtesting kit” including dice or other movement mechanics.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Initial Playtest</span><ul class="mycode_list"><li>Test rules, stat effects, revenue calculations, and upgrades physically.<br />
</li>
<li>Take notes on clarity, difficulty, and flow.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Iterate</span><ul class="mycode_list"><li>Adjust visuals, stat values, and board layout.<br />
</li>
<li>Order updated prototype if needed.<br />
</li>
<li>Document each iteration in dev manifest.<br />
</li>
</ul>
</li>
</ol>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Checklist Notes:</span><ul class="mycode_list"><li>Each <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[ ]</code></div></div> can be updated to <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[x]</code></div></div> when completed.<br />
</li>
<li>Version 0.0.4a includes <span style="font-weight: bold;" class="mycode_b">fully defined product card stats (PO, HY, RR, MT)</span> along with <span style="font-weight: bold;" class="mycode_b">tenant stats (FT, NL, SZ, BA, SY, SI)</span> and enhanced event card explanations.<br />
</li>
</ul>
]]></description>
			<content:encoded><![CDATA[Shelf-Space — Development &amp; Asset Manifest<br />
<span style="font-weight: bold;" class="mycode_b">Version:</span> 0.0.4a<br />
<span style="font-weight: bold;" class="mycode_b">Publisher:</span> The CollabGadget Co.<br />
<span style="font-weight: bold;" class="mycode_b">Description:</span><br />
<span style="font-style: italic;" class="mycode_i">Shelf-Space</span> is a cooperative, money-based board game set in a mall. Players manage anchors, stores, and tenant synergies. This manifest tracks <span style="font-weight: bold;" class="mycode_b">mechanics, stats, formulas, components, prototype production, and development progress</span>.<br />
<span style="font-weight: bold;" class="mycode_b">Purpose:</span> Track progress; <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[ ]</code></div></div> items are checkable milestones.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Table of Contents</span><br />
<ol type="1" class="mycode_list"><li><a href="http://#core-game-design" target="_blank" rel="noopener" class="mycode_url">Core Game Design</a><br />
</li>
<li><a href="http://#board--layout" target="_blank" rel="noopener" class="mycode_url">Board &amp; Layout</a><br />
</li>
<li><a href="http://#anchors--stores" target="_blank" rel="noopener" class="mycode_url">Anchors &amp; Stores</a><br />
</li>
<li><a href="http://#stats--revenue-system" target="_blank" rel="noopener" class="mycode_url">Stats &amp; Revenue System</a><br />
</li>
<li><a href="http://#upgrades--costs" target="_blank" rel="noopener" class="mycode_url">Upgrades &amp; Costs</a><br />
</li>
<li><a href="http://#gameplay-mechanics" target="_blank" rel="noopener" class="mycode_url">Gameplay Mechanics</a><br />
</li>
<li><a href="http://#event-cards" target="_blank" rel="noopener" class="mycode_url">Event Cards</a><br />
</li>
<li><a href="http://#product-cards" target="_blank" rel="noopener" class="mycode_url">Product Cards</a><br />
</li>
<li><a href="http://#currency--denominations" target="_blank" rel="noopener" class="mycode_url">Currency &amp; Denominations</a><br />
</li>
<li><a href="http://#turn--round-system" target="_blank" rel="noopener" class="mycode_url">Turn &amp; Round System</a><br />
</li>
<li><a href="http://#cooperative-features" target="_blank" rel="noopener" class="mycode_url">Cooperative Features</a><br />
</li>
<li><a href="http://#victory--goals" target="_blank" rel="noopener" class="mycode_url">Victory &amp; Goals</a><br />
</li>
<li><a href="http://#art--visuals" target="_blank" rel="noopener" class="mycode_url">Art &amp; Visuals</a><br />
</li>
<li><a href="http://#playtesting--balancing" target="_blank" rel="noopener" class="mycode_url">Playtesting &amp; Balancing</a><br />
</li>
<li><a href="http://#prototype-production--print-services" target="_blank" rel="noopener" class="mycode_url">Prototype Production &amp; Print Services</a><br />
</li>
</ol>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">1. Core Game Design</span><ul class="mycode_list"><li>Define game objective (co-op goal, revenue, synergy)<br />
</li>
<li>Decide player count range and scaling<br />
</li>
<li>Establish approximate game duration<br />
</li>
<li>Draft initial ruleset<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Notes:</span> Game is cooperative; tenants can be shut down and replaced by new tenants mid-game.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">2. Board &amp; Layout</span><ul class="mycode_list"><li>Create multi-directional mall board template<br />
</li>
<li>Define wings (North, East, South, West)<br />
</li>
<li>Place anchor and store positions<br />
</li>
<li>Design special tiles (traffic surges, events)<br />
</li>
<li>Finalize visual layout for playtesting<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Movement Notes:</span> Event cards dictate movement rather than purely linear movement; must be readable from all angles.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">3. Anchors &amp; Stores</span><ul class="mycode_list"><li>List anchor types (MegaMart, Cinema, etc.)<br />
</li>
<li>List smaller stores and kiosks<br />
</li>
<li>Define stats for each (FT, NL, SZ, BA, SY, SI)<br />
</li>
<li>Design Anchor/Store Deed Cards<br />
</li>
<li>Test balance of revenue vs. cost<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Deed Cards Include:</span><ul class="mycode_list"><li>Stats: FT, NL, SZ, BA, SY, and <span style="font-weight: bold;" class="mycode_b">Special Impact (SI)</span><br />
</li>
<li>Revenue formulas<br />
</li>
<li>Upgrade levels<br />
</li>
<li>Operating costs<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">4. Stats &amp; Revenue System</span><br />
<span style="font-weight: bold;" class="mycode_b">Stats Overview, Abbreviations &amp; Formulas</span><br />
Stat<br />
Abbreviation<br />
Effect<br />
Formula / Notes<br />
How It’s Determined / VisualizedFoot Traffic<br />
FT<br />
Attracts customers; affects revenue for tenant and neighbors<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue = BaseRevenue * (1 + FT/100)</code></div></div>Assigned by tenant type and size. Anchors higher FT, small stores lower. Visual: arrows/circles showing influence radius.<br />
Noise Level<br />
NL<br />
Reduces revenue of nearby tenants<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>NearbyRevenue *= (1 - NL/100)</code></div></div>Assigned by tenant type (arcades/cinemas high; boutiques low). Visual: shaded “noise zones” around noisy tenants.<br />
Store Size<br />
SZ<br />
Physical footprint; scales costs/upgrades<br />
UpgradeCost = <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>BaseCost * (1 + SZ/10)</code></div></div>; Maintenance = <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>BaseCost * SZ/10</code></div></div>Set by type/real-world size. Visual: board tiles occupied or footprint icon.<br />
Brand Appeal<br />
BA<br />
Popularity/prestige; boosts revenue &amp; synergy<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + BA/100</code></div></div>Determined by brand or theme. Visual: stars, logo, or color coding on deed card.<br />
Synergy Type<br />
SY<br />
Tenant category for adjacency bonuses<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + 0.05 * NumberOfSameTypeNearby</code></div></div>Pre-set category (Electronics, Food, Clothing). Visual: color-coded groups/icons.<br />
Special Impact<br />
SI<br />
One-time or rare effect; may change revenue, stats, or movement<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + SI/100</code></div></div> or triggers special events<br />
Assigned by special tenants or flagship stores. Visual: flashy icon or color burst; explained in card text.<br />
<span style="font-weight: bold;" class="mycode_b">Revenue Types</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Base Revenue:</span> Standard tenant earnings<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Online Sales:</span> <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue += BaseRevenue * OnlineSales%</code></div></div> <br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Traffic Boost:</span> <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + TrafficBoost%</code></div></div> <br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Product Card Boosts:</span> <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + ProductBonus%</code></div></div> <br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Stat Modifiers:</span> Apply FT, NL, BA, SY, SI multiplicatively<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Example Calculation:</span><ul class="mycode_list"><li>BaseRevenue = 100<br />
</li>
<li>FT 40 → 140<br />
</li>
<li>BA 30 → 182<br />
</li>
<li>SY 2 nearby same type → 202.3<br />
</li>
<li>SI special +10 → 222.53<br />
</li>
<li>NL nearby 10% → 200.28<br />
</li>
<li>Implement sample revenue calculations for anchors<br />
</li>
<li>Test stat effects on revenue<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">5. Upgrades &amp; Costs</span><ul class="mycode_list"><li>Remodel (L1) bonus: +10–20% revenue<br />
</li>
<li>Expansion (L2) bonus: +25–40% revenue<br />
</li>
<li>Full Upgrade (L3) bonus: +50–75% revenue<br />
</li>
<li>Operating Costs (Maintenance, Emergency, Tenant Rent)<br />
</li>
<li>Shutdown &amp; Startup Values<br />
</li>
<li>Scaling formulas for SZ / BA / FT<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Formulas:</span><ul class="mycode_list"><li>UpgradeCost = <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>BaseCost * (1 + SZ/10) * UpgradeLevelMultiplier</code></div></div> <br />
</li>
<li>MonthlyMaintenance = <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>BaseCost * SZ/10</code></div></div> <br />
</li>
<li>EmergencyRepair = <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue * Emergency%</code></div></div> <br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">6. Gameplay Mechanics</span><ul class="mycode_list"><li>Revenue per round &amp; per landing<br />
</li>
<li>Upgrade implementation<br />
</li>
<li>Event card interactions<br />
</li>
<li>Stat and synergy bonus effects<br />
</li>
<li>Player actions &amp; optional cooperative choices<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">7. Event Cards</span><br />
<span style="font-weight: bold;" class="mycode_b">Expanded Explanation:</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Traffic Boost Cards:</span> Temporarily increase FT for a tenant or nearby stores.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Mall-wide Events:</span> Affect all tenants (holidays, sales, emergencies).<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Emergency Repair Cards:</span> Force unexpected costs or downtime.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Online Sales Boosts:</span> Increase revenue through digital channels for one or more tenants.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">Special Synergy Events:</span> Trigger extra bonuses when certain tenant combinations are adjacent.<br />
</li>
<li>Test probability/frequency<br />
</li>
<li>Ensure visual symbols and text clarity on event cards<br />
</li>
<li>Include any SI-triggering events<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Notes:</span> Event cards often trigger movement, temporary revenue/stat changes, or special effects linked to SI.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">8. Product Cards</span><br />
<span style="font-weight: bold;" class="mycode_b">Stats Overview, Abbreviations &amp; Formulas</span><br />
Stat<br />
Abbreviation<br />
Effect<br />
Formula / Notes<br />
How It’s Determined / VisualizedPopularity<br />
PO<br />
Base consumer demand; increases revenue<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + PO/100</code></div></div>Set by product appeal. Visual: star rating or icon.<br />
Hype<br />
HY<br />
Short-term buzz effect; temporary revenue boost<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + HY/100</code></div></div>Set by events or launch campaigns. Visual: flame/flash icon.<br />
Rarity<br />
RR<br />
Scarcity; boosts revenue due to exclusivity<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + RR/100</code></div></div>Determined by edition, limited releases. Visual: gem/lock icon.<br />
Market Trend<br />
MT<br />
Trendiness or popularity shift; may affect multiple rounds<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + MT/100</code></div></div>Assigned dynamically; visual: arrow up/down or trend graph.<ul class="mycode_list"><li>Associate with anchors<br />
</li>
<li>Example: New Phone Release → % revenue boost<br />
</li>
<li>Persistent bonus, separate from Event Cards<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Revenue Formula:</span> <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>Revenue *= 1 + PO% * HY% * RR% * MT%</code></div></div><hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">9. Currency &amp; Denominations</span><ul class="mycode_list"><li>1, 5, 10, 20, 50, 100, 500, 1000, 10000<br />
</li>
<li>Optional: special tokens for cooperative resources<br />
</li>
<li>Track totals &amp; denominations during playtesting<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">10. Turn &amp; Round System</span><ul class="mycode_list"><li>Define turn sequence<br />
</li>
<li>Revenue collection rules<br />
</li>
<li>Apply operating costs<br />
</li>
<li>Upgrade rules &amp; optional actions<br />
</li>
<li>Round tracker integration<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">11. Cooperative Features</span><ul class="mycode_list"><li>Resource pooling<br />
</li>
<li>Shared bonuses from synergy<br />
</li>
<li>Event mitigation cooperation<br />
</li>
<li>Test cooperative decision-making impact<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">12. Victory &amp; Goals</span><ul class="mycode_list"><li>Define co-op goal (target revenue, foot traffic, upgrades)<br />
</li>
<li>Optional competitive scoring per player<br />
</li>
<li>Adjust goals for scaling difficulty<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">Notes:</span> Final objectives are not set; focus on documenting mechanics first.<br />
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">13. Art &amp; Visuals</span><ul class="mycode_list"><li>Board visual design<br />
</li>
<li>Deed card layout<br />
</li>
<li>Tokens and currency design<br />
</li>
<li>Event card visuals<br />
</li>
<li>Test readability &amp; aesthetics<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">14. Playtesting &amp; Balancing</span><ul class="mycode_list"><li>Test revenue formulas<br />
</li>
<li>Test upgrade progression<br />
</li>
<li>Test event card impact<br />
</li>
<li>Test cooperative mechanics<br />
</li>
<li>Adjust difficulty, costs, revenue scaling<br />
</li>
<li>Document feedback &amp; iterate<br />
</li>
</ul>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">15. Prototype Production &amp; Print Services</span><br />
<span style="font-weight: bold;" class="mycode_b">Steps for Physical Prototype:</span><br />
<ol type="1" class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">Finalize Visual Assets</span><ul class="mycode_list"><li>Board layout, deed cards, event/product cards, currency, tokens.<br />
</li>
<li>Prepare print-ready designs (high-resolution, correct dimensions).<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Research Print Services</span><ul class="mycode_list"><li>Compare services: The Game Crafter, Print &amp; Play Productions, MakePlayingCards.com.<br />
</li>
<li>Check for print quality, card thickness, board options, shipping times.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Select Materials</span><ul class="mycode_list"><li>Cardstock weight &amp; finish (e.g., linen finish for cards).<br />
</li>
<li>Board material (foldable or mounted).<br />
</li>
<li>Tokens (wood, plastic, or punch-out).<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Order Samples</span><ul class="mycode_list"><li>Test print a small batch of cards, tokens, and board.<br />
</li>
<li>Verify color, size, and readability.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Build Prototype</span><ul class="mycode_list"><li>Assemble board, tokens, cards, and money.<br />
</li>
<li>Label sections for stats, upgrades, and revenue tracking.<br />
</li>
<li>Create a “playtesting kit” including dice or other movement mechanics.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Initial Playtest</span><ul class="mycode_list"><li>Test rules, stat effects, revenue calculations, and upgrades physically.<br />
</li>
<li>Take notes on clarity, difficulty, and flow.<br />
</li>
</ul>
</li>
<li><span style="font-weight: bold;" class="mycode_b">Iterate</span><ul class="mycode_list"><li>Adjust visuals, stat values, and board layout.<br />
</li>
<li>Order updated prototype if needed.<br />
</li>
<li>Document each iteration in dev manifest.<br />
</li>
</ul>
</li>
</ol>
<hr class="mycode_hr" />
<span style="font-weight: bold;" class="mycode_b">Checklist Notes:</span><ul class="mycode_list"><li>Each <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[ ]</code></div></div> can be updated to <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>[x]</code></div></div> when completed.<br />
</li>
<li>Version 0.0.4a includes <span style="font-weight: bold;" class="mycode_b">fully defined product card stats (PO, HY, RR, MT)</span> along with <span style="font-weight: bold;" class="mycode_b">tenant stats (FT, NL, SZ, BA, SY, SI)</span> and enhanced event card explanations.<br />
</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Manifest: 'Shelf-Space' (User-Facing)]]></title>
			<link>https://castle.electricspaceodyssey.com/showthread.php?tid=15</link>
			<pubDate>Thu, 20 Nov 2025 06:39:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://castle.electricspaceodyssey.com/member.php?action=profile&uid=1">Castle</a>]]></dc:creator>
			<guid isPermaLink="false">https://castle.electricspaceodyssey.com/showthread.php?tid=15</guid>
			<description><![CDATA[# Shelf-Space — Development Manifest<br />
<br />
**Version:** 0.0.1a  <br />
**Publisher:** The CollabGadget Co.  <br />
<br />
**Description:**  <br />
*Shelf-Space* is a cooperative, money-based board game set in a mall. Players manage anchors, stores, and synergy between tenants. It is inspired by Monopoly but is cooperative, more strategic, and artsy.<br />
<br />
**Purpose of this Manifest:**  <br />
Track development progress, features, and design milestones. Each item can be checked off when completed.<br />
<br />
---<br />
<br />
## **Table of Contents**<br />
<br />
1. [Core Game Design](#core-game-design)  <br />
2. [Board &amp; Layout](#board--layout)  <br />
3. [Anchors &amp; Stores](#anchors--stores)  <br />
4. [Stats &amp; Revenue System](#stats--revenue-system)  <br />
5. [Upgrades &amp; Costs](#upgrades--costs)  <br />
6. [Gameplay Mechanics](#gameplay-mechanics)  <br />
7. [Event Cards](#event-cards)  <br />
8. [Turn &amp; Round System](#turn--round-system)  <br />
9. [Cooperative Features](#cooperative-features)  <br />
10. [Victory &amp; Goals](#victory--goals)  <br />
11. [Art &amp; Visuals](#art--visuals)  <br />
12. [Playtesting &amp; Balancing](#playtesting--balancing)  <br />
<br />
---<br />
<br />
## **1. Core Game Design**<br />
- [ ] Define game objective (co-op goal, target revenue, synergy goals, etc.)  <br />
- [ ] Decide player count range and scaling  <br />
- [ ] Establish approximate game duration  <br />
- [ ] Draft initial ruleset  <br />
<br />
---<br />
<br />
## **2. Board &amp; Layout**<br />
- [ ] Create multi-directional mall board template  <br />
- [ ] Define wings (North, East, South, West)  <br />
- [ ] Place anchor and store positions  <br />
- [ ] Design special tiles (traffic surges, events)  <br />
- [ ] Finalize visual layout for playtesting  <br />
<br />
---<br />
<br />
## **3. Anchors &amp; Stores**<br />
- [ ] List all anchor types (MegaMart, Cinema, etc.)  <br />
- [ ] List smaller stores and kiosks  <br />
- [ ] Define stats for each (FT, NL, SZ, BA, SY)  <br />
- [ ] Design Anchor/Store Deed Cards  <br />
- [ ] Test balance of revenue vs. cost  <br />
<br />
---<br />
<br />
## **4. Stats &amp; Revenue System**<br />
- [ ] Base Revenue formula  <br />
- [ ] Online Sales revenue percentage  <br />
- [ ] Traffic Boost mechanics  <br />
- [ ] Stat modifiers applied (FT, BA, SY)  <br />
- [ ] Implement sample calculation for anchors  <br />
<br />
---<br />
<br />
## **5. Upgrades &amp; Costs**<br />
- [ ] Remodel (Level 1) bonus %  <br />
- [ ] Expansion (Level 2) bonus %  <br />
- [ ] Full Upgrade (Level 3) bonus %  <br />
- [ ] Operating Costs (maintenance, emergency, tenant rent)  <br />
- [ ] Shutdown &amp; Startup values  <br />
- [ ] Scaling formulas for SZ / BA / FT  <br />
<br />
---<br />
<br />
## **6. Gameplay Mechanics**<br />
- [ ] Revenue per round &amp; per landing  <br />
- [ ] Upgrade implementation  <br />
- [ ] Event card interactions  <br />
- [ ] Stat and synergy bonus effects  <br />
- [ ] Player actions and optional cooperative choices  <br />
<br />
---<br />
<br />
## **7. Event Cards**<br />
- [ ] Traffic Boost cards  <br />
- [ ] Mall-wide events  <br />
- [ ] Emergency repair cards  <br />
- [ ] Online Sales boost cards  <br />
- [ ] Test probability and frequency  <br />
<br />
---<br />
<br />
## **8. Turn &amp; Round System**<br />
- [ ] Define turn sequence  <br />
- [ ] Revenue collection rules per turn  <br />
- [ ] Apply operating costs per round  <br />
- [ ] Upgrade rules and optional actions  <br />
- [ ] Round tracker integration  <br />
<br />
---<br />
<br />
## **9. Cooperative Features**<br />
- [ ] Resource pooling mechanics  <br />
- [ ] Shared bonuses from synergy  <br />
- [ ] Event mitigation cooperation  <br />
- [ ] Testing cooperative decision-making impact  <br />
<br />
---<br />
<br />
## **10. Victory &amp; Goals**<br />
- [ ] Define co-op goal (target revenue, foot traffic, upgrades)  <br />
- [ ] Optional competitive scoring per player  <br />
- [ ] Determine scoring or win conditions for playtesting  <br />
- [ ] Adjust goals for scaling difficulty  <br />
<br />
---<br />
<br />
## **11. Art &amp; Visuals**<br />
- [ ] Board visual design  <br />
- [ ] Deed card layout  <br />
- [ ] Tokens and currency design  <br />
- [ ] Event card visuals  <br />
- [ ] Testing readability &amp; aesthetics  <br />
<br />
---<br />
<br />
## **12. Playtesting &amp; Balancing**<br />
- [ ] Test revenue formulas and percentages  <br />
- [ ] Test upgrade progression  <br />
- [ ] Test event card impact  <br />
- [ ] Test cooperative mechanics  <br />
- [ ] Adjust difficulty, costs, and revenue scaling  <br />
- [ ] Document feedback &amp; iterate  <br />
<br />
---<br />
<br />
**Notes:**  <br />
- Each `[ ]` can be updated to `[x]` when completed.  <br />
- Version 0.0.1a focuses on prototyping core mechanics and establishing a development roadmap.]]></description>
			<content:encoded><![CDATA[# Shelf-Space — Development Manifest<br />
<br />
**Version:** 0.0.1a  <br />
**Publisher:** The CollabGadget Co.  <br />
<br />
**Description:**  <br />
*Shelf-Space* is a cooperative, money-based board game set in a mall. Players manage anchors, stores, and synergy between tenants. It is inspired by Monopoly but is cooperative, more strategic, and artsy.<br />
<br />
**Purpose of this Manifest:**  <br />
Track development progress, features, and design milestones. Each item can be checked off when completed.<br />
<br />
---<br />
<br />
## **Table of Contents**<br />
<br />
1. [Core Game Design](#core-game-design)  <br />
2. [Board &amp; Layout](#board--layout)  <br />
3. [Anchors &amp; Stores](#anchors--stores)  <br />
4. [Stats &amp; Revenue System](#stats--revenue-system)  <br />
5. [Upgrades &amp; Costs](#upgrades--costs)  <br />
6. [Gameplay Mechanics](#gameplay-mechanics)  <br />
7. [Event Cards](#event-cards)  <br />
8. [Turn &amp; Round System](#turn--round-system)  <br />
9. [Cooperative Features](#cooperative-features)  <br />
10. [Victory &amp; Goals](#victory--goals)  <br />
11. [Art &amp; Visuals](#art--visuals)  <br />
12. [Playtesting &amp; Balancing](#playtesting--balancing)  <br />
<br />
---<br />
<br />
## **1. Core Game Design**<br />
- [ ] Define game objective (co-op goal, target revenue, synergy goals, etc.)  <br />
- [ ] Decide player count range and scaling  <br />
- [ ] Establish approximate game duration  <br />
- [ ] Draft initial ruleset  <br />
<br />
---<br />
<br />
## **2. Board &amp; Layout**<br />
- [ ] Create multi-directional mall board template  <br />
- [ ] Define wings (North, East, South, West)  <br />
- [ ] Place anchor and store positions  <br />
- [ ] Design special tiles (traffic surges, events)  <br />
- [ ] Finalize visual layout for playtesting  <br />
<br />
---<br />
<br />
## **3. Anchors &amp; Stores**<br />
- [ ] List all anchor types (MegaMart, Cinema, etc.)  <br />
- [ ] List smaller stores and kiosks  <br />
- [ ] Define stats for each (FT, NL, SZ, BA, SY)  <br />
- [ ] Design Anchor/Store Deed Cards  <br />
- [ ] Test balance of revenue vs. cost  <br />
<br />
---<br />
<br />
## **4. Stats &amp; Revenue System**<br />
- [ ] Base Revenue formula  <br />
- [ ] Online Sales revenue percentage  <br />
- [ ] Traffic Boost mechanics  <br />
- [ ] Stat modifiers applied (FT, BA, SY)  <br />
- [ ] Implement sample calculation for anchors  <br />
<br />
---<br />
<br />
## **5. Upgrades &amp; Costs**<br />
- [ ] Remodel (Level 1) bonus %  <br />
- [ ] Expansion (Level 2) bonus %  <br />
- [ ] Full Upgrade (Level 3) bonus %  <br />
- [ ] Operating Costs (maintenance, emergency, tenant rent)  <br />
- [ ] Shutdown &amp; Startup values  <br />
- [ ] Scaling formulas for SZ / BA / FT  <br />
<br />
---<br />
<br />
## **6. Gameplay Mechanics**<br />
- [ ] Revenue per round &amp; per landing  <br />
- [ ] Upgrade implementation  <br />
- [ ] Event card interactions  <br />
- [ ] Stat and synergy bonus effects  <br />
- [ ] Player actions and optional cooperative choices  <br />
<br />
---<br />
<br />
## **7. Event Cards**<br />
- [ ] Traffic Boost cards  <br />
- [ ] Mall-wide events  <br />
- [ ] Emergency repair cards  <br />
- [ ] Online Sales boost cards  <br />
- [ ] Test probability and frequency  <br />
<br />
---<br />
<br />
## **8. Turn &amp; Round System**<br />
- [ ] Define turn sequence  <br />
- [ ] Revenue collection rules per turn  <br />
- [ ] Apply operating costs per round  <br />
- [ ] Upgrade rules and optional actions  <br />
- [ ] Round tracker integration  <br />
<br />
---<br />
<br />
## **9. Cooperative Features**<br />
- [ ] Resource pooling mechanics  <br />
- [ ] Shared bonuses from synergy  <br />
- [ ] Event mitigation cooperation  <br />
- [ ] Testing cooperative decision-making impact  <br />
<br />
---<br />
<br />
## **10. Victory &amp; Goals**<br />
- [ ] Define co-op goal (target revenue, foot traffic, upgrades)  <br />
- [ ] Optional competitive scoring per player  <br />
- [ ] Determine scoring or win conditions for playtesting  <br />
- [ ] Adjust goals for scaling difficulty  <br />
<br />
---<br />
<br />
## **11. Art &amp; Visuals**<br />
- [ ] Board visual design  <br />
- [ ] Deed card layout  <br />
- [ ] Tokens and currency design  <br />
- [ ] Event card visuals  <br />
- [ ] Testing readability &amp; aesthetics  <br />
<br />
---<br />
<br />
## **12. Playtesting &amp; Balancing**<br />
- [ ] Test revenue formulas and percentages  <br />
- [ ] Test upgrade progression  <br />
- [ ] Test event card impact  <br />
- [ ] Test cooperative mechanics  <br />
- [ ] Adjust difficulty, costs, and revenue scaling  <br />
- [ ] Document feedback &amp; iterate  <br />
<br />
---<br />
<br />
**Notes:**  <br />
- Each `[ ]` can be updated to `[x]` when completed.  <br />
- Version 0.0.1a focuses on prototyping core mechanics and establishing a development roadmap.]]></content:encoded>
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		<item>
			<title><![CDATA[ESOMMORPG Zone List]]></title>
			<link>https://castle.electricspaceodyssey.com/showthread.php?tid=14</link>
			<pubDate>Wed, 08 Oct 2025 06:20:15 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://castle.electricspaceodyssey.com/member.php?action=profile&uid=1">Castle</a>]]></dc:creator>
			<guid isPermaLink="false">https://castle.electricspaceodyssey.com/showthread.php?tid=14</guid>
			<description><![CDATA[ESOMMORPG ZONE-LIST<br />
<br />
<br />
<div style="text-align: left;" class="mycode_align">WORLD:ODYSSIATERRA<br />
<span style="font-weight: bold;" class="mycode_b">Continent: </span></div>
<br />
<span style="font-weight: bold;" class="mycode_b">Gibbon Coast<br />
North Kensington Forest<br />
Athenas<br />
Athenas Castle</span><br />
<span style="font-weight: bold;" class="mycode_b">Athenian Royal Hunting-Zone<br />
Sachunun Forest<br />
Brizna Bayou<br />
Athenian Outer Encampment</span><br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Continent:</span> Kensington<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Continent:</span> Welch]]></description>
			<content:encoded><![CDATA[ESOMMORPG ZONE-LIST<br />
<br />
<br />
<div style="text-align: left;" class="mycode_align">WORLD:ODYSSIATERRA<br />
<span style="font-weight: bold;" class="mycode_b">Continent: </span></div>
<br />
<span style="font-weight: bold;" class="mycode_b">Gibbon Coast<br />
North Kensington Forest<br />
Athenas<br />
Athenas Castle</span><br />
<span style="font-weight: bold;" class="mycode_b">Athenian Royal Hunting-Zone<br />
Sachunun Forest<br />
Brizna Bayou<br />
Athenian Outer Encampment</span><br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Continent:</span> Kensington<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Continent:</span> Welch]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CollabGadget ESOMMORPG (V.1.0.0) Announcement.]]></title>
			<link>https://castle.electricspaceodyssey.com/showthread.php?tid=13</link>
			<pubDate>Wed, 08 Oct 2025 06:11:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://castle.electricspaceodyssey.com/member.php?action=profile&uid=1">Castle</a>]]></dc:creator>
			<guid isPermaLink="false">https://castle.electricspaceodyssey.com/showthread.php?tid=13</guid>
			<description><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">GAME CREDITS:</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Development-Team:</span></div>
<div style="text-align: center;" class="mycode_align">Luis</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">In-Game/In-Forum Moderators:</span></div>
<div style="text-align: center;" class="mycode_align">Rob P., Kevin C., Shane H.</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Quality-Control/Licensed Play-Testers</span></div>
<div style="text-align: center;" class="mycode_align">Lina F., Peter P., Ray C., Mason_ .</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Character-Design:</span></div>
<div style="text-align: center;" class="mycode_align">R&amp;D Pink, SOYA!-TEAM.</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">World-Building/Level-Design:</span></div>
<div style="text-align: center;" class="mycode_align">R&amp;D Pink, SOYA!-TEAM.</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Music/Score-Composer:</span><br />
Electric Space Odyssey.<br />
<span style="font-weight: bold;" class="mycode_b">Studio/Sound-Engineers:</span></div>
<div style="text-align: center;" class="mycode_align">R&amp;D Pink, SOYA!-TEAM.</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Additional Musical Contributions:</span></div>
<div style="text-align: center;" class="mycode_align">Frank Levy</div>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">GAME CREDITS:</span></span></div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Development-Team:</span></div>
<div style="text-align: center;" class="mycode_align">Luis</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">In-Game/In-Forum Moderators:</span></div>
<div style="text-align: center;" class="mycode_align">Rob P., Kevin C., Shane H.</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Quality-Control/Licensed Play-Testers</span></div>
<div style="text-align: center;" class="mycode_align">Lina F., Peter P., Ray C., Mason_ .</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Character-Design:</span></div>
<div style="text-align: center;" class="mycode_align">R&amp;D Pink, SOYA!-TEAM.</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">World-Building/Level-Design:</span></div>
<div style="text-align: center;" class="mycode_align">R&amp;D Pink, SOYA!-TEAM.</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Music/Score-Composer:</span><br />
Electric Space Odyssey.<br />
<span style="font-weight: bold;" class="mycode_b">Studio/Sound-Engineers:</span></div>
<div style="text-align: center;" class="mycode_align">R&amp;D Pink, SOYA!-TEAM.</div>
<div style="text-align: center;" class="mycode_align"><span style="font-weight: bold;" class="mycode_b">Additional Musical Contributions:</span></div>
<div style="text-align: center;" class="mycode_align">Frank Levy</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CollabGadget BOOKSHELF (V.1.0.0) Announcement.]]></title>
			<link>https://castle.electricspaceodyssey.com/showthread.php?tid=12</link>
			<pubDate>Fri, 19 Sep 2025 01:03:01 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://castle.electricspaceodyssey.com/member.php?action=profile&uid=1">Castle</a>]]></dc:creator>
			<guid isPermaLink="false">https://castle.electricspaceodyssey.com/showthread.php?tid=12</guid>
			<description><![CDATA[-]]></description>
			<content:encoded><![CDATA[-]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CollabGadget RULEBOOK (V.0.1.4) Announcement.]]></title>
			<link>https://castle.electricspaceodyssey.com/showthread.php?tid=8</link>
			<pubDate>Thu, 28 Aug 2025 09:22:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://castle.electricspaceodyssey.com/member.php?action=profile&uid=1">Castle</a>]]></dc:creator>
			<guid isPermaLink="false">https://castle.electricspaceodyssey.com/showthread.php?tid=8</guid>
			<description><![CDATA[We’re proud to announce the (internal) release of <span style="text-decoration: underline;" class="mycode_u">Rulebook</span>, a powerful new plugin -developed by <span style="font-weight: bold;" class="mycode_b">The CollabGadget Co.</span>, and EXCLUSIVE to CASTLE, which aims to help our forum community clearly define rules, enforce punishments, and strengthen security, and make accessible our related policies — all from a single, easy-to-use control panel.<br />
<br />
Features at a Glance<br />
<span style="font-weight: bold;" class="mycode_b">1. Forum Rules Manager</span><ul class="mycode_list"><li>Create, edit, and organize rules directly from the admin panel.<br />
</li>
<li>Present rules in a clean, structured layout for members to follow.<br />
</li>
<li>Keep your community standards transparent and consistent.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">2. Punishment System</span><ul class="mycode_list"><li>Assign punishments to specific rule violations.<br />
</li>
<li>Track and manage infractions from within the plugin.<br />
</li>
<li>Ensure fair and consistent enforcement across your forum.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">3. Security Tools</span><ul class="mycode_list"><li>Configure login attempt limits to block brute-force attacks.<br />
</li>
<li>Enable spam detection safeguards.<br />
</li>
<li>Keep detailed audit logs of moderator actions for accountability.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">4. Centralized Control Panel</span><ul class="mycode_list"><li>A dedicated “CG Rulebook” section inside the Admin Control Panel.<br />
</li>
<li>Tabbed interface: <span style="font-style: italic;" class="mycode_i">Forum Rules</span>, <span style="font-style: italic;" class="mycode_i">Punishments</span>, <span style="font-style: italic;" class="mycode_i">Security</span>.<br />
</li>
<li>All features designed to work together seamlessly.<br />
</li>
</ul>
Why We Use CG Rulebook?<br />
Running a community means balancing fun with fairness. <span style="font-weight: bold;" class="mycode_b">CG Rulebook</span> gives us the tools to clearly define expectations, deal with problems fairly, and keep our forum secure — all without hunting through multiple settings.]]></description>
			<content:encoded><![CDATA[We’re proud to announce the (internal) release of <span style="text-decoration: underline;" class="mycode_u">Rulebook</span>, a powerful new plugin -developed by <span style="font-weight: bold;" class="mycode_b">The CollabGadget Co.</span>, and EXCLUSIVE to CASTLE, which aims to help our forum community clearly define rules, enforce punishments, and strengthen security, and make accessible our related policies — all from a single, easy-to-use control panel.<br />
<br />
Features at a Glance<br />
<span style="font-weight: bold;" class="mycode_b">1. Forum Rules Manager</span><ul class="mycode_list"><li>Create, edit, and organize rules directly from the admin panel.<br />
</li>
<li>Present rules in a clean, structured layout for members to follow.<br />
</li>
<li>Keep your community standards transparent and consistent.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">2. Punishment System</span><ul class="mycode_list"><li>Assign punishments to specific rule violations.<br />
</li>
<li>Track and manage infractions from within the plugin.<br />
</li>
<li>Ensure fair and consistent enforcement across your forum.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">3. Security Tools</span><ul class="mycode_list"><li>Configure login attempt limits to block brute-force attacks.<br />
</li>
<li>Enable spam detection safeguards.<br />
</li>
<li>Keep detailed audit logs of moderator actions for accountability.<br />
</li>
</ul>
<span style="font-weight: bold;" class="mycode_b">4. Centralized Control Panel</span><ul class="mycode_list"><li>A dedicated “CG Rulebook” section inside the Admin Control Panel.<br />
</li>
<li>Tabbed interface: <span style="font-style: italic;" class="mycode_i">Forum Rules</span>, <span style="font-style: italic;" class="mycode_i">Punishments</span>, <span style="font-style: italic;" class="mycode_i">Security</span>.<br />
</li>
<li>All features designed to work together seamlessly.<br />
</li>
</ul>
Why We Use CG Rulebook?<br />
Running a community means balancing fun with fairness. <span style="font-weight: bold;" class="mycode_b">CG Rulebook</span> gives us the tools to clearly define expectations, deal with problems fairly, and keep our forum secure — all without hunting through multiple settings.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[CollabGadget NOTIFYSL (V.0.1.4) Announcement.]]></title>
			<link>https://castle.electricspaceodyssey.com/showthread.php?tid=7</link>
			<pubDate>Thu, 28 Aug 2025 08:49:45 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://castle.electricspaceodyssey.com/member.php?action=profile&uid=1">Castle</a>]]></dc:creator>
			<guid isPermaLink="false">https://castle.electricspaceodyssey.com/showthread.php?tid=7</guid>
			<description><![CDATA[--]]></description>
			<content:encoded><![CDATA[--]]></content:encoded>
		</item>
	</channel>
</rss>