Illustrated version of this page · Part one (text) · Part two (text) · Part three (text)

ARCHITECT — Part four: the deep end

This is the text edition of part four: the same words as the illustrated page, laid out linearly, with nothing on the page that's only decoration.

Parts one to three told you what the game is. This one is about the systems you only find because somebody mentioned them in a bar: how to program the client until it plays half the game for you, how to take a cut of a shop that never agreed to it, what the trade in chemicals looks like from the inside, why people collect cards, and what it takes to make a living hauling freight across a hundred kilometres of poisoned country.

It assumes you have played a bit. Part one walks you through your first hour. Play ARCHITECT.

The client is a machine you can program

ARCHITECT runs on THOMAS, which is a MUD client that happens to have a game bolted to it. Underneath the room pane and the map sits a full automation layer: scripting, pattern matching, timers, key bindings and output routing. None of it's required. All of it's there from your first login, and it follows your account rather than your browser.

What's in it

All three of triggers, timers and aliases end at the same runner, with the same step budget and the same abort flag, so a runaway script gets switched off and tells you why rather than quietly spamming forever.

There's also voice input, which is off by default and which corrects speech recognition against the verbs actually on your screen rather than guessing; Read Aloud for the log; tab completion; scroll lock; and three display modes that swap graphical panels for written records, so the entire game can be played through the log.

The power guide

All of the above has its own manual: the THOMAS power-user guide. Twenty-two sections, all of them worked examples — triggers, gagging, state triggers, timers, aliases, variables, the script language, expressions, wait for, key bindings, speedwalk, routes and split panes, voice input, Read Aloud, accessibility options, setup that follows your account, and what THOMAS deliberately won't do.

Protection rackets

A corporation that controls a zone can lean on the shopkeepers standing in it, and take a cut of every sale they make. It's some of the best money in the game per hour, and it's the only income in the game that dies if you stop showing up.

How it works

corp racket list is your book, and how frightened each name on it still is. corp racket drop <shop> lets one off the hook.

Territory income asks nothing of you once the zone is yours. A racket asks constantly, which is why it pays better.

Rackets are one lever of several a corp can pull; the others are territory, legitimate ventures, influence and open war. Corps have members, permissions, a treasury and a war of position with the NPC organisations who already own most of the map. Part two has the overview.

The chemical trade

There's a manufacturing industry in Coldwater, from raw supply to street sale, and it is the deepest economic system in the game. It's also the one thing in this guide we're being deliberately cagey about, because finding your way in is the first half of it.

What we will tell you

What we won't

Where the doors are. Who opens them. What you have to have done first, what you have to be carrying, and which conversations simply don't happen until somebody has decided you are worth the risk.

None of it's behind a quest marker and none of it's on the job board. It's behind people. Drink in the wrong bar, do somebody an unreasonable favour, and be the sort of person who gets offered things.

If a guide could hand you an entire industry in a paragraph, it wouldn't have been worth building one. Sorry.

Worth knowing before you go looking: there's a whole separate layer for taking the stuff — tolerance, withdrawal, overdose, hallucination, and the dissociatives that open a dreamzone you have to walk back out of. You don't have to be a chemist to end up in that one.

Trading cards

A card is a frozen snapshot of somebody: what they were wearing, what they were carrying, what they had done, and one line they said. Three kinds exist — players, NPCs and enemies — printed on one shell. Only players mint themselves: the system deliberately doesn't follow anybody around, so a player has to walk somewhere and hand it the moment.

There's no card game. You can't play them against anybody and there's no plan to let you. They're a record of people, in a game where people leave.

The Long Haul: trucking

The road between regions used to be a hard walk you endured. Now it's a rig, a corridor, and about a quarter of an hour of changing country with a city coming up out of the haze. Trucking is a career: you buy the truck, you fuel it, you wear it out, and the market does not care whether you made money.

The fleet

The four trucks, cheapest first. Prices are list, before anything you do to them.
TruckPriceWhat it is
Krell Barrow₵1,300Krell stopped making these long enough ago that nobody agrees which decade. Three of them in a trenchcoat. The heater works, which the previous owner mentioned first and at length.
Ostrek Courier₵4,200A stubby rigid box on a short wheelbase. Turns in like something half its age and carries about as much.
Vachon Drayman₵11,500The one everybody learns on. Nothing about it's remarkable and nothing about it has ever stopped working.
Orlov Continental₵31,000A long-nose sleeper built for people who see their own bed twice a month. Slow to wind up, slower to stop, and it will take a whole market with it.

Wages, or enterprise

Hauling freight is wages. A board at each depot pays a fixed fee to move somebody else's box. It's how you learn the road and how you afford the second truck.

The commodity market is enterprise. Six goods — baled alloy, potable water, protein slurry, industrial chems, machine parts and medical stock — priced by region and by the day, bought with your own money. Medical stock is light and dear, so you can carry a fortune in it; water is heavy and cheap, so a full trailer of it's a lot of diesel for a modest margin, which is why the weight limit is a number you have to think about.

The profitable cargo out is never the profitable cargo back. Coldwater makes things and sits on a basin, so parts, chems and water are cheap there and scrap is dear. The Reach is drowning in salvage and has no water at all. Run parts out, bring alloy home. An empty backhaul is a mistake you're allowed to make, not a shape the game forces on you.

It's also the only part of the system where you can finish a run poorer than you started it.

Keeping it running

Out there

And the rest of it

Systems that don't need a page each, but that people play for months without ever finding.