Carpe Noctum Influence Rules

Assets, Contacts, Influence, and Resources
Contacts and Resources
Contacts and Resources function exactly as detailed in LoTN:R and Dark Epics. *Please note this now means that Contacts can be used for the Watch and Trace Actions.*

Assets
Assets are your worldly possessions. There are two basic categories of assets. One is a personal asset which you hold that has some monetary value and use, e.g. a car or a house. The second is commercial assets or controlling interest in a business, which give you a regular return on your investment.

Your commercial assets produce income. The amount that you receive is based on two things. One your initial investment and your finance ability level. Your base return is 10% and for every level of Finance ability that you have, you gain an additional 5% return on your investments to a maximum of 35% personal return. You may also work together with other characters to have a larger return. For every character that works with you that has at least one Finance ability, add another 5%. Note that any character that works with you has full access to the investments. Characters who submit business plans and other plans that should stimulate business will be given the opportunity to throw tests for up to an additional 15% return depending on how good their ideas are or they may simply be given a additional percent return.

An exception to the standard rules is when you buy control of a business. To control a business you must own either 51% or you must hold a controlling percentage of the business, whichever is higher. This enables you to use the business independently of any influence that might control it. Though it does not mean that you gain any additional financial return, merely the ability to use or take whatever the business does.

Starting Assets
Your character starts with a haven and personal assets, cash in hand, equal to all of your influence set to RAISE CAPITAL for one year. For example, my starting character has Underworld Level 3. I would have starting assets of $520,000. Ghouls starting capital is equal to three games of RAISE CAPITAL.

Influence
Influence inherently can't be stolen or willed posthumously to other characters. A character's Influence does continue to exist after a character dies, and can be taken over by other characters after his death. A character can give another character a free Trace Action on his Influence by introducing them to it. This allows the other character to attempt to take the Influence after your characters death. Influence(s) can be given to others, turned over IC between games.
A PC can start with only one Level 5 Influence, and then only with ST approval and a pre-written background; the rest of a starting PC's influences must be of a 4 or lower Level.

Influences have Actions and Abilities. Influence Actions are defined as Block, Boost, Combine, Conceal, Defend, Follow, Raise Capital, Steal, Stealth, Trace, and Watch. Influence Abilities are innate tasks that you can have your influence perform for you. These abilities are outlined in a separate section below. Influence Actions and Abilities spent on endeavors return at the beginning of the game after they are spent.

Influence Limits
You are limited to a number of influence levels equal to all of your traits (Physical, Mental, Social), plus an additional level for every point in the leadership ability. If you hit your influence limit, you will be given a month to rectify the situation before your influences will begin spinning out of control and the Storytellers will fix the problem for you.
· All characters will be allowed to purchase up one Level Six in one category (with Storyteller approval).
· There are a limited number of Level Six influences in the city.
· The (Ventrue only) Paragon Merit will allow a player to have two Level Six influences.

Gaining Influence
To gain more influence, you must spend experience. Each level of influence costs an experience point. After spending the experience point it takes two times the level purchased in games before you can use the influence. The exception is a level one influence, which can be bought at any time pending ST approval. You may spend experience to reduce the time between levels by two games per experience point spent. However you must always wait at least one game before you can purchase another level.

EXAMPLE: You have a level 2 Street and purchase a level 3 Street. It will take six games before you can use your level 3 Street. You can spend three experience points to cut your wait down to a single game.

Gifted and Stolen
Occasionally you will be given or will steal influence from another character. If this happens, you will not immediately gain possession of the influence. If you do not already have that type of influence you will immediately gain one level. Every two games after that you will get the next level, up to the maximum that you were given and influence limits at no experience cost. If you already possess levels of that category of influence, you will be allowed to burn levels of the new influence as if they were experience points to reduce time requirements.

EXAMPLE: You already possess a Level Two Street and someone gives you a Level Five Street. You will immediately gain a Level Three Street and may burn one of the levels to get Level Four Street at the next game. You may then burn another level to gain Level Five Street at the next game.

ACTIONSNote: Your Influence Actions must be submitted to the ST's in order for it to happen. These are the guidelines, but by no means are the limitations, use your imagination, if it sounds plausible, I'll bite...
Block
You can use your Influence to prevent Influence endeavors from taking place for that game. You may also Block a specific character's influence, disrupting their actions. However you must have a Trace to Block a specific individuals influence. Any action may be blocked, provided that your Influence level is at least equal to the endeavor's level. The Block's effective level is the total number of levels spent toward it. A Block will affect all attempts at the selected endeavor during that game; anyone attempting the Blocked action in the city will not succeed unless they have added enough levels of Boost to the endeavor. Multiple Blocks against the same endeavor type are not cumulative in effect. If more than one Block is put in place on the same endeavor, only the highest level will be used when calculating the success of those attempting the endeavor.

Boost
Boost is simply a term used to describe spending additional unneeded Influence Actions to perform an endeavor, just in case someone has put up a Block that needs to be overcome. If the Actions spent into Boost equal or exceed the level of the Block, the action is successful. The Block does not go away if one action beats it, though. It can still be effective against any additional attempts at that endeavor in that game.

Combine
Combine allows you to aid the Influence endeavor of another character. No action can be attempted by a character who doesn't have the required Influence level. For every two Actions that you spend on Combine, the character you are helping gains one action to use toward his endeavor. Influence borrowed through the Allies and Mentor Backgrounds are also subject to this rule. A character can spend no more than 20 Actions toward a single endeavor in any given game, including all actions spent for modifications such as Combine.

Conceal
Conceal can be used to hide your Influence from uses of Trace. The number of actions spent toward Conceal generates that game's Conceal level, which you pit against attempts to Trace it. A successful conceal will invalididate previous Trace's against it.

Defend
You use the Defend endeavor when you fear that someone is going to Block your Influence. To employ this special endeavor, assign a number of Actions as the level of the defense. The level of any Block directed at that Influence must exceed the Defend level plus the level of your Influence in order to be successful.

Follow
If you want to keep an eye on what someone is doing with his Influence, you can attempt to Follow them with your own. Follow is similar to Watch, except that it only keeps a lookout for actions performed by a single Influence. To Follow someone's Influence, you must have a successful Trace on it already. To use Follow, assign a number of Actions to establish the level of the endeavor. The Follow endeavor will reveal all activities performed by the targeted Influence, less any activities hidden with an equal or higher level of Stealth.

Raise Capital
A powerful Action. This can be used to get funds. The rates at which you can obtain cash are listed below. Take the amount at which your influence is first listed, then count up to the level you have. Thus a Level 1 Finance gives you $10,000 per game, but a Level 4 Finance gives you $100,000 a game.

Influence Starting Level

Cash Per Game

Street

$100.00

Health, Occult,
Transportation, University

$500.00

Buearacracy, Church,
Legal, Media, Police

$1,000.00

High Society, Industry,
Politics, Underworld

$5,000.00

Finance

$10,000.00

...

$20,000.00

...

$50,00.00

...

$100,000.00

...

$500,000.00

...

$1,000,000.00


Steal
Influences can not be taken away from you during your un-life. However they can be stolen on Final Death or because of you have had no communication with your Influence for a period of two games. To steal you must have completed a successful Trace Action on the Influences that you are attempting to steal. When you steal someone's influences you must win or tie a simple test for each level of the influence that you are stealing.

Stealth
Stealth is added to endeavors to counter the use of Follow and Watch. If the number of Actions spent to add Stealth to an endeavor equals or exceeds the level of the Follow or Watch, the endeavor is remains undetected. Stealth can be applied to any of the actions on the charts, as well as to Block, Follow, Trace or Watch.

Trace
You can use this endeavor to establish the identity of a character whose Influence you have come into contact with. You cannot simply guess that a character has an Influence in a particular category and then attempt to Trace it. You must first have come into contact with it in one of the several ways. This can be accomplished by noticing one of the target's endeavors with the use of Watch, by stopping one of the target's endeavors with a Block, or by having one your own endeavors stopped by the target's use of Block. Additionally, if someone ever loans you Influence Actions with Combine, you can Trace them. Finally, if the target ever tells you in great detail about his Influence (i.e., agrees to let you Trace it), you can perform the Trace. The total actions spent on the Trace define its level. If the level of this Trace exceeds the highest level of Conceal or Stealth put up to guard the Influence that game, the Trace is successful. Success tells you the Influence owner's identity, and whether their Influence level is higher than your own or not. It also gives you a general description of the Influence.
Using Trace is specific to one city. Therefore, if a character has Influence of the same type in more than one city, your Trace only tells you about the Influence in the city you are searching. If you have succeeded in a Trace on an Influence, you may not simply relay that information to someone else. The information is too complex for them to relay to their own Influence contacts without them actually performing a Trace themselves. If you have performed a successful Trace, you can relay enough information for someone else to perform a Trace with his or her own Influence.

Watch
You use Watch when you want to notice a certain Influence action in a city from the chart listed in the sourcebooks. Your Influence must be of sufficient level to perform that action before you can Watch it. A Watch will let you know when and how often the action is attempted in the city for that game, and you will even discover uses of the action that occurred earlier in the same game before the Watch was instituted. The total number of Actions spent on the Watch define its level. You can also use Watch to look for the following endeavors: Block, Follow (only those targeted at you), and Watch.

All Influence Abilities are based on how many total levels you have going to it, though they can be from separate sources.


ABILITIES
Influence Abilities are the innate function of each Influence Category, the tricks it can do for your character. Listed below are Abilities you will automatically have access to due to your level of involvement in that Influence Category. These are guidelines; players are not restricted to the printed word.

Abilities allow you access to individuals who are capable of tutoring you in abilities appropriate to the category.

BUREAUCRACY - Governmental and business offices, including utilities; the creation and cutting of red tape.
Level 1 - Alter/trace utility bills, expedite minor processes that take time, take advantage of minor bureaucratic loopholes, make files on peoples' traceable activity
Level 2 - Alter birth certificates/driver's license; temporarily close a small road or park, get inspectors sent to locations, cause delays in applications
Level 3 - Create false ID's, death certificates, marriage licenses, passports; close a public school for a day; shut down a small business on a violation; connect/disconnect utilities on a block.
Level 4 - Create false land deeds and titles; initiate phone taps; initiate an NEA/BIA/IRS/DOI investigation, get untraceable utility service, bog down a lawsuit or investigation in red tape.
Level 5 - Start, stop, or alter a city-wide program or policy; shut down a big business on a violation; rezone areas; destroy records of a person at the city level, stop a federal investigation.
Level 6 - Arrange a secret audit of a person or business, destroy all identification records on a single person, get entire departments fired or transferred, gain technical immunity from something.

CHURCH - The non-secular world, all faiths.
Level 1 - Identify secular members of a given faith in local area, peruse public church records, use a church as a meeting place, find an AA meeting, get a priest's phone number
Level 2 - Identify higher church members, track congregation members; suspend lay members, get coffee/bibles/Mass for 100 people on short notice, meet with a rabbi/imam/priest wherever you want
Level 3 - Open or close a single church/temple/mosque, access private archives of the church, meet with the Bishop, get a house ritually sanctified, manipulate a church-owned charity
Level 4 - Discredit or suspend higher-level members, find an average church-associated hunter or exorcist, manipulate a fanatic splinter group, start a heresy/witchcraft investigation
Level 5 - Organize major protests/boycotts, manipulate regional branches, access ancient church lore, identify someone with True Faith or a church-associated hunter group without meeting them
Level 6 - Borrow or access church relics or sacred items, give a church-associated hunter false orders or information, get a graveyard desanctified, live safely as a Kindred priest

FINANCE -
Level 1 - Receive a loan ($100,000 - payback $120,000), get a dozen accounts all over town, run a credit check on someone, identify whether a bill is counterfeit.
Level 2 - Receive a loan ($500,000 - payback $600,000), trace unsecured bank accounts, identify a person's collateral properties, get an insider stock tip.
Level 3 - Receive a loan ($2,000,000 - payback $2,400,000), create a secure bank account, access ATM camera tapes, get copies of someone's signature.
Level 4 - Receive a loan ($10,000,000 - payback $12,000,000), delay deposits; credit alterations, interfere with specific stock transactions, cause an IRS/SEC audit or investigation.
Level 5 - Receive a loan ($50,000,000 - payback $60,000,000), control an aspect of city-wide banking, stop an IRS/SEC audit or investigation, foreclose on a small business.
Level 6 - Receive a loan ($100,000,000 - payback $120,000,000), manipulate local banking, stop loans, seize accounts, shut down medium-size businesses, send out repo men
***all loans are amortized over one year to be paid back incrementally every game***

HEALTH - Hospitals, bloodbanks, doctors. No bioweapons.
Level 1 - Gain 2 blood traits, fake vaccination records, get medical supplies (latex gloves, biohazard stickers, syringes), be first in line at the ER, get a wheelchair van delivered.
Level 2 - Gain 5 blood traits, access to minor medical records, get a copy of a coroner's report, get an ambulance to make a run with no record, get a doctor to make a house call.
Level 3 - Gain 10 blood traits, corrupt results of tests or inspections, alter medical records, get a gunshot wound treated quietly, schedule patients for surgeries without their permission.
Level 4 - Gain 20 blood traits, instigate a minor quarantine, acquire a cadaver, destroy medical records, have people institutionalized or released, start a CDC/AMA investigation.
Level 5 - Gain 50 blood traits, have a special research project performed, shut down a business for health code violations, stop a CDC/AMA investigation, close a doctor's office or two.
Level 6 - Gain 100 blood traits, instigate a major quarantine, shut down a hospital, have mass blood samples taken, have a covert autopsy of a paranormal being performed.

HIGH SOCIETY - Culture and subculture, fame, fashion, trend setting.
Level 1 - Obtain hard-to-get tickets for shows, get the lowdown on obscure sub cultural trends, be the first to get that CD/DVD, hear about parties, learn about who's who.
Level 2 - Track celebrities and luminaries, be a local voice in the entertainment field, get invited to the right parties, sit in the front row, get the sneak preview.
Level 3 - Crush promising careers, get backstage passes to anything, have rich people ask you for trend advice, be well-known in a subculture or social scene.
Level 4 - Achieve temporary minor celebrity status (Fame 1), skip lines, get VIP treatment everywhere, get hit on by beautiful people, know who is doing what with who, set minor trends.
Level 5 - Appear on a talk show, ruin a new club/gallery/festival/other high society gathering, have an annual must-attend party with everybody there, meet visiting celebrities in their hotel rooms.
Level 6 - Give temporary minor celebrity status to others (+1 level of Fame), have visiting celebrities visit you at home, be the #1 person to sleep with to get ahead.

INDUSTRY - The business of making things, unions. Also big in Cleveland.
Level 1 - Learn about industrial projects and movements, union membership, borrow portable tools, learn a trade, get a night job, get your car fixed cheap.
Level 2 - Have minor projects performed by small crews, arrange small 'accidents' on the job site, get an expert welder to do a job for you, be known as a good member to a single union.
Level 3 - Get a union thug to break something, organize minor strikes, appropriate a blast furnace for a short time, get some silver bullets/vehicle armor/torture devices made.
Level 4 - Get a pair of union thugs to burn something down, close or revitalize a small plant, take over a small plant for two weeks, get anyone booted out of any union, initiate an OSHA/EPA inspection.
Level 5 - Get half a dozen masked union thugs to kidnap/terrorize someone, manipulate a large local industry, organize a major area strike, manufacture a hundred of anything, stop OSHA/EPA inquiries.
Level 6 - Get a dozen union thugs with diesel equipment to demolish a building, cut off production of a single manufactured resource in the Domain, build a preposterous custom haven.
***All union thugs are mortals with 6 physical, 3 social, 4 mental, 1 willpower, a craft skill, and 2 brawls.***

LEGAL - Judges, lawyers, law firms, courtrooms, etc.
Level 1 - Get free representation for small cases, have a lawyer who answers his phone, sue people for messing with you, learn about someone's holdings/legal status.
Level 2 - Avoid bail for some charges, have minor charges dropped, get a quiet settlement when being sued, get a lawyer to build a complete file on someone, create a screen to slow investigations.
Level 3 - Get good representation, manipulate legal procedures (wills, contracts, etc), start a state investigation, have a lawyer with assistants drown someone in legal briefs.
Level 4 - Issue subpoenas, tie up court cases, have most charges dropped, cancel or arrange parole, start a federal investigation of some sort, stop a state investigation.
Level 5 - Close down a federal investigation, have deportation proceedings held against someone, get warrants revoked, hide ownership of anything, find a legal weakness to exploit.
Level 6 - Close down any investigation, arrange for a court case to be decided however you please, get attorneys disbarred, get judges investigated, seriously threaten anyone with a custom lawsuit.

MEDIA - Newspapers, television, radio; local to the Domain.
Level 1 - Learn about breaking stories early; submit small articles, know a few reporters to tip, be on college radio, get a letter to the editor published in an underground free press.
Level 2 - Suppress small articles or reports, get investigative reporting information, get a photographer to show up, have a reporter in your pocket, get research done on a subject, trace personal ads.
Level 3 - Initiate news investigations and reports, access media production resources, start a major investigative story, get a TV news crew to show up with satellite feed, make an independent film.
Level 4 - Initiate a fake story with local attention, influence story selection, get an editor to kill a story, get a TV series to do a local episode, get radio personalities fired, kill an underground zine.
Level 5 - Initiate a fake story with statewide attention, get newspaper people fired, affect the storyline of a TV show, change a radio station's format, own a unaffiliated local TV station, stop any one story.
Level 6 - Initiate a fake story with nationwide attention, get TV personalities fired, control a local newspaper or TV affiliate, create a television show, cancel local coverage of a sporting event.

OCCULT - Secret and fringe groups, libraries, experts and shops specializing in the paranormal.

A Note on Rituals: Rituals can only be researched by characters who already have an appropriate level (Basic, Intermediate, Advanced) in a Path.

Level 1 - Contact common occult groups and practices, join a fringe religion, learn about new trends or dangers to the occult subculture, acquire candles, bones, crystals, etc. of decent quality.
Level 2 - Access to resources for most rituals and rites, research the first level of an Expert Ability: Lore in a paranormal subject - Cainite, Thanatology, Garou, Mage, etc.
Level 3 - Access to rare material components, occult tomes, and writings, research a Basic Ritual from your Path, research lores more in depth, manipulate a local cult, get a Loremaster to answer a question.
Level 4 - Know where to find certain supernatural entities, research an Intermediate Ritual from your Path, unearth a common Thaumaturgical/Necromantic Path
Level 5 - Access minor magic items, unearth an Advanced Ritual from your path, unearth an uncommon Thaumaturgical/Necromantic Path, meet with a demon/mage/spectre.
Level 6 - Research and unearth new or unheard of rituals or rites from tomes or writings, research rare lores, get local occult practitioners to do Domain-wide rituals, acquire minor magic items.

POLICE - Law enforcement personnel, jails, prisons, and police stations.
Level 1 - Gather police information and rumors, avoid traffic tickets, understand a scanner, find incarcerated people, ask a patrolman what he's noticed on his beat.
Level 2 - Have license plates checked, avoid minor violations, get a cop to keep an eye on your haven, know a desk sergeant at a precinct house, get rap sheets, learn about current investigations.
Level 3 - Find bureau secrets, get copies of an investigation report, have police hassle, harass, book, or detain someone, initiate a local or state criminal investigation, call in a major helicopter search.
Level 4 - Access confiscated weapons or contraband; start an FBI/ATF/DEA investigation; have serious charges dropped, frame someone for a felony, call in a SWAT team, make a police station your haven.
Level 5 - Institute major multi-branch investigations, arrange setups/stings, have officers fired, stop a local FBI/ATF/DEA investigation, frame someone for a series of felonies.
Level 6 - Paralyze departments for a time, close down any investigation, get someone put on or taken off the FBI's Ten Most Wanted list, create a secret illegal task force.

POLITICS - elected officials; judges, sheriffs, mayors, state and congressional representatives and senators, county commissioners, and City Councils.
Level 1 - Minor lobbying, identify real platforms of politicians, find out about major donors to campaigns, get campaign signage, buttons, stickers, etc.
Level 2 - Meet small time politicians, have forewarning of laws forthcoming, get appointments with your representatives, get demographic information.
Level 3 - Sway or alter political projects, manipulate local committees, lunch with a suburban mayor or judge, get a quick passport or permit, identify agendas of any elected or appointed official.
Level 4 - Enact minor legislation, dash careers of minor politicians, be a major player in a suburb, run a local party PAC, be a City Councilor, start a federal bar inquiry.
Level 5 - Get your candidate in minor office, enact more encompassing legislation countywide, control a block of votes on City Council, be a major obstacle to any candidate in the Domain.
Level 6 - Block the passage of major bills, suspend a major law temporarily, use state bureaus or subcommittees, write a new state law.

STREET - Homeless people, street gangs, unorganized crime.
Level 1 - Have an ear open for the word on the street, identify most gangs and their turfs and habits, know your way around homeless shelters, read graffiti and understand it.
Level 2 - Live mostly without fear on the underside of society, access small time contraband/drugs, identify any illicit substance, know the Survival obstacles of any given neighborhood.
Level 3 - Arrange some services from street people or gangs, get pistols or melee weapons, get a building staked out by homeless watchers, put a rumor out on the street.
Level 4 - Mobilize groups of homeless, have a word in almost all gang operations, get shotguns or rifles, get a gang to protect someone, plant drugs on someone with a pickpocket.
Level 5 - Initiate drive-by shootings, identify regular police informants, start a small two-gang shootout, use the homeless as couriers/information networks/infiltrators.
Level 6 - Instigate large scale gang riots, organize homeless demonstrations, target businesses for looting, identify someone as an enemy of the poor, boycott a homeless shelter.

TRANSPORTATION - By land, lake, or air. Cabs, buses, freeways, trains, shipping, airports.
Level 1 - Know what goes where and why, know a cabbie/RTA driver/airport employee/chauffeur, recognize shipments that are unusual or unscheduled, get tickets for sold-out rides.
Level 2 - Track a target who's using public transportation, arrange passage within the Domain safe from mundane threats, get specific information from transportation companies, have a limo available.
Level 3 - Seriously hamper a single individual's ability to travel, travel inconspicuously, smuggle one package every two weeks, have an armored lightproof limousine available.
Level 4 - Shut down one form of mass transit for a day, have an entourage with chase cars available, arrange trucker/pilot/shipping strikes, smuggle one shipping crate every two weeks.
Level 5 - Reroute major modes of travel for two weeks, smuggle with impunity, keep a helicopter on station, make someone fitting a description unable to catch a cab.
Level 6 - Extend control to nearby areas (one county at a time), have a private Learjet at every area airport, permanently close an airport/train station/dock/truck yard.

UNDERWORLD - Organized crime; prostitution, arms, gambling, fraud, extortion, auto theft, Mafia. Does not include smuggling or street gangs (Transportation and Street respectively).
Level 1 - Locate minor contraband, find an illegal card game, know a hooker that's not a cop, get someone's car stolen and chopped, know what to do with a stolen credit card.
Level 2 - Obtain pistols on short notice, go and get serious drugs, go and get stolen cars, know a wiseguy, send someone a free prostitute, go and get a few stolen credit cards.
Level 3 - Get 2 amateur local thugs to rough someone up for you, obtain a rifle, shotgun, or submachine gun, know where a fence/chop shop/whorehouse/illegal casino is.
Level 4 - Get 4 amateur local thugs to shoot a place up for you, have white-collar crime connections, control a single crime ring for 2 weeks, get a place immunized from organized crime.
Level 5 - Get 8 amateur local thugs to make someone disappear, arrange gangland assassinations of non-made guys, get a professional firebug to burn something down, get someone's car wired to blow up.
Level 6 - Get teams of local amateur thugs to tear 4 places apart at the same time, get extensive organized crime connections, be the local Don, call in a world-class professional hitman from Europe.
***all thugs are mortals; 6 physical, 4 mental, 3 social, 2 willpower, and 2 brawl and 2 firearms***


UNIVERSITY - Higher education, research, administration of colleges.
Allows you to gain publicly known information in all fields. You may find tutors for all subject areas, including Crafts/ Performance abilities, lores, and other skills. Additionally follow the rules at the beginning of the abilities section for learning these skills.
Level 1 - Access to low level university resources; obtain copies of school records, get students' social security numbers, identify experts in various fields.
Level 2 - Know a contact or two with useful knowledge or skills, get keys to some buildings, fake a registered class schedule, identify the dorm rooms of any type of student.
Level 3 - Faculty favors, fix grades, discredit a student, get a term paper written, get an expert to spend time researching for you, 24 hour library access.
Level 4 - Organize student protests and rallies, discredit faculty members, get tenure, have a team of grad students attempt your strange project, send in the campus cops.
Level 5 - Falsify an undergraduate degree, run of facilities, get a fraternity banned from a campus, change campus policy, access rare books, call it a snow day.
Level 6 - Arrange major projects, alter curriculum institution wide, rearrange facilities, fire tenured people, eliminate programs, have buildings built.