Using the Console
The 'revolutionary engine' employed by this version of the game is the Player Console, which provides a means of performing actions directly, and being able to respond properly to changes of your own whims, random events, and most importantly, good or bad luck. It also allows for a level of micromanagement that eases Roleplay for some, whilst at the same time making it more challenging in what will hopefully be perceived as a fun way overall.
Whenever the site is updated, players will be able to access the Console anew, to play through a 'day' in Hanjia, starting at midnight, and made up of 48 'turns', half an hour of game time 'long', which can be spent in any way the player desires provided they are not unconscious or 'dead'.
However, please understand above all that the Console is not meant to be perfect, nor to replace the standard method of message communication normally employed for eRPGs. It is only a facilitator, one that may occasionally fail to deliver the 'correct' results. It is not meant to cause the game to emulate a realtime construct, and attempts to use it directly as such will most likely only lead to frustration. Consider it primarily a way to send messages to a system that, in turn, emulates the thought/update processes of the Administrator.
The Console contains many options for selection. Below, we will detail most of these, as well as give some minor tips regarding their use.
Sleep is necessary for everyone, and the part most likely to annoy players, given that sleep blocks will mostly consist of repeatedly choosing this option and confirming (there are no plans to change this or make it easier, sorry). The amount of sleep one needs in a day depends on activity levels. Find your own balance. Recommendation is 6 hours a day. If one sleeps outdoors, there will be no ability to actually respond to encounters. Not even if one has companions (that will make more sense when the other options to respond to an encounter are explained). Sleeping outdoors in unfamiliar territory is also less restful.
Lounging around is basically relaxing, moreso physically. This lessens fatigue, though not as much as sleep. The advantage is that one can remain alert enough to respond to encounters, like this.
Meditation is a form of mental relaxation and can recharge spirit energy reserves while allowing the player to also remain alert. Since this is generally not done in a completely reclined position, it is slightly less physically restful.
Note well that going too long without any of these activities will put character at risk of illness and eventually cause collapse due to exhaustion.
Basic Activity Options
Exploring terrain increases familiarity directly, but has no other benefit. Suggested use only when one has time on one's hands and has rested sufficiently. Sometimes NPCs may advise the player to do this, but even then, it could be ignored. Just a 'brute force' method of getting to know an area better. May occasionally result in a random generated event (Admin based, outside of Console).
Investigating the Area is a little different, tending to lead to discoveries of structures in the immediate vicinity, or other strange things. Structure discoveries will generally be within Console, other items/things will be Admin based, information being given during site updates.
Collecting Items in an area depends on if it is a town or not. In towns, one never just 'finds' items except in Admin based events. When in a town, this command allows you to basically shop in 'stores'. Outside of towns, this command will reward the player with actual items that they can keep for themselves (or end up sharing with their companions - Admin based). Entering an item type (food, ingredient, material, object, etc) or even more specific things (metal, ore, fruit) in the textbox on the console, or even the specific name of the desired item, increases chances by limiting finds to only that, or rare items that the character would not ignore. If one is not familiar with what exactly they want to be looking for, include this query in a message to the Admin on the day before one intends to do it. Information on what to put into the box will be provided. This outcome is dependent mostly on the player's familiarity with the area (or their companion's, if the Admin is alerted the day before). This command also increases familiarity with the area, but not as often.
Seek Person for Help is mostly, if not always, a command only for use in towns. In a few cases it will allow the player to use some strange options, but normally it will just add associates or such to their character data (e.g. knowing where to find the Blacksmith they want). This is a prerequisite for quite a few of the more 'standard' Admin based interactions, such as contracting a Bladesmith to make a new sword. It mostly only automates the 'I will look for X person' aspect of it.
Practice requires the choice of a sub-activity from that box, and simply acts as that. The character practices the art to improve their skills. Tends to require less materials (if any) than doing the task more seriously, but provides no result, either.
Other activity options need to be added, mostly involving tutoring.
Each very simple, two of these require the selection of a destination from that drop list. The character will head in that direction, either accepting/seeking or avoiding encounters, to a point. Functionally, this represents avoiding paths or areas where enemies are known to be, rather than the enemies themselves. As such, the increase, or reduction, in encounter rate, is based on familiarity. Those who are traveling generally are either in a hurry to get there, or not. It is suggested that all serious traveling be done under the 'Avoid Encounters' version of this option.
Wandering Around will generally cause the character to end up in parts of an area that are 'off the beaten path'. Investigating these areas may turn up new structures or items, but this option is not for those who don't have time to waste. At this time, this option does not function correctly and should be ignored.
Also very simple, the differences are minor. Manual labour (Physical) usually results in either item collection or direct pay, and is affected by fatigue and physical buffs, at times.
Business results in item acquisition (sometimes, usually Admin based) and is affected mostly by skills (not production skills).
Artisan results in item production (usually via a 'recipe'... these can be defined by players and sent to the Admin on the day before). This item is then the property of the character, usually (functionally this is always so, but contracts can be arranged, Admin based).
Research work has various outcomes, usually an Admin based requirement for the development of new complex recipes. It seldom results in either pay or item creation, but the latter may occasionally happen as a bonus (usually Admin based).
Patrol/Guard duties are usually only for Imperial Guards, and are simply things they do on roster or command. This activity may have interesting results. It is also used for Couriers, and can be used as an alternate form of the travel command in their case, at times (arrange with Admin).
Note that nearly all of these require an appropriate choice from the Sub-Activity list, and often some entry into the text box as well, to function correctly.
Profile Page Options
Incomplete for now, this will allow inventory and equip management, in most likely a simple way. Options for eating food will probably also be on this page, as eating is not considered to be an activity that absolutely requires no other action to be taken at the same time. However, obviously, do not eat and sleep at the same time. Though the Console will allow it, the Admin will adjust it anyway, usually with penalties that increase the more often you do this silliness.
Residence Page Options
Incomplete for now, this provides secondary storage for belongings, quite simply. One can leave items in any residence or building which you are granted access to, either due to it being your property, your rented property, or an associate's property.
You also have the option of leaving your belongings in other buildings, but it is suggested that you retrieve them fairly quickly afterwards. The option to steal things from the property of others (provided you know where to find these properties) is there also, but expect the standard legal implications of that to catch up with you at some point. (If players overdo this something will obviously be implemented to limit it, so don't be silly about it).
This option also allows you to leave things for your friends, or NPCs, in their houses, and for things to be left at houses for you. Note that when this interaction is meant to be between two players, the console does not synchronize timespaces, allowing you to both 'cheat' (put an item in house at night and have it picked up that morning purely because you played through your day first) and 'mistime' (end up playing before your friend has left said item and be unable to get it).
In the case of either, a simple RP correction may be employed, but it is suggested that one simply arrange with players. There is no current method (nor plan) to have direct player-2-player trading other than Admin-based.
When one encounters an enemy, the action list will change. As long as your character is awake, you will receive an idea of the threat level of the opponent relative to your character/party. (this is dynamic and affected by your physical fatigue as well as your party size and the amount of weight you are equipped with).
One can attempt to ignore the enemy, but they may attack, resulting in a battle. Running away can be done either normally, or dropping your carry pack (escape speeds are affected by carry weight as well as equipment) if one believes that would be necessary to facilitate the escape.
Players with certain essences can Tame or Reason with the enemy. For the time being, if the enemy is a person, use this option for the purpose of Reasoning with them, though it is very unlikely to work in most cases if they were planning to fight you. If they were not, it will usually result in an Admin-based event later on.
Attempting to Capture the enemy basically refers to engaging them in battle, but without the intent to kill them. At this point, this option will functionally 'increase' the threat level of the enemy relative to the player since they must hold back. Against most creatures, this will result in an increase in the amount of damage the Estimator claims the player takes.
Admin Based Options
All requests for items, encounters, or events that the Console cannot handle, should be sent to the Admin via message on the preceding day. The option/item/etc will then either be made available through the Console, and/or the Admin will advise on what action needs to be taken during the day to trigger the appropriate Admin-based event. This can be done for anything, from searching for a food one is not sure exists in the database, to seeking out a particular person either for battle or amicable meeting.
Whenever the Console does not handle your needs, even if one is just unsure whether or not it does, send the appropriate message and it will be dealt with in the next update.