Building dependencies

Dependency types

What they represent: The web of relationships that keep a building functioning. A building isn’t an island, it requires inputs from other buildings and services, and its outputs feed others.

Core dependency categories:

Dependency Type

Examples

Failure Impact

Utility

Energy (clacks, lighting), Water (pumps, pipes), Waste removal

Immediate operational failure

Supply chain

Food deliveries, brewing ingredients, scroll paper

Gradual depletion (days to weeks)

Service

Watch protection, Guild regulation, Clerks’ Guild records

Slow degradation, then crisis

Labour

Workers commuting from other districts

Daily rhythm disrupted

Security

Thieves’ Guild “quota” system, private guards

Theft increases, trust erodes

Governance

Guild charter, City license, Patrician’s approval

Legal existence threatened

Building-level dependency map:

[Utility Provider] → [Building] → [Output Recipients]
        ↑                  ↓              ↓
[Maintenance]        [Workers]      [Customers/Citizens]
        ↑                  ↑              ↓
   [Guild]           [Transport]    [Tax Revenue/City Budget]

Building typology dependencies

Guild HQs

(Assassins’ Guild, Thieves’ Guild, Fools’ Guild, Seamstresses’ Guild)

Consumes:

  • Energy: High (lighting, heating vast halls, training facilities)

  • Water: High (sanitation, kitchens, some guilds have peculiar cleaning needs)

  • Communications: Critical (clacks, messengers, dead-letter drops)

  • Security: Internal (own enforcers), but relies on Watch for external perimeter

  • Labour: Apprentices, journeymen, masters (many commute from other districts)

  • Supplies: Guild-specific (weapons, costumes, tools of the trade)

Produces:

  • Tax revenue: To city (significant)

  • Skilled labour: To economy

  • Social order: By regulating their trade

  • Business confidence: Stability signal

  • Guild fees: Internal revenue

  • Enforcement: “Justice” within their domain

Critical dependencies:

Dependency

Failure Consequence

Communications

Can’t coordinate with members; can’t receive Patrician’s inquiries; unlicensed practitioners emerge

Energy

Can’t heat training halls; apprentices idle; prestige damaged

Water

Sanitation fails; disease risk; minor inconvenience (guilds have resources to adapt)

Watch cooperation

If Watch stops respecting guild boundaries, turf wars erupt

Cascading failure paths:

Guild HQ Comms Failure
    ↓
Can't coordinate with members
    ↓
Unlicensed practitioners operate unchecked
    ↓
Trade quality drops; public safety risk
    ↓
Public trust declines; regulatory pressure increases
    ↓
Patrician demands action; guild influence erodes

Taverns and inns

(The Mended Drum, Biers)

Consumes:

  • Energy: Moderate (lighting the sign, cellar, kitchen)

  • Water: High (cleaning, brewing, diluting beer, allegedly)

  • Communications: Gossip (lifeblood), clacks for suppliers

  • Food & Beverage Supplies: Brewery (beer), farms (food), ice house (preservation)

  • Labour: Barmen, bouncers, serving staff (local residents)

  • Protection: Thieves’ Guild quota (paid), Watch tolerance (cultivated)

Produces:

  • Tax revenue: Alcohol tax, business tax

  • Public morale: Social lubrication

  • Social cohesion: Information exchange, deal-making

  • Employment: Local jobs

  • Noise: (externalised cost)

Critical dependencies:

Dependency

Failure Consequence

Brewery supply

No beer = no customers = closure within days

Water

Can’t clean glasses; can’t brew; health hazard

Energy

Dark, cold cellar; no atmosphere; customers go elsewhere

Thieves’ Guild

If quota unpaid, “accidents” happen; if paid but Guild fails, protection无效

Cascading failure paths:

Brewery Failure (see example)
    ↓
Mended Drum beer supply stops
    ↓
Customers go to rival pubs
    ↓
Revenue drops; can't pay Thieves' Guild quota
    ↓
Guild enforcers visit; property damage
    ↓
Pub closes; unemployment; local morale drop
    ↓
Small Gods district trust declines

Special case: Biers: Biers has unusual dependencies. Its clientele (undead) are less sensitive to beer temperature, more sensitive to… existential ambiance. If the “right sort” can’t find it, they simply don’t come. Its dependency is reputation and discoverability rather than supply chains.

Civic amenities

(Dwarf Bread Museum, The Dysk theatre)

Consumes:

  • Energy: Moderate (lighting exhibits, heating)

  • Water: Low (cleaning, cafe if present)

  • Communications: Marketing, ticket sales, reviews

  • Tourist traffic: Visitors from other districts/cities

  • Curatorial expertise: Guild-trained curators

  • Security: Theft prevention (valuable artefacts)

Produces:

  • Cultural asset: Pride, identity

  • Tourist revenue: Indirect (visitors spend elsewhere)

  • Soft power: Ankh-Morpork as “civilized”

  • Education: Historical/cultural knowledge

Critical dependencies:

Dependency

Failure Consequence

Security

Theft of Scone of Stone = cultural crisis, dwarf diaspora outrage

Communications

No ticket sales = no revenue; forgotten attraction

Tourist traffic

If transport fails, no visitors; cultural value unrealised

Curators

If Guild of Museum Curators (if it exists) strikes, exhibits deteriorate

Cascading failure paths:

Dwarf Bread Museum Security Failure
    ↓
Scone of Stone stolen
    ↓
Dwarf community outrage; protests at Patrician's Palace
    ↓
Diplomatic incident with dwarf kingdoms
    ↓
Trade sanctions; economic impact
    ↓
Public trust declines; regulatory pressure spikes
    ↓
Watch resources diverted to investigation
    ↓
Other districts get less attention...

Slum dwellings

(The Shades, Cockbill Street)

Consumes:

  • Energy: Minimal (if they can afford candles, stolen clacks)

  • Water: Communal pumps (critical)

  • Waste removal: None (streets are the system)

  • Shelter: Existing buildings (minimal maintenance)

  • Community: Mutual aid (critical survival network)

Produces:

  • Labour pool: Workers for city economy

  • Local trust: Strong community bonds

  • Crime: As economic alternative

  • Pride: (Cockbill Street special)

  • Rent: (to unseen landlords, often UU or guilds)

Critical dependencies:

Dependency

Failure Consequence

Communal water pump

No water = death within days; disease follows

Community networks

If community fragments, survival impossible

Access to work

If bridge closed, can’t reach jobs; no income; starvation

Landlord tolerance

If UU demands rent and residents can’t pay, eviction

Cascading failure paths:

Communal Pump Failure (Shades)
    ↓
No local water source
    ↓
Residents must travel to Small Gods for water
    ↓
Small Gods resentment; inter-district tension
    ↓
Shades residents weakened; disease risk
    ↓
Watch ignores; no media coverage
    ↓
Weeks later: outbreak, death, Vimes discovers
    ↓
Vimes intervention; political crisis; nobles complain about "favoritism"
    ↓
Global trust impact (delayed, severe)

Special case: Cockbill Street pride: Cockbill Street residents will not report failures. They’d rather suffer silently than admit need. This means detection time is maximum, decay is advanced before discovery, and recovery requires Vimes-level intervention.

Middle-class and artisan housing

(Isle of Gods, Small Gods residences)

Consumes:

  • Energy: Moderate (lighting, cooking, workshops)

  • Water: Piped (if available) or local pumps

  • Communications: News, guild newsletters

  • Transport: Access to work, markets

  • Schools: Dame schools, guild training for children

  • Local shops: Daily supplies

Produces:

  • Tax revenue: Property tax, income tax

  • Social stability: The city’s backbone

  • Local businesses: Corner shops, bakeries

  • Guild members: Future journeymen

Critical dependencies:

Dependency

Failure Consequence

Transport

Can’t get to work = no income = can’t pay rent = eviction

Local shops

If shops close, must travel further; time/cost increases

Water

Moderate impact (can afford to buy water temporarily)

Energy

Workshop closures; income loss

Cascading failure paths:

Bridge Closure (Isle of Gods)
    ↓
Artisans can't reach Merchant Quarter workshops
    ↓
No income for days/weeks
    ↓
Can't pay local shopkeepers
    ↓
Shopkeepers can't pay suppliers
    ↓
Local economy collapse; multiple businesses fail
    ↓
Isle of Gods trust declines; regulatory pressure increases
    ↓
Temples complain to Patrician
    ↓
Political influence activates; repair prioritized

Major civic institutions

(Pseudopolis Yard, Post Office, Royal Mint)

Consumes:

  • Energy: High (24-hour operations)

  • Water: High (cells need sanitation, kitchens)

  • Communications: Critical (clacks, messengers)

  • Transport: Paddy wagons, postal coaches, bullion wagons

  • Staff: Trained personnel (many commute)

  • Records: Paper, ink, filing systems

Produces:

  • Public order: Watch presence

  • Trust in government: Symbol of functioning state

  • Economic enablers: Mail moves, currency exists

  • Legitimacy: Visible governance

Critical dependencies:

Dependency

Failure Consequence

Communications

Watch can’t coordinate; Post Office can’t sort; Mint can’t verify

Energy

Cells dark; records unlit; night operations impossible

Staff

If transport fails, no night watch; no mail delivery

Records integrity

If files destroyed, criminals released, debts forgotten

Cascading failure paths:

Pseudopolis Yard Communications Failure
    ↓
Watch patrols can't coordinate
    ↓
Crime wave (targeted, criminals know)
    ↓
Merchant Quarter hit hard; guilds furious
    ↓
Regulatory pressure spikes; Patrician demands action
    ↓
Budget diverted to temporary clacks tower
    ↓
Other infrastructure projects delayed
    ↓
Small Gods water pump upgrade postponed...

Special case: interconnected civic institutions: The Post Office, Mint, and Watch are increasingly interdependent under Vetinari’s reforms. A failure in one cascades to others:

  • Post Office fails → Watch can’t receive mail-in crime tips

  • Mint fails → Watch can’t pay salaries

  • Watch fails → Post Office robbed, Mint vulnerable

The Palace / Patrician’s seat

Consumes:

  • Energy: High (constant lighting, security systems)

  • Water: High (kitchens, sanitation, gardens)

  • Communications: Maximum (clacks, messengers, spies)

  • Security: Elite guards (the only building with its own dedicated force)

  • Information: From every district, guild, and foreign power

  • Food: Exquisite, from across the Disc

Produces:

  • Governance: Laws, decrees, judgments

  • Stability: The centre holds

  • Strategic direction: Long-term city planning

  • Legitimacy: The Patrician’s presence

Critical dependencies:

Dependency

Failure Consequence

Communications

Vetinari blind; city drifts; factions maneuver

Security

Assassination attempt (constant threat, but if actual breach…)

Information

Bad decisions based on bad intel

Loyalty

If guards turn, game over

Cascading failure paths:

Palace Communications Intercepted (strategic interference)
    ↓
Vetinari receives false information about guild loyalty
    ↓
Makes decision based on bad intel (e.g., favors Thieves over Assassins)
    ↓
Assassins' Guild offended; withdraw support
    ↓
Regulatory pressure from offended guild; stability decreases
    ↓
Nobles sense weakness; conspiracy forms
    ↓
Political stability critical; city holds breath
    ↓
Vetinari discovers deception; massive accountability actions
    ↓
Trust recovers; but fragility exposed

Unseen University (UU)

Consumes:

  • Energy: Massive (magical research, heating, lighting)

  • Water: High (wizards eat constantly, need sanitation)

  • Communications: Gossip (vital), clacks for arcane supplies

  • Rare & Arcane Supplies: Dragon’s blood, octiron, etc.

  • Food: Enormous quantities (wizard appetites)

  • Silence: (for research, rarely achieved)

Produces:

  • Magical knowledge: Theoretical and practical

  • High-status graduates: For guilds, government

  • Occasional crises: Reality fluctuations, monster summons

  • Employment: Servants, groundskeepers, suppliers

  • Consumption economy: Local merchants thrive on UU gold

Critical dependencies:

Dependency

Failure Consequence

Arcane supplies

No dragon’s blood = research stops; experiments fail

Food

Wizards get hangry. This is a documented catastrophe.

Internal cooperation

If faculty feuds, magic leaks; city at risk

Patrician tolerance

If relationship sours, UU privileges threatened

Cascading failure paths:

Arcane Supply Chain Failure
    ↓
UU can't replenish critical components
    ↓
Wizard experiment destabilizes; containment fails
    ↓
Magical leak affects surrounding district
    ↓
Three-day rain of frogs on Merchant Quarter
    ↓
Business disrupted; guilds furious
    ↓
Patrician demands UU "handle it"
    ↓
Archchancellor apologizes; pays compensation
    ↓
Budget hit; regulatory pressure on UU increases
    ↓
UU becomes slightly more cooperative (for a while)

Special case: UU as landlord: UU owns much of the Shades. If UU experiences financial pressure (rare), it might demand rent increases from the poorest residents. This creates a dependency chain:

UU budget pressure → Rent increases → Shades evictions → Homelessness → Crime increase → Watch pressure → City budget pressure

Cascading failure paths

Cross-district examples.

Example: Water cascade

Small Gods Pump Failure (Infrastructure Quality: Low)
    ↓
Small Gods residents without water (Day 1-2)
    ↓
Residents travel to Shades pumps (straining their capacity)
    ↓
Shades pumps fail from overuse (Infrastructure Quality: Very Low)
    ↓
Shades residents without water; disease risk (Day 3-4)
    ↓
Shades residents desperate; travel to Isle of Gods
    ↓
Isle of Gods residents resent intrusion; tensions rise
    ↓
Isle of Gods local trust declines; temples complain
    ↓
Regulatory pressure increases; Watch deployed to manage crowds
    ↓
Watch resources diverted from Merchant Quarter
    ↓
Merchant Quarter crime increases (Thieves' Guild "testing" boundaries)
    ↓
Merchants furious; guild pressure on Patrician
    ↓
Patrician orders emergency water carts to Shades AND Small Gods
    ↓
Budget spent; Nap Hill complains about "waste on those people"
    ↓
Global trust: Small Gods (+), Shades (+), Nap Hill (-), Isle of Gods (-)
    ↓
Net effect: Complicated

Example: Transport cascade

Isle of Gods Bridge Structural Failure (Degradation & Neglect)
    ↓
Isle of Gods residents trapped; can't reach jobs (Day 1)
    ↓
Merchant Quarter businesses short-staffed
    ↓
Merchant Quarter productivity drops; tax revenue dips
    ↓
City budget pressure (minor) (Week 1-2)
    ↓
Isle of Gods residents desperate; use boats (unsafe)
    ↓
Boating accident; deaths; media coverage (Week 2-3)
    ↓
Public trust declines; regulatory pressure spikes
    ↓
Patrician orders emergency bridge repair (expensive)
    ↓
Budget diverted from Shades infrastructure upgrade
    ↓
Shades residents bitter (promised upgrade delayed)
    ↓
Shades local trust declines; crime increases
    ↓
Watch stretched thin; Nap Hill burglary goes uninvestigated
    ↓
Nap Hill furious; noble complaints
    ↓
Regulatory pressure remains high; political stability trembles
    ↓
Patrician reflects: "One bridge..."

Example: Communications cascade

Strategic interference

Clacks Tower in Small Gods "mysteriously" fails (repeated small outages)
    ↓
Small Gods businesses can't coordinate with Merchant Quarter suppliers
    ↓
Supply chain delays; just-in-time failures (Day 1-3)
    ↓
Merchant Quarter shops run out of popular items
    ↓
Customer frustration; merchants blame "system"
    ↓
Guild of Merchants demands investigation (Day 4-5)
    ↓
Watch investigates; finds "no clear cause" (sabotage well-disguised)
    ↓
Merchants unsatisfied; regulatory pressure increases
    ↓
Second tower fails; pattern emerges (Day 7)
    ↓
Vetinari suspects strategic interference; deploys personal agents
    ↓
Meanwhile, Small Gods trust declines (city can't protect infrastructure)
    ↓
Small Gods residents grumble; some stop paying "voluntary" taxes
    ↓
City budget pressure (minor); Watch morale drops (overworked)
    ↓
Three weeks later: culprit identified (foreign agent, rival city)
    ↓
Accountability actions (executions, diplomatic protest)
    ↓
Trust slowly recovers; resilience investment (new towers) announced
    ↓
But damage done: fragility exposed

Dependency strength ratings

Not all dependencies are equal. Some are critical (failure = immediate shutdown), others are operational (failure = degraded function), others are strategic (failure = long-term decline).

Building Type

Critical Dependencies

Operational Dependencies

Strategic Dependencies

Guild HQ

Communications

Energy, Water

Watch cooperation

Tavern

Brewery supply, Water

Energy, Thieves’ Guild

Transport (staff)

Civic Amenity

Security

Communications, Energy

Tourist traffic

Slum Dwelling

Water pump

Community networks

Landlord tolerance

Artisan Housing

Transport

Local shops, Energy

Schools

Civic Institution

Communications, Energy

Staff, Records

Public trust

Palace

Communications, Security

Information, Loyalty

(none: it’s the top)

Unseen University

Arcane supplies, Food

Internal cooperation

Patrician tolerance

Water Source

Energy

Maintenance staff, Communications

Infrastructure budget

Power Source

Fuel supply, Maintenance staff

Communications

Infrastructure budget

Clacks Tower

Energy

Maintenance staff

Infrastructure budget

Food Supply

Transport

Energy, Water, Communications

Climate, Trade routes

Brewery

Water, Food supplies

Energy, Communications, Transport

Ingredient supply

Transport

Maintenance staff

Energy, Communications

Infrastructure budget

Communications Office

Staff, Communications

Energy, Water

Licensing contracts

Apothecary

Medical supplies

Energy, Water

Guild of Physicians licence

Healthcare

Energy, Staff, Communications

Water, Food supplies

Medicine supply

Security Post

Staff, Communications

Energy, Transport

Budget, Public cooperation

Intelligence Service

Communications, Loyal staff

Energy, Financial reserves

Patrician mandate

Tech Business

Energy, Communications

Staff

Data contracts

Hackerspace

Communications, Energy

Food supplies

Informal network

Workshop

Energy, Transport

Water, Food supplies

Guild licensing

Fire Service

Water, Communications

Staff, Energy

Infrastructure budget

Media

Communications, Staff

Energy

Press freedom

Detection time modifiers by building type

How quickly a failure is noticed depends on building type and district:

Building Type

Base Detection Time

District Modifier

Notes

Guild HQ

Immediate (hours)

None (guilds self-report)

They tell the Patrician before he asks

Tavern

Fast (same day)

x1.0

Customers notice immediately

Civic Amenity

Moderate (1-3 days)

District influence

Museum theft might take days to discover

Slum Dwelling

Slow (3-7 days)

x2.0 (Shades), x3.0 (Cockbill)

No one reports; must be discovered

Artisan Housing

Moderate (1-2 days)

x1.2 (Isle of Gods isolation)

Neighbors notice, but may not report

Civic Institution

Fast (same day)

None (staff present)

Shift change reveals problems

Palace

Immediate

None

Vetinari knows everything

Unseen University

Variable

None

They may not tell anyone

This building dependency framework creates the final layer of decision pressure:

  • A broken pump in the Shades isn’t just a pump, it’s a cascade that will eventually reach Nap Hill through crime, disease, or Vimes’s conscience.

  • A brewery failure isn’t just about beer, it’s about tavern closures, unemployment, local trust decay, and eventually merchant pressure.

  • A clacks tower failure might be accident, neglect, or strategic interference, and guessing wrong has consequences.

The Patrician must see the whole web, not just the broken thread.