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− | There are 7 businesses a player can start if they choose to level-up certain [[professions]]. The professions with businesses are merchants, miners, farmers, brewers, cooks, medics, and sailors; each have their own unique business. Three of the businesses (mines, farms, shipping) can only be built in 8 cities (only 1 of these 3 are available per city), and you can only purchase 6 of each type. The other 4 businesses (merchant stalls, kitchen, brewery, herb garden) are available in all cities, but players can still only own 6 of the same type | + | There are 7 businesses a player can start if they choose to level-up certain [[professions]]. The professions with businesses are merchants, miners, farmers, brewers, cooks, medics, and sailors; each have their own unique business. Three of the businesses (mines, farms, shipping) can only be built in 8 cities (only 1 of these 3 are available per city), and you can only purchase 6 of each type. The other 4 businesses (merchant stalls, kitchen, brewery, herb garden) are available in all cities, but players can still only own 6 of the same type. |
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All businesses can be purchased from the [[City Hall]] in each city, as long as they are available there. | All businesses can be purchased from the [[City Hall]] in each city, as long as they are available there. | ||
− | Each business will cost the player | + | Each business will cost the player 25sm in the first city and will start out with one section out of 9. Each extra section in that city will cost 25 more silver marks than the section before it. (50sm for second section, 75sm for the third, ect) The player also can't have more sections than their level in that profession. In addition, if you own a business of one type in one city, the cost will go up to buy a second business of that type in second city, and again for a third etc. |
The table below will show the price increases per city. | The table below will show the price increases per city. | ||
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''Available by investing in the Merchant profession.'' | ''Available by investing in the Merchant profession.'' | ||
− | Stalls allow players to sell their items on the [[market]]. Players can purchase up to 9 displays, each of which can offer 1 item at a time. When an item is placed in a display, it is taken from the players [[inventory]]. If a player wants to remove an item from the display, they can either sell the item for 1/4th its value, or pay 1/2 your asking price to return it to your inventory. | + | Stalls allow players to sell their items on the [[market]]. Players can purchase up to 9 displays, each of which can offer 1 item at a time. When an item is placed in a display, it is taken from the players [[inventory]]. If a player wants to remove an item from the display, they can either sell the item for 1/4th its value, or pay 1/2 your asking price to return it to your inventory. |
− | + | ===Upgrades=== | |
− | + | '''Stall Tools:''' | |
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− | ''Stall Tools:'' | ||
:*Discriminating Seller: +5% Price for Enemies (5g) | :*Discriminating Seller: +5% Price for Enemies (5g) | ||
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− | ''' | + | '''Herb List:''' |
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{| class="wikitable" | {| class="wikitable" | ||
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! scope="col"| Item | ! scope="col"| Item | ||
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− | + | ===Upgrades=== | |
− | ''Herb Garden Tools:'' | + | '''Herb Garden Tools:''' |
:*Improved Fertilizer: reduces grow time (-5% grow time) - (5g) | :*Improved Fertilizer: reduces grow time (-5% grow time) - (5g) | ||
:*Trained Dog: improved herb quality (+5 to herb quality) - (5g) | :*Trained Dog: improved herb quality (+5 to herb quality) - (5g) | ||
:*Balanced Watering: improves productivity (-3% grow time and +3 to herb quality) - (10g) | :*Balanced Watering: improves productivity (-3% grow time and +3 to herb quality) - (10g) | ||
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== Kitchens == | == Kitchens == | ||
− | ''Available by investing | + | ''Available by investing int he Cook profession.'' |
Cooks can purchase Kitchens and ovens, to make their own food to either use themselves or sell to the city and be available for purchase by other players there. | Cooks can purchase Kitchens and ovens, to make their own food to either use themselves or sell to the city and be available for purchase by other players there. | ||
− | ''' | + | '''Food List:''' |
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{| class="wikitable" | {| class="wikitable" | ||
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|- | |- | ||
! scope="col"| Item | ! scope="col"| Item | ||
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− | + | ===Upgrades=== | |
− | ''Kitchen Tools:'' | + | '''Kitchen Tools:''' |
:*Improved Cookware: reduces cooking time (-5% cook time) - (5g) | :*Improved Cookware: reduces cooking time (-5% cook time) - (5g) | ||
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− | ''' | + | '''Drink list:''' |
{| class="wikitable" | {| class="wikitable" | ||
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! scope="col"| Item | ! scope="col"| Item | ||
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− | + | ===Upgrades=== | |
− | ''Brewing Tools:'' | + | '''Brewing Tools:''' |
:*Heater: reduces brewing time (-5% time) - (5g) | :*Heater: reduces brewing time (-5% time) - (5g) | ||
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''Available by investing in the Miner profession.'' | ''Available by investing in the Miner profession.'' | ||
− | Miners can buy mines and shafts to mine for minerals. The minerals have no function other than to be sold for profit | + | Miners can buy mines and shafts to mine for minerals. The minerals have no function other than to be sold for profit. After the minerals are mined, they sit in the shaft waiting for you to sell them. No profit will be received until the minerals are sold and no new mining can be done until they are cleared out. |
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{| class="wikitable" | {| class="wikitable" | ||
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! scope="col"| Mineral | ! scope="col"| Mineral | ||
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− | + | ===Upgrades=== | |
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+ | '''Mine Hires:''' | ||
:*Mine workers: reduces mining time (-2% time) | :*Mine workers: reduces mining time (-2% time) | ||
:*Earth Singer: improves mineral quality (+2% profit) | :*Earth Singer: improves mineral quality (+2% profit) | ||
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− | ''Mine Tools:'' | + | '''Mine Tools:''' |
:*Mine Carts: reduces mining time (-5% mining time) - (5g) | :*Mine Carts: reduces mining time (-5% mining time) - (5g) | ||
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''Available by investing in the Farmer profession.'' | ''Available by investing in the Farmer profession.'' | ||
− | Farmers can buy Farm houses and nine fields per farm house. Farms can grow crops, which have no function other than to be sold for profit | + | Farmers can buy Farm houses and nine fields per farm house. Farms can grow crops, which have no function other than to be sold for profit. After the crops are grown, they sit in the field waiting for you to harvest and sell them. No profit will be received until the crops are sold and no new farming can be done until they are cleared out. |
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+ | Below is a list of crops, profession level required to grow them, grow time, and profit. | ||
{| class="wikitable" | {| class="wikitable" | ||
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! scope="col"| Crops | ! scope="col"| Crops | ||
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− | + | ===Upgrades=== | |
− | ''Farm Hires:'' | + | '''Farm Hires:''' |
:*Farm Hands: reduces grow time (-2% time) | :*Farm Hands: reduces grow time (-2% time) | ||
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''Note: You can only buy 1 hire for each level of this profession you are. That's 9 total between both of them.'' | ''Note: You can only buy 1 hire for each level of this profession you are. That's 9 total between both of them.'' | ||
− | ''Farm Tools:'' | + | '''Farm Tools:''' |
:*Harvester: reduces grow time (-5% grow time) - (5g) | :*Harvester: reduces grow time (-5% grow time) - (5g) | ||
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Shipping offices allow players to buy Ships and send them on trade missions. Each ship has a Speed (how far a ship can travel per hour), a Cargo Size (how much product the ship can carry to trade), and a Range (how far a ship can travel on a single mission). | Shipping offices allow players to buy Ships and send them on trade missions. Each ship has a Speed (how far a ship can travel per hour), a Cargo Size (how much product the ship can carry to trade), and a Range (how far a ship can travel on a single mission). | ||
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! scope="row"| Tear | ! scope="row"| Tear | ||
− | | Grain | + | |Grain |
| Olives | | Olives | ||
| Spices | | Spices | ||
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− | + | Demand = (100 - (number of product already in city / 5)) / 100 | |
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(If demand would be less than .5, demand = .5) | (If demand would be less than .5, demand = .5) | ||
− | + | Product travel value = ((distance between destination and source of product - | |
(distance between business location and source of product/2))/50 | (distance between business location and source of product/2))/50 | ||
+ | Item worth = ( Product travel value ) x (size of ships hold) x (demand) x 60cp | ||
Total trade plan value = Item worth of delivered item + Item worth of received item. | Total trade plan value = Item worth of delivered item + Item worth of received item. | ||
+ | Your profit from each trade mission is 1/2 the value of the goods you carried to your destination (-.2% for each barrel of that good that already is in the city; up to 50%) + 1/2 the value of the goods you brought back (-.2% for each barrel of that good that already is in the city; up to 50%). | ||
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+ | The number of barrels a ship can hold is determined by it's cargo size. So a work boat can carry 10 barrels of Grain from Tear to Illian, while a Seanchan Ship can carry 15. More barrels sold equals more profit for you. However, your crew isn't very bright, so you can only haul one kind of good at a time and you always take as much as you can hold. No splitting up your cargo hold. | ||
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− | + | ===Upgrades=== | |
− | ''Ships'' | + | '''Ships''' |
{| class="wikitable" | {| class="wikitable" | ||
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− | ''Shipping Tools:'' | + | '''Shipping Tools:''' |
:*Compass: reduces delivery time (-5% time) - (5g) | :*Compass: reduces delivery time (-5% time) - (5g) | ||
:*Improved Cargo Holds: increase cargo space (+5% cargo value) - (5g) | :*Improved Cargo Holds: increase cargo space (+5% cargo value) - (5g) | ||
− | :*Superior Rigging: increase ship | + | :*Superior Rigging: increase ship sailability (+5 range and -3% delivery time) (10g) |
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