Difference between revisions of "Businesses"
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− | + | Demand = (100 - (number of product already in city / 5)) / 100 | |
(If demand would be less than .5, demand = .5) | (If demand would be less than .5, demand = .5) | ||
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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%). | + | 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%). |
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. | 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. |
Revision as of 07:55, 23 October 2014
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.
Contents
Purchasing
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 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.
Business # | Cost |
---|---|
1st | 25sm |
2nd | 50sm |
3rd | 1g |
4th | 1g 50sm |
5th | 2g 50sm |
6th | 3g 50sm |
Also, each business will have upgrades you can buy to speed up production or increase value. Prices will be included next to the upgrades as they are listed below.
Stalls
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.
Upgrades
Stall Tools:
- Discriminating Seller: +5% Price for Enemies (5g)
- Friendly Discount: -5% Price from Allies (5g)
- Preferential Treatment: +3% Price for Enemies, -3% Price from Allies (10g)
Herb Gardens
Available by investing in the Medic profession
Medics can purchase Herb Gardens and plots, to grow their own herbs to either use themselves or sell to the city and be available for purchase by other players there.
Herb List:
Item | Medic lvl req. |
Base Hours | Base Value |
---|---|---|---|
Worrynot Root | 1 | 10 | 100x cp |
Boneknit | 1 | 10 | 100x cp |
Dogwort | 2 | 20 | 200x cp |
Sheepstongue Root | 3 | 20 | 200x cp |
Silver Leaf | 4 | 30 | 300x cp |
Goosemint | 4 | 30 | 300x cp |
Grey Fennel | 5 | 40 | 400x cp |
Crimsonthorn Root | 6 | 40 | 400x cp |
Flatwort | 7 | 50 | 500x cp |
Greenwort | 7 | 50 | 500x cp |
Tarchrot Leaf | 8 | 60 | 600x cp |
Andilay Root | 9 | 60 | 600x cp |
Each item will also have a 'quality' when completed. Sickly, common, healthy and perfect. This 'quality' will determine the effect if the item is consumed, as well as the price you can sell it for. The higher the quality, the more money you make.
For more information on the effects of these consumables, please see the Wise Woman's page.
For more information on the Quality of items, check the consumable quality section below.
Upgrades
Herb Garden Tools:
- Improved Fertilizer: reduces grow time (-5% grow time) - (5g)
- Trained Dog: improved herb quality (+5 to herb quality) - (5g)
- Balanced Watering: improves productivity (-3% grow time and +3 to herb quality) - (10g)
Kitchens
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.
Food List:
Item | Cook, lvl req. |
Base Hours | Base Value |
---|---|---|---|
Broth | 1 | 5 | 50x cp |
Bread | 1 | 10 | 100x cp |
Eggs | 2 | 15 | 150cp |
Hot Cakes | 3 | 20 | 200x cp |
Fruit | 4 | 25 | 250x cp |
Cheese | 4 | 30 | 300x cp |
Dried Beef | 5 | 35 | 350x cp |
Rabbit | 6 | 40 | 400x cp |
Stew | 7 | 45 | 450x cp |
Gilded Fish | 7 | 50 | 500x cp |
Spiced Ham | 8 | 55 | 550x cp |
Roast Beef | 9 | 60 | 600x cp |
Each item will also have a 'quality' when completed. Old, plain, seasoned and fresh. This 'quality' will determine the effect if the item is consumed, as well as the price you can sell it for. The higher the quality, the more money you make.
For more information on the effects of these consumables, please see the Inn page.
For more information on the Quality of items, check the consumable quality section below.
Upgrades
Kitchen Tools:
- Improved Cookware: reduces cooking time (-5% cook time) - (5g)
- Rare spices: Improves quality of food (+5 to food quality) - (5g)
- Recipe book: Improves productivity (-3% cook time and +3 to food quality) - (10g)
Breweries
Available by investing in the Brewer profession.
Brewers can purchase Breweries and Kettles, to make their own drinks to either use themselves or sell to the city and be available for purchase by other players there.
Drink list:
Item | Brewer lvl req. |
Base Hours | Base Value |
---|---|---|---|
Oosquai | 1 | 10 | 100x cp |
Ale | 1 | 10 | 100x cp |
Cider | 2 | 20 | 200x cp |
Apple Brandy | 3 | 20 | 200x cp |
Wine | 4 | 30 | 300x cp |
Willowbark Tea | 4 | 30 | 300x cp |
Gara Milk | 5 | 40 | 400x cp |
Blood Wine | 6 | 40 | 400x cp |
Chainleaf Tea | 7 | 50 | 500x cp |
Brandy | 7 | 50 | 500x cp |
Bluespine Tea | 8 | 60 | 600x cp |
Kaf | 9 | 60 | 600x cp |
Each item will also have a 'quality' when completed. Cheap, average, fine and quality. This 'quality' will determine the effect if the item is consumed, as well as the price you can sell it for. The higher the quality, the more money you make.
For more information on the effects of these consumables, please see the Tavern page.
For more information on the Quality of items, check the consumable quality section below.
Upgrades
Brewing Tools:
- Heater: reduces brewing time (-5% time) - (5g)
- Orchard: improves quality of drinks (+5 drink quality) - (5g)
- Improved Kettles: improves productivity (-3% time, +3 drink quality) - (10g)
Consumable Quality
The quality of items your businesses produce is determined by generating a number between 1 and 100(ish) for each generated item. If the end number is between 1 and 25, it's the lowest quality. 26-50 is the next highest quality, etc. Due to bonuses, the max number that is generated could be slightly over 100, so anything over 75 is the highest quality.
First, a number between 1 and 50 is randomly generated. Then you add 5 for each profession level you have in the profession for that business. Then add any other bonuses to quality (from business upgrades or city bonuses).
Quality = (random number between 1 and 50) + (5 x profession level) + (business bonuses) + (city bonuses)
Mining
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. 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.
Mineral | Mining lvl req. |
Base Hours | Base Profit |
---|---|---|---|
Stone | 1 | 12 | 15sm 50cp |
Iron | 1 | 24 | 30sm |
Lead | 2 | 36 | 45sm 50c |
Silver | 3 | 18 | 22sm 50cp |
Copper | 4 | 30 | 36sm 50cp |
Salt | 4 | 42 | 52sm 50cp |
Crystal | 5 | 48 | 59sm |
Gold | 6 | 54 | 67s |
Tin | 7 | 60 | 76sm |
Sulfur | 7 | 6 | 8sm |
Gems | 8 | 66 | 84sm |
Alum | 9 | 72 | 93sm |
Upgrades
Mine Hires:
- Mine workers: reduces mining time (-2% time)
- Earth Singer: improves mineral quality (+2% profit)
These upgrades start at 25sm and go up by 25sm for each one. (50sm for the second, 75sm for the third etc.)
Note: You can only buy 1 hire for each level of this profession you are. That's 9 total between both of them.
Mine Tools:
- Mine Carts: reduces mining time (-5% mining time) - (5g)
- Mineral cutting tools: improves mineral quality (+5% mineral value) - (5g)
- Improved Lanterns: increases mining productivity (-3% mining time, +3% mineral value) - (10g)
Farming
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. 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.
Below is a list of crops, profession level required to grow them, grow time, and profit.
Crops | Farming lvl req. |
Base Hours | Base Profit |
---|---|---|---|
Turnips | 1 | 8 | 12sm 50cp |
Potatoes | 1 | 16 | 19sm 50cp |
Hay | 2 | 32 | 39sm |
Beans | 2 | 48 | 59sm |
Wheat | 3 | 12 | 15sm 50cp |
Zemai | 3 | 52 | 64sm |
Barley | 4 | 20 | 25sm 50cp |
Apples | 4 | 28 | 34sm 50cp |
Tamat | 5 | 24 | 30sm |
Chili | 5 | 36 | 45sm 50cp |
Bananas | 6 | 44 | 56sm |
Ice Peppers | 6 | 40 | 49sm 50cp |
Bamboo | 7 | 56 | 70sm |
Cherries | 7 | 60 | 76sm |
Olives | 8 | 64 | 82sm |
Strawberries | 8 | 4 | 5sm 25cp |
Algode | 9 | 68 | 86s |
Tabac | 9 | 72 | 93s |
Upgrades
Farm Hires:
- Farm Hands: reduces grow time (-2% time)
- Ogier: increases crop quality (+2% profit)
These upgrades start at 25sm and go up by 25sm for each one. (50sm for the second, 75sm for the third etc.)
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:
- Harvester: reduces grow time (-5% grow time) - (5g)
- Irrigation: improves crop quality (+5% crop value) - (5g)
- Multi Plow: increases farm productivity (-3% grow time & +3% crop value) - (10g)
Shipping
Available by investing in the Sailor profession.
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).
Basic steps for shipping offices:
Step 1: Buy a Shipping Office and Ships. There are different kinds of ships with different benefits and abilities.
Step 2: Select the destination you wish for one of your ships to sail to from the list of available destinations (depends on the range of your boat). The amount of time the trip will take will be displayed (based on trip distance and boat speed).
Step 3: Select which good you want to take to that destination from the list of available (3 local goods plus any goods that others have delivered/brought back and haven't been used yet). Estimated profit will be displayed based on the current market conditions.
Step 4: Select which good you want to bring back from that destination from the list available (only the 3 goods that are from that destination). Estimated profits based on the current market conditions.
Step 5: Your total estimated profits based on the current market conditions will be displayed. Market prices will vary based on changes in the amount of the goods you are trading in your origin and destination city. Actual profits will be determined when you collect from the haul of your trip.
Step 6: Click the button that says 'Sail' to have your ship start the trade.
A single trade mission is taking a good from your city of origin(where you built your shipping office), sailing to another city to sell it and buy a good from there, then returning to your origin to sell it as well. No multiple stop trips. Just point A to point B and back. The farther the distance traveled, the more value your trade mission will have. The table below shows the distances between each port city.
Origin | Mayene | Tear | Illian | Ebou Dar | Tanchico | Cantorin | Falme | Bandar Eban |
---|---|---|---|---|---|---|---|---|
Mayene | 0 | 50 | 125 | 175 | 300 | 400 | 450 | 500 |
Tear | 50 | 0 | 75 | 125 | 250 | 350 | 400 | 450 |
Illian | 125 | 75 | 0 | 50 | 175 | 275 | 325 | 375 |
Ebou Dar | 175 | 125 | 50 | 0 | 125 | 225 | 275 | 325 |
Tanchico | 300 | 250 | 175 | 125 | 0 | 100 | 150 | 200 |
Cantorin | 400 | 350 | 275 | 225 | 100 | 0 | 50 | 100 |
Falme | 450 | 400 | 325 | 275 | 150 | 50 | 0 | 50 |
Bandar Eban | 500 | 450 | 375 | 325 | 200 | 100 | 50 | 0 |
Each Shipping City has 3 goods that can be traded. Each good has the same base price, but the price is affected by the number of each good in the destination city. The table below shows the goods available in each city.
Origin | Good 1 | Good 2 | Good 3 |
---|---|---|---|
Mayene | Oil | Ivory | Silk |
Tear | Grain | Olives | Spices |
Illian | Gold Bars | Fish | Honey |
Ebou Dar | Alum Ore | Wool | Fabric |
Tanchico | Dyes | Fireworks | Wine |
Cantorin | Porcelain | Glass | Gemstones |
Falme | Kaf | Lumber | Pelts |
Bandar Eban | Furs | Books | Peppers |
Demand = (100 - (number of product already in city / 5)) / 100
(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
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.
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%).
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.
Upgrades
Ships
Ship Type | Speed | Cargo Size | Range | Value |
---|---|---|---|---|
Work Boat | 10 | 10 | 300 | 50sm |
River Boat | 11 | 12 | 400 | 1g |
Soarer | 13 | 11 | 500 | 2g |
Darter | 15 | 13 | 600 | 3g |
Raker | 14 | 14 | 800 | 4g |
Seanchan | 13 | 15 | 1000 | 5g |
Shipping Tools:
- Compass: reduces delivery time (-5% time) - (5g)
- Improved Cargo Holds: increase cargo space (+5% cargo value) - (5g)
- Superior Rigging: increase ship sailability (+5 range and -3% delivery time) (10g)