Businesses

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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.


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.


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 Base Value Base Hours
Worrynot Root 100x cp 10
Boneknit 100x cp 10
Dogwort 200x cp 20
Sheepstongue Root 200x cp 20
Silver Leaf 300x cp 30
Goosemint 300x cp 30
Grey Fennel 400x cp 40
Crimsonthorn Root 400x cp 40
Flatwort 500x cp 50
Greenwort 500x cp 50
Tarchrot Leaf 600x cp 60
Andilay Root 600x cp 60


Herb Garden Tools:

  • Improved Fertilizer: reduces grow time (-5% grow time) - (5gc)
  • Trained Dog: improved herb quality (+5 to herb quality) - (5gc)
  • Improved Watering: improves productivity (-3% grow time and +3 to herb quality) - (10gc)



Kitchens

Available by investing int he Cook profession.

Same as Herb Gardens, except with Cooks, Ovens, and food instead of Medics, Plots and herbs.

Food List:

Item Effect Value Base Hours Broth +2 stamina, +x% defense 50x cp 2 Bread +4 stamina, +x Luck 100x cp 4 Eggs +6 stamina, +x% damage 150x cp 6 Hot Cakes +8 stamina, +x% health gain 200x cp 8 Fruit +10 stamina, +x Luck 250x cp 10 Cheese +12 stamina, +x% defense 300x cp 12 Dried Beef +14 stamina, +x% health gain 350x cp 14 Rabbit +16 stamina, +x% damage 400x cp 16 Stew +18 stamina, +x% Luck 450x cp 18 Fish +20 stamina, +x% health gain 500x cp 20 Spiced Ham +22 stamina, +x% defense 550x cp 22 Roast Beef +24 stamina, +x% damage 600x cp 24

Kitchen Tools:

   Improved Cookware: reduces cooking time (-5% cook time) - 5gc
   Rare spices: Improves quality of food (+5 to food quality) - 5gc
   Recipe book: Improves productivity (-3% cook time and +3 to food quality) - 10gc


Breweries Breweries are just like Gardens and Kitchens except instead of Plots/Stoves, you have Kettles and instead of herbs/food you make drinks.

Drink list:

Item Effect Value Base Hours Oosquai +3x% damage, -x dodge 100x cp 4 Ale +3x% defense, -x accuracy 100x cp 4 Cider +3x% health gain, -2x% defense 200x cp 8 Apple Brandy +3x luck, -2x% damage 200x cp 8 Wine +2x accuracy, -x dodge 300x cp 12 Willowbark Tea +2x dodge, -x accuracy 300x cp 12 Gara Milk +2x poison, -x% damage 400x cp 16 Blood Wine +2x taint, -x% defense 400x cp 16 Chainleaf Tea +2x first strike, -3x dodge 500x cp 20 Brandy +2x stun, -3x accuracy 500x cp 20 Bluespine Tea +x wound, -5x% defense 600x cp 24 Kaf +x speed, -5x% damage 600x cp 24 Brewing Tools:

   Heater: reduces brewing time (-5% time) - 5gc
   Orchard: improves quality of drinks (+5 drink quality) - 5gc
   Improved Kettles: improves productivity (-3% time, +3 drink quality) - 10gc


Miners Miners can buy mines and shafts(the nine sections) 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 recieved until the minerals are sold and no new mining can be done until they are cleared out. Each mineral has certain wait time before you get the profit (ie. stone takes 12 hours for you to get 3 silvers).

Mineral Stone Iron Lead Silver Copper Salt Crystal Gold Tin Sulfur Gems Alum Base Hours 12 24 36 18 30 42 48 54 60 6 66 72 Base Profit 15s 25s 37s 50c 20s 32s 50c 47s 50c 57s 50c 65s 75s 7s 50c 87s 50c 100s Mine Hires:

   Mine workers: reduces mining time (-2% time)
   Earth Singer: improves mineral quality (+2% profit)


Mine Tools:

   Mine Carts: reduces mining time (-5% mining time) - 5gc
   Gem cutting: improves mineral quality (+5% mineral value) - 5gc
   Improved Lanterns: increases mining productivity (-3% mining time, +3% mineral value) - 10gc


Farmers Farmers can buy Farm houses and nine fields per farm house. Farms work like mining just with crops instead of minerals. Below is a list of crops, grow time, and profit (Both tables are for the same things. Broken in half to fit on screen better. )

Crops Turnips Potatoes Hay Beans Wheat Zemai Barley Apples Tamat Base Hours 8 16 32 48 12 52 20 28 24 Base Profit 10s 17s 50c 32s 50c 57s 50c 15s 62s 50c 20s 30s 25s Crops Chili Bananas Ice Peppers Bamboo Cherries Olives Strawberries Algode Tabac Base Hours 36 44 40 56 60 64 4 68 72 Base Profit 37s 50c 50s 8\42s 50c 70s 75s 82s 50c 5s 90s 100s Farm Hires:

   Farm Hands: reduces grow time (-2% time)
   Ogier: increases crop quality (+2% profit)


Farm Tools:

   Harvester: reduces grow time (-5% grow time) - 5gc
   Irrigation: improves crop quality (+5% crop value) - 5gc
   Multi Plow: increases farm productivity (-3% grow time & +3% crop value) - 10gc


Shipping 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 determine when you collect from the haul of your trip. Step 6: Click the button that says 'Sail' to have your ship start the trade. 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). Ship Type Speed Cargo Size Range Value Work Boat 10 10 150 1gc River Boat 11 12 200 2gc Soarer 13 11 250 5gc Darter 15 13 300 10gc Raker 14 14 400 18gc Seanchan 13 15 500 25gc A single trade mission be taking a good from your town of origin(where you built your shipping office), sailing to another town to sell it and buy a good from there, and 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 town. Origin Tear Illian Ebou Dar Tanchico Falme Bandar Eban Tear 0 50 150 350 400 500 Illian 50 0 100 300 350 450 Ebou Dar 150 100 0 200 250 350 Tanchico 350 300 200 0 50 150 Falme 400 350 250 50 0 100 Bandar Eban 500 450 350 150 100 0 Each Shipping Town has 3 goods that can be traded. Each good has the same base price, but the price is effected by the number of each good in the destination town. The table below shows the goods available in each town and their base values in the other towns. Origin Goods Tear Illian Ebou Dar Tanchico Falme Bandar Eban Tear Grain, Ivory, Oil 0 12 36 84 96 120 Illian Fish, Silks, Gold 12 0 24 72 84 108 Ebou Dar Porcelain, Glass, Tabac 36 24 0 48 60 84 Tanchico Dyes, Wine, Fireworks 84 72 48 0 12 36 Falme Gems, Lumber, Kaf 96 84 60 12 0 24 Bandar Eban Furs, Spices, Ice Pepper 120 108 84 36 24 0 The values in the table are a per barrel price. The number of barrels a ship can hold is determined by it's cargo size. So a work boat would can carry 10 barrels of Oil 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 spliting up your cargo hold.

Your profit from each trade mission is 1/2 the value of the goods you carried to you destination (-1% 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 (-1% for each barrel of that good that already is in the city; up to 50%).

Shipping Tools:

   Improved Cargo Holds: increase cargo space (+5% cargo value) - 5gc
   Compass: reduces delivery time (-5% time) - 5gc
   Superior Rigging: increase ship sailability (+5 range and -3% delivery time) 10gc