Difference between revisions of "Businesses"

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== Player Offices ==
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== Offices ==
 
 
 
 
  
 
== Updated for v?? ==
 
== Updated for v?? ==

Revision as of 08:03, 4 November 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.


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



Needs fixing

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)


Offices

Updated for v??