This a list of proposed buildings for the $Mini-Game.
NOTE: You have to choose the city you build these in, if that city is ever captured its assumed your businesses in the city are lost. Labor to build/operate has to be hired from the city you're building/operating in.
Phase one will consist of buildings to modify the three basic commodities: food, shields, and commerce.
I envision us opening a second market at the end of the grace period with new landowners (those not yet participating) allowed a 20% discount on the final bid price. Previously unsold land from Market 1 included.
Then, introducing Phase 2 with buildings creating NEW products like liquor(Distillery), weapons(Armory), etc. Probably introducing caravans and trade fleets to allow intermarket trade.
I hope that if we go step by step it will go more smoothly.
ANYWAY PHASE ONE BUILDINGS:
Storage
SILO (Costs 6 shields/labor) stores up to 20 food.
STOREHOUSE (Costs 10 shields/labor) stores up to 20 nonfood commodities.
Profit Bonus
TAVERN (Costs 10 shields/labor) allows you to sell up to 2 food per turn at a 50% bonus.
SHOPPE (Costs 15 shields/labor) allows you to sell up to 2 commerce per turn at a 50% bonus.
SMITHY (Costs 20 shields/labor) allows you to sell up to 2 shields per turn at a 50% bonus.
Conversion
BREWERY (Costs 15 shields/labor) Requires 1 labor to operate and converts up to 2 food into commerce. (1 food converts to 1 commerce)
WORKSHOP (Costs 25 shields/labor) Requires 1 labor to operate and converts up to 2 shields into commerce. (1 shield converts to 2 commerce)
You have to choose the city you build these in, if that city is ever captured its assumed your businesses in the city are lost. Labor has to be hired from the city you're building/operating in.
The authorized jurisdiction for Market One as mapped by The Apolytonian Geographic Society.
NOTE: You have to choose the city you build these in, if that city is ever captured its assumed your businesses in the city are lost. Labor to build/operate has to be hired from the city you're building/operating in.
Phase one will consist of buildings to modify the three basic commodities: food, shields, and commerce.
I envision us opening a second market at the end of the grace period with new landowners (those not yet participating) allowed a 20% discount on the final bid price. Previously unsold land from Market 1 included.
Then, introducing Phase 2 with buildings creating NEW products like liquor(Distillery), weapons(Armory), etc. Probably introducing caravans and trade fleets to allow intermarket trade.
I hope that if we go step by step it will go more smoothly.
ANYWAY PHASE ONE BUILDINGS:
Storage
SILO (Costs 6 shields/labor) stores up to 20 food.
STOREHOUSE (Costs 10 shields/labor) stores up to 20 nonfood commodities.
Profit Bonus
TAVERN (Costs 10 shields/labor) allows you to sell up to 2 food per turn at a 50% bonus.
SHOPPE (Costs 15 shields/labor) allows you to sell up to 2 commerce per turn at a 50% bonus.
SMITHY (Costs 20 shields/labor) allows you to sell up to 2 shields per turn at a 50% bonus.
Conversion
BREWERY (Costs 15 shields/labor) Requires 1 labor to operate and converts up to 2 food into commerce. (1 food converts to 1 commerce)
WORKSHOP (Costs 25 shields/labor) Requires 1 labor to operate and converts up to 2 shields into commerce. (1 shield converts to 2 commerce)
You have to choose the city you build these in, if that city is ever captured its assumed your businesses in the city are lost. Labor has to be hired from the city you're building/operating in.
The authorized jurisdiction for Market One as mapped by The Apolytonian Geographic Society.
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