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In Medieval Europe yuo can buy a shop license from your City Castle.
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{{TOCr}}
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=Introduction=
  
==Forge==
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You can buy a shop license from the [[Castle]] or [[Village]] for about 400—500 [[Silver Coins|silver coins]] (the price depends on your [[Charisma]] and local tax rate). A player can own '''only one shop''' unless they are a follower of a Church that has the Dogma Bonus [[Dogma Bonuses|Blessings of the Artisans]], in which case it's two shops maximum.
At the forge you can use metals to create objects that will be used to produce tools such as weapons and armours. The following objects can be produced:
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{| border=1 cellspaces=0 cellpadding=2
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There are eight different types of shops:
|-
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! Object
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! Requirements
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|-
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| Hatchet blade
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| 2 Iron pieces
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|-
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| Hoe blade
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| 2 Iron pieces
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|-
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| Iron bucket
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| 7 Iron pieces
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|-
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| Iron helmet
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| 12 Iron pieces
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|-
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| Knife blade
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| 4 Iron pieces
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|-
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| Pick axe Head
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| 8 Iron pieces
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|-
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| Small sword
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| 2 wood pieces, 10 iron pieces
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|-
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| Leather armor
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| 8 leather pieces
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|}
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==Carpentry==
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* [[Inn]]
At the capentry you can assemble furniture, tools and weapons. The following objects can be produced:
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* [[Blacksmith]]
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* [[Carpenter]]
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* [[Tailor]]
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* [[Herbalist]]
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* [[Goldsmith]]
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* [[Potter]]
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* [[Distillery]]
  
{| border=1 cellspaces=0 cellpadding=2
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=Shop Functions=
|-
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! Object
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A shop includes the following functions:
! Requirements
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|-
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{|class='hor-minimalist-a'
| Hatchet
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| 1 wood piece, 1 Hatchet blade
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|-
 
|-
| Hoe
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!Functions VS Levels
| 3 wood pieces, 1 Hoe blade
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!Level 1
|-
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!Level 2
| Knife
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|-
| 1 wood piece, 1 Knife blade
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|'''Public functions'''
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|align="center"| -
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|align="center"| -
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|-
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|Informations
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|align="center"|Yes
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|align="center"|Yes
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|-
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|'''Private functions'''
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|align="center"| -
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|align="center"| -
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|-
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|Manage (configure shop)
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|align="center"|Yes
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|align="center"|Yes
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|-
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|Storage and events
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|align="center"|Yes
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|align="center"|Yes
 +
|-
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|Construct objects
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|align="center"|Yes
 +
|align="center"|Yes
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|-
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|Increase shop level
 +
|align="center"|Yes
 +
|align="center"|Yes
 +
|-
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|Increase storage space
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|align="center"|Yes
 +
|align="center"|Yes
 +
|-
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|Manage grants
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|align="center"|No
 +
|align="center"|Yes
 +
|-
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|Sell your shop
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|align="center"|Yes
 +
|align="center"|Yes
 
|-  
 
|-  
| Pick axe
 
| 2 wood pieces, 1 Pick axe head
 
|-
 
| Wooden shield
 
| 8 wood pieces
 
 
|}
 
|}
  
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=Buying your Shop=
  
==Bakery==
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You can buy a shop c/o [[Castle]] or [[Village]]. The price of a shop depends on the [[Castle#Taxes|Goods and Services Tax]] that the [[Vassal]] set.
  
At the Baker's oven you can cook and prepare food, required to survive. You can bake the following foods:
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=Informations=
  
{| border=1 cellspaces=0 cellpadding=2
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On this page you can see an overview of the shop.
|-
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! Object
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! Requirements
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|-
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| Loaf (8)
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| 1 wood piece, 1 sackfull of wheat
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|}
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==Herbalist==
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=Manage (Configure shop)=
At the herbalist you can prepare ointments and potions to help heal wounds and to enhance attributes. You can produce the following potions and ointments:
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{| border=1 cellspaces=0 cellpadding=2
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In this page you can configure the following shop attributes:
|-
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! Object
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! Requirements
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|-
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| Wound ointment
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| 3 Medicinal herbs, 1 Medicinal mushroom
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|-
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| Widow's Brew
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| 2 Jar of Milk, 3 Medicinal herbs, 1 Medicinal mushroom
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|}
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== Goldsmith ==
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* Your shop description
A Goldsmith can use gold to craft some jewels for Kings, Nobles or normal people:
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* An informative message (open/closing hours, prices etc)
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* Your shop image, that will be seen in the informational page
  
{| border=1 cellspaces=0 cellpadding=2
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=Storage and events=
|-
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! Object
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! Requirements
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|-
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| King Crown
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| 3 Wood Pieces, 10 Gold pieces
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|-
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| Gold Bracelet
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| 1 Wood Piece, 2 Gold pieces
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|}
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==Tailor==
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You can see what's stored in the structure inventory and take/deposit items and see some events related to activities related to the structure.
  
The Tailor can craft basic or precious clothes from various materials.
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=Construct/Create objects=
  
{| border=1 cellspaces=0 cellpadding=2
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On this page you can see a list of the items you can create in your shop.
|-
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! Object
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  Important: You will need to have torso/body, legs, and feet covered in order to work in your shop.
! Requirements
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|-
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Time to craft depends on:
| Boots
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| 4 Leather Pieces
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* The value of your intelligence Attribute;
|-
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* If you own the [[Worker Package Bonus]] (Crafting Time decreased by 50%);
| Hat
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* If you are a Follower of a Church that owns the [[Dogma Bonuses|Blessings of the Artisans]] Dogma Bonus (Crafting Time decreased by 30%)
| 10 Cotton Yarns
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|-
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The Energy and Glut required depends on crafting time and the working cycles:
| Hood
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| 10 Wool Yarns
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  Required Energy = round( min(50, 1.325 * Crafting Hour (Not applying bonuses)) * working_cycles, 0)
|-
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  Required Glut = round( min(50, 1.325 * Crafting Hour (Not applying bonuses)) * working_cycles, 0)
| Leather Trousers
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| 6 Leather Pieces
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Example:
|-
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| Linen Shirt
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Crafting meat soup takes (not applying bonuses) 108 minutes (1,48 hours). To craft meat soup x1 the required energy is 1,48*1,324 = 2,385 (4,77%).
| 10 Linen Yarns
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|-
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To craft x3, energy required will be 2,385* 3 = 7,155 (14,31%). The final result is rounded so the energy required will be 14%.
| Linen Trousers
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| 10 Linen Yarns
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=Upgrading your shop=
|-
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| Mitra
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You can upgrade your shop by:
| 3 Cotton Yarns, 2 Sylk Yarns
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|-
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* Increase shop level
| Female Shoes
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* Increase storage space
| 3 Leather Pieces
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|-
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| Male Shoes
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==Increasing storage space==
| 3 Leather Pieces
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|-
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You can increase your shop storage by working on it or (if the shop is level 2) ask someone to do it for you by posting a [[jobs|Job]]. Having more storage will allow you to store more material and craft items that are very heavy, like the [[Tar Jar]] and the [[Medium Cart]]. (Note: depending on the weight of the required materials, more than one enlargement may be necessary)
| Silk Robe
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| 6 Cotton Yarns, 10 Silk Yarns
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* Conditions:
|-
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** Required items are in the shop storage
| Silk Shirt
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** Character has enough glut and energy
| 10 Silk Yarns
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* Expected lasting time: 12 hours.
|-
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* Time modifiers:
| Priest Tunic
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** Character strength
| 8 Wool Yarns, 10 Cotton Yarns, 3 Sylk Yarns
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** Bought bonuses: [[Worker Package Bonus]]
|-
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* Queue applies? No.
| Bishop Tunic
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* Required resources:
| 9 Wool Yarns, 12 Cotton Yarns, 4 Sylk Yarns
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** 32% [[Glut]], 36% [[Energy]]
|-
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** 15 [[Wood Piece]]s
| Cardinal Tunic
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** 70 [[Brick]]s
| 9 Wool Yarns, 12 Cotton Yarns, 4 Sylk Yarns
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** a [[Work Hammer]]
|-
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| Pope Tunic
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After you complete, Shop storage is increased (+250 Kg)
| 10 Wool Yarns, 15 Cotton Yarns, 8 Sylk Yarns
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|-
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| Veil
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==Increasing shop level==
| 4 Silk Yarns, 6 Linen yarns
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|-
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You can work at your shop to increase its level to the next.
| Wool Robe
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| 10 Wool Yarns, 6 Cotton Yarns
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* Conditions:
|}
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** Required items are in the shop storage
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** Character has enough glut and energy
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* Expected lasting time: 40 hours.
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* Time modifiers:
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** Character strength
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** Bought bonuses: [[Worker Package Bonus]]
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* Queue applies? No.
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* Required resources:
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** 6% [[Glut]], 6% [[Energy]] per working hour
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** 15 [[Iron Piece]]s
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** 45 [[Wood Piece]]s
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** a [[Work Hammer]]
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After you complete, the Shop level is increased to the next level.
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=Level 2 Shop=
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A level 2 Shop enables the ''Grant'' functionality. The owner will then be able to assign the following profiles:
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 +
* [[Worker Profile]]
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You may hire other players to work in your upgraded '''[[Workshops|Shop]]''' by writing a [[Work contract]]. Both characters will be able to craft but not at the same time and only the owner has to access the shop's inventory. If an hourly wage is set in the contract, the contractor will be paid after every crafting action as long as there are enough silver coins in the shop's inventory.
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=Selling your shop=
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You can sell your shop back to the Government or to another player by ''Selling your Certificate of Ownership'' on the [[Market]]. In case you sell your shop back to the Government you will receive the following Silver Coins
 +
 
 +
  Silver Coins = 80% of Base_price
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 +
where Base_Price is the structure price before Kingdom applied taxes.
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 +
==Sell your shop on the market==
 +
 
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Every shop owner owns a [[Scroll|document]] (Certificate of Ownership) for each shop they bought. A shop owner will be able to sell this certificate on the market. This type of sale will not be taxed.
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 +
For selling successfully a property:
 +
 
 +
* Shop inventory must be empty
 +
* Buyer must not already own a shop
 +
* No pending jobs in the shop should exist at buy time
 +
 
 +
These checks will be done when a buyer tries to buy the Certificate of Ownership. If the sale is succesfull the Shop will be transferred to the new owner and the buyer, the seller and the [[Vassal]] will be informed about the ownership Transfer.
 +
 
 +
{{navBuildings}}
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[[Category:General Information]]

Latest revision as of 18:14, 19 October 2019

[edit] Introduction

You can buy a shop license from the Castle or Village for about 400—500 silver coins (the price depends on your Charisma and local tax rate). A player can own only one shop unless they are a follower of a Church that has the Dogma Bonus Blessings of the Artisans, in which case it's two shops maximum.

There are eight different types of shops:

[edit] Shop Functions

A shop includes the following functions:

Functions VS Levels Level 1 Level 2
Public functions - -
Informations Yes Yes
Private functions - -
Manage (configure shop) Yes Yes
Storage and events Yes Yes
Construct objects Yes Yes
Increase shop level Yes Yes
Increase storage space Yes Yes
Manage grants No Yes
Sell your shop Yes Yes

[edit] Buying your Shop

You can buy a shop c/o Castle or Village. The price of a shop depends on the Goods and Services Tax that the Vassal set.

[edit] Informations

On this page you can see an overview of the shop.

[edit] Manage (Configure shop)

In this page you can configure the following shop attributes:

  • Your shop description
  • An informative message (open/closing hours, prices etc)
  • Your shop image, that will be seen in the informational page

[edit] Storage and events

You can see what's stored in the structure inventory and take/deposit items and see some events related to activities related to the structure.

[edit] Construct/Create objects

On this page you can see a list of the items you can create in your shop.

  Important: You will need to have torso/body, legs, and feet covered in order to work in your shop.

Time to craft depends on:

  • The value of your intelligence Attribute;
  • If you own the Worker Package Bonus (Crafting Time decreased by 50%);
  • If you are a Follower of a Church that owns the Blessings of the Artisans Dogma Bonus (Crafting Time decreased by 30%)

The Energy and Glut required depends on crafting time and the working cycles:

  Required Energy = round( min(50, 1.325 * Crafting Hour (Not applying bonuses)) * working_cycles, 0)
  Required Glut = round( min(50, 1.325 * Crafting Hour (Not applying bonuses)) * working_cycles, 0)

Example:

Crafting meat soup takes (not applying bonuses) 108 minutes (1,48 hours). To craft meat soup x1 the required energy is 1,48*1,324 = 2,385 (4,77%).

To craft x3, energy required will be 2,385* 3 = 7,155 (14,31%). The final result is rounded so the energy required will be 14%.

[edit] Upgrading your shop

You can upgrade your shop by:

  • Increase shop level
  • Increase storage space


[edit] Increasing storage space

You can increase your shop storage by working on it or (if the shop is level 2) ask someone to do it for you by posting a Job. Having more storage will allow you to store more material and craft items that are very heavy, like the Tar Jar and the Medium Cart. (Note: depending on the weight of the required materials, more than one enlargement may be necessary)

  • Conditions:
    • Required items are in the shop storage
    • Character has enough glut and energy
  • Expected lasting time: 12 hours.
  • Time modifiers:
  • Queue applies? No.
  • Required resources:

After you complete, Shop storage is increased (+250 Kg)


[edit] Increasing shop level

You can work at your shop to increase its level to the next.

After you complete, the Shop level is increased to the next level.


[edit] Level 2 Shop

A level 2 Shop enables the Grant functionality. The owner will then be able to assign the following profiles:

You may hire other players to work in your upgraded Shop by writing a Work contract. Both characters will be able to craft but not at the same time and only the owner has to access the shop's inventory. If an hourly wage is set in the contract, the contractor will be paid after every crafting action as long as there are enough silver coins in the shop's inventory.

[edit] Selling your shop

You can sell your shop back to the Government or to another player by Selling your Certificate of Ownership on the Market. In case you sell your shop back to the Government you will receive the following Silver Coins

  Silver Coins = 80% of Base_price

where Base_Price is the structure price before Kingdom applied taxes.

[edit] Sell your shop on the market

Every shop owner owns a document (Certificate of Ownership) for each shop they bought. A shop owner will be able to sell this certificate on the market. This type of sale will not be taxed.

For selling successfully a property:

  • Shop inventory must be empty
  • Buyer must not already own a shop
  • No pending jobs in the shop should exist at buy time

These checks will be done when a buyer tries to buy the Certificate of Ownership. If the sale is succesfull the Shop will be transferred to the new owner and the buyer, the seller and the Vassal will be informed about the ownership Transfer.


List of all Buildings an locations in game
Basic Resources ForestFish ShoalGold MineStone MineCoal MineWhite Sand CaveSalternClay MineIron Mine
Farms and Fields FieldCow FarmSheep FarmPigs FarmSilkworms FarmBees Farm
Shops InnBlacksmithCarpenterTailorHerbalistGoldsmithPotterDistillery
Government Structures Royal PalaceCastleVillageCourtBarracks and Prisons (Level 2)AcademyTraining GroundsTavernMarketHarborWatch Tower
Religious Structures Level 1 (Head Quarter) Level 2 Level 3 Level 4
Other DumpBuilding SiteBattlefieldWellHouse
Related article Kingdom (Community) ProjectsStructure Control Requirements
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