Post by Shifty on Nov 13, 2013 13:46:14 GMT 9.5
So, for any of you that might be curious, here's how I did the working of the Glassworks economy as per the Ultimate Campaign rules. Obviously, you can make any changes to it you want by adding or removing rooms. Maybe you don't want the staff to be able to have a bath or a kitchen because it interferes with their productivity, or whatever. This is how I see each room fitting into the rules at the moment. You can compare them to the Ultimate Campaign rooms list here: Ultimate Campaign rooms list
and here is a picture of the glassworks as it stands at the moment:
And here's a rundown of each room and its function as per Ultimate Campaign rules:
The cost is the amount it would've cost to build the room from scratch, the benefit refers to what the room can "earn" per day.
I'll just give you a quick rundown of what the earnings mean and what you use them for. GP = Income (confusingly... in silver pieces), INF = Influence (an abstraction of the reputation of the Glassworks in town, which is what you might need to convince the Scarnettis that the business is viable), L = Labour, and G = Goods (if you want to use the factory to build a certain item, rather than to sell it on, you will need "goods", an abstraction of physical objects). CAP = Capital, which can be applied to any of the above.
The total cost of all that is 5,560gp. But you'll only pay the cost to repair it from the broken condition, which is 2,780gp
Then I added eight workers (now, keep in mind, you haven't actually hired any of these people yet).
A Guildmaster (Artisan's guild) who actually costs -3 GP, but enables the operation to keep running while you're not there.
A Bureaucrat, for keeping track of shipments, GP or INF +4
2 Labourers, for luggging around the sand and lime and whatnot, GP or L +2 each
4 Craftspeople, to actually make the damn glass, GP, G or L +4 each.
So! All that comes to a total of the following earnings bonus per day:
GP +116
INF +61
G +71
L +45
and here is a picture of the glassworks as it stands at the moment:
And here's a rundown of each room and its function as per Ultimate Campaign rules:
The cost is the amount it would've cost to build the room from scratch, the benefit refers to what the room can "earn" per day.
I'll just give you a quick rundown of what the earnings mean and what you use them for. GP = Income (confusingly... in silver pieces), INF = Influence (an abstraction of the reputation of the Glassworks in town, which is what you might need to convince the Scarnettis that the business is viable), L = Labour, and G = Goods (if you want to use the factory to build a certain item, rather than to sell it on, you will need "goods", an abstraction of physical objects). CAP = Capital, which can be applied to any of the above.
Map ID | Room name | Room function | Cost | Benefit |
A1 | Display room | Reliquary | 260gp | GP or INF +5 (bonus +1 to knowledge checks) |
A2 | Store room | Storage | 120gp | GP +2 |
A3 | Cleaning closet | Storage | 120gp | GP +2 |
A4 | Store room | Storage | 120gp | GP +2 |
A5 | Servants quarters | Bunks | 400gp | GP +12 |
A6 | Dining room | Common room | 300gp | GP or INF +7 |
A7 | Wash room | Lavatory | 120gp | +2 vs saving throws against disease while working |
A8 | Kitchen | Kitchen | 160gp | GP or G +4 |
A9 | Pantry | Storage | 120gp | GP +2 |
A10 | Store room | Storage | 120gp | GP +2 |
A11 | Meeting room | Sitting room | 480gp | INF +4 (+1 to social skill checks while in the room) |
A12 | Reception | Storefront | 190gp | CAP +5 |
A13 | Office | Office | 120gp | Diddily squat |
A14 | Files | Storage | 120gp | GP +2 |
A15 | Preperation room | Workstation | 300gp | GP, G, or L +8 |
A16 | Loading room | Workstation | 300gp | GP, G, or INF +8 |
A17 | Glassworks | Artisan's Workshop x 2, Forge | 720 + 370 = 1,090gp | GP, G, or INF +30 |
A19 | Underground storage | Storage | 120gp | GP +2 |
A20 | Storage | Storage | 120gp | GP +2 |
A21 | Storage | Cell | 180gp | N/A (This is where Ameiko was imprisoned, so I listed it as a cell, but it could be converted back to storage at no cost) |
A22 | Secret office | Office/Secret room | 120 + 220 = 340gp | DC 20 secret door |
A23 | Smugglers tunnel | Escape route | 360gp | DC 20 secret door, secret exit to Catacombs of Wrath |
The total cost of all that is 5,560gp. But you'll only pay the cost to repair it from the broken condition, which is 2,780gp
Then I added eight workers (now, keep in mind, you haven't actually hired any of these people yet).
A Guildmaster (Artisan's guild) who actually costs -3 GP, but enables the operation to keep running while you're not there.
A Bureaucrat, for keeping track of shipments, GP or INF +4
2 Labourers, for luggging around the sand and lime and whatnot, GP or L +2 each
4 Craftspeople, to actually make the damn glass, GP, G or L +4 each.
So! All that comes to a total of the following earnings bonus per day:
GP +116
INF +61
G +71
L +45