Search the Community
Showing results for tags 'labor'.
-
If you set up a production building to farm extra labor hours in a port that alows it (ie Plymouth)-- how do you convert them? I don't see a tile under crafting that allows you to "harvest" the labor hours. Can somebody explain please?- thanks
-
Hello people. I was discussed about labor contracts last ago and i'm "broken". Broken is too big word because it's just game, but when i check market i see only contracts for 800k+ each for 500 labor that me cancer. But i have idea - simply system on change market and prices. For now if you want sell labor hours, you must contact with player and trade with him 4 or more times. This takes too much time and you never know with who you trading. What is it about this system? Player for example, I want sell labor hours. I open bookmark for example new "ExChange" and i changing my labor hours on contract to sell it like normal item. I have 1000 labor hours , i change all on one labor contract with 1000 labor hours and i put this to market. For facilities and keep clear on market can change 100, 200,500,1000 and 1500 labor hours on contract. I hope devs will read this and change some Sorry for my suck English. Best Regards Triss
-
Hi All Ive had a bit of a search and couldnt find anyone suggesting this idea in the suggestions thread. Now we have a basic clan warehouse setup i was wondering if somewhere along the line a clan dockyard would be a viable option? It ties i to the clan warehouse where the stewards and shipwrights could allocate materials towards ships requested in clan by members, would be much more organisation and they could be stored and picked up by the member requested in the clan dockyard once the order is complete, take out the having to be online at the same time to exchange the ship, gold or goods. Clan dockyard deeds, ships built within the clan are licenced under the clan and have the clan stamp on them, so players or members cant defect and take clan resources, they can be released if allowed by 3 officers and then sold to others or on the shops, ships used by members moving through the ranks can return ships back to the dockyard for refitting and recommisioning with the repairs of durability, depending on how many durability left so like 1/5 then it will cost 4/5 of the resources to restore it to full durability, this will add quite a valuable tool to maintain control while allowing further organisation of clan ships, if anyone has anything to add or some different ideas please add to the conversation and see if we can get aomething like this up and running.