Assembly Plant: Difference between revisions
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=== Working shifts === | === Working shifts === | ||
You can apply for work here on a daily basis. You must arrive by 9:30 AM at the latest be offered a shift by the foreman, but can start as early as 6am. Shifts last 9 hours. There are four different types of work, with varying levels of risk, financial reward, and side benefits. Only one type | You can apply for work here on a daily basis. You must arrive by 9:30 AM at the latest be offered a shift by the foreman, but can start as early as 6am. Shifts last 9 hours. There are four different types of work, with varying levels of risk, financial reward, and side benefits. Only one type will be offered to you each day; if you don't like it, you don't have to take it; you cannot choose the type of work. The work offered each day is down to luck (roll 1-6), modified by your Influence (-1 if <41), Charisma (-1 if <21), and Manipulate (+1 if 80+), with results as follows: | ||
'''0. Nothing''' - try again tomorrow. | |||
'''1. Chemical Processing Plant ($120/day)''' - high risk, no theft chance. No social actions available. | |||
'''2. Munitions Factory ($45/day)''' - medium risk, normal theft chance. Social actions available. | |||
'''3. The Concrete Plant ($45/day)''' - medium risk, no theft chance. No social actions available. | |||
'''4+ Assembly Lines ($45/day)''' - low risk, normal theft chance. Social actions available. | |||
The work is exhausting and sometimes dangerous, and though the pay is OK by Ikaaninan standards, a warlord slavemaster should be able to earn much more with his time. However the side-benefits may make working here worthwhile, especially if you are crafty. Working here can build up your '''Strength''', '''Dexterity''', and '''Stamina''' over time (chances for +1 to an attribute, dependent on type of work); socialising can raise your '''Charisma''' and '''Influence'''; and there are learning opportunities which can raise '''Science''', '''Academics''', '''Melee''' Combat, '''Ranged''' Combat and '''Medicine'''. Plus if you want to risk it, there are opportunities to try to steal various things, some valuable, which might also raise your '''Stealth''' skill if attempted (cap: 90). | The work is exhausting and sometimes dangerous, and though the pay is OK by Ikaaninan standards, a warlord slavemaster should be able to earn much more with his time. However the side-benefits may make working here worthwhile, especially if you are crafty. Working here can build up your '''Strength''', '''Dexterity''', and '''Stamina''' over time (chances for +1 to an attribute, dependent on type of work); socialising can raise your '''Charisma''' and '''Influence'''; and there are learning opportunities which can raise '''Science''', '''Academics''', '''Melee''' Combat, '''Ranged''' Combat and '''Medicine'''. Plus if you want to risk it, there are opportunities to try to steal various things, some valuable, which might also raise your '''Stealth''' skill if attempted (cap: 90). | ||
Latest revision as of 18:39, 3 December 2025

Owned by House Cyker, the Westside Assembly Plant (often referred to as "The WAP") is a massive complex of factories and plants wherein much of Ikaanos' machinery, weapons, and merchandise are mass-produced. It is a soulless place, full of the acrid stench of chemicals and sweat. The chemicals and machines are dangerous; you can often spot a former worker by the telltale chemical burns that end the career of many careless or overworked men.
Despite the risk, there is no shortage of down-on-their-luck workers willing to risk life and limb for meager pay. The work is often soul-crushingly monotonous and physically draining.
This plant represents much of House Cyker's wealth within the city. Some of the products made here go to Cyker-owned stores. Others are bought by independent vendors or exported to other cities. House Cyker's famous "Cyker Inc. Combat Armor" is produced here and sold in the Westside Armor Store, which is owned by Karl Cyker, son of the Assembly Plant's general director, Kalmani Cyker.
The foreman of the plant is James FitzRichard. Interaction with the foreman is limited, as he spends his time supervising the work and looking out for thieves. He seems to be a company man, throwing a few extra dollars your way to ensure your silence whenever he asks you to help repair damaged goods; things breaking during production usually makes for some bad press about the quality of the work or the materials that the company would rather avoid.
Opening Hours
The Assembly Plant is open 24 for buying materials, but for working shifts here you must arrive some time between 6am and 9:30 am; shifts last 9 hours, so end from 3pm (if starting at 6) to 6:30pm (if starting at 9:30).
Services
Buying Materials
You can sell some Materials to the factory. Prices vary depending on societal and market conditions, but approximate values are below:
- Refined Copper: $7/bar
- Gold Ore: $8/unit
- Silver Ore: $3/unit
- Copper Ore: $2/unit
- Iron Ore: $1/unit
- Other (Silver Bars, Gold Bars, Durasteel, Wood, Dung...): not wanted here currently.
Working shifts
You can apply for work here on a daily basis. You must arrive by 9:30 AM at the latest be offered a shift by the foreman, but can start as early as 6am. Shifts last 9 hours. There are four different types of work, with varying levels of risk, financial reward, and side benefits. Only one type will be offered to you each day; if you don't like it, you don't have to take it; you cannot choose the type of work. The work offered each day is down to luck (roll 1-6), modified by your Influence (-1 if <41), Charisma (-1 if <21), and Manipulate (+1 if 80+), with results as follows:
0. Nothing - try again tomorrow.
1. Chemical Processing Plant ($120/day) - high risk, no theft chance. No social actions available.
2. Munitions Factory ($45/day) - medium risk, normal theft chance. Social actions available.
3. The Concrete Plant ($45/day) - medium risk, no theft chance. No social actions available.
4+ Assembly Lines ($45/day) - low risk, normal theft chance. Social actions available.
The work is exhausting and sometimes dangerous, and though the pay is OK by Ikaaninan standards, a warlord slavemaster should be able to earn much more with his time. However the side-benefits may make working here worthwhile, especially if you are crafty. Working here can build up your Strength, Dexterity, and Stamina over time (chances for +1 to an attribute, dependent on type of work); socialising can raise your Charisma and Influence; and there are learning opportunities which can raise Science, Academics, Melee Combat, Ranged Combat and Medicine. Plus if you want to risk it, there are opportunities to try to steal various things, some valuable, which might also raise your Stealth skill if attempted (cap: 90).
However if you are caught stealing you will be kicked out and will lose significant Influence (-100, or -50 if less than 200 already), though this won't stop the foreman considering you for work again another day. And working at the plant you risk suffering injuries (decreasing Strength and Dexterity), chemical burns (decreasing Beauty), lung damage (reducing Stamina), and demoralisation (reducing Willpower). So if you are unlucky, working at the Assembly Plant may cost you more than you gain from it. Which is why working here is generally shunned by Ikaanians.
Assigning NPCs to work here
This is not an option at the moment, but might become one in the future.
More information available here.