Workshop

From MoR-Wiki
Revision as of 13:56, 21 March 2024 by Q.T (talk | contribs) (Added the cost to build the Workshop, will do the same for the remaining buildings in the player's yard)
Jump to navigation Jump to search
Workshop Starting.jpg

Overview[edit | edit source]

The Workshop is a buildable construction within The Player's yard. It cost $35,000 to be built. An appointed foreman runs the workshop and the player can assign up to 10 NPCs (Issids and Slaves) to work in the workshop.

Upgrading[edit | edit source]

Like other buildings within the player's household, the Workshop can be upgraded, with the upgrades being divided into two parts: The Main Hall and Tools and machines.

  • Main Hall (Changes the display image of the Workshop per upgrade):
    • Level I (Starting): Very simple with wooden tables, barely enough chairs, and nothing worth mentioning in the safety department.
    • Level II ($10,000): Adequate. Reinforced steel tables, sturdy chairs and basic safety equipment.
    • Level III ($25,000): Pristine. Polished steel tables, top-of-the-line safety equipment and a layout built to maximize efficiency and factory output.
  • Tools and machines:
    • Level I (Starting): Medieval
    • Level II ($10,000): Industrial revolution
    • Level III ($75,000): Complete mechanization
    • Level IV ($200,000): High-tech mechanization

Appointing a foreman[edit | edit source]

It is not necessary to appoint a foreman to have an active output from this location. However, a foreman has the potential to greatly increase efficiency (yield) based on his Intelligence and Affection toward you. Only freeborns (Issids) can be appointed as foremen. An existing workshop automatically enables that assignment under the Duties section.

Focus[edit | edit source]

The player can focus his workshop on these three things: Merchandise Processing, Manufacturing, and Sweatshop.

  • Merchandise Processing: The player can drop collected Merchandise at Workshop and have it processed into materials. These materials will be automatically transferred to his Resource Inventory as long as:
    • There are at least 100 available Merchandise.
    • The player has one or more workers assigned to this location.
  • Manufacturing: A manufacturing workshop produces Production Points and Tech Points, which can be used to process batches of various items such as weapons, ammunition and medical supplies - as long as the player has the required resources.
    The speed of accumulated points is affected by the player's foreman's efficiency (INT), your Average Discipline Pool, the number of workers and upgrades. In order to generate Tech points, used for producing high-tech goods such as plasma rifles and power cores, the player's foreman's INT has to be 50 or greater. The player will also need the "Complete mechanization" or higher tool upgrade.
  • Sweatshop: Sweatshop workers produce sellable goods from whatever materials they can find. Having a surplus stockpile of consumable Merchandise drastically increases sweatshop yield.

Other Actions[edit | edit source]

Aside from the listed actions above, the player can also do the following things at the workshop:

  • Check the Statistic
  • Check his Resource Inventory
  • Clear Workers
  • Demolish the Workshop
  • Rename the Workshop