![]() ![]() To trade goods and items you need to send your ships to other character's trading posts or piers. Items are separated from goods and both goods and items have their own tabs (if the character trades with both, otherwise there are no separate tabs). Each offer/request is represented by an icon of the good/item, the available amount in bottom left corner, and the trading price at the top (per one ton in case of goods). Additionally, you can gain reputation with pirates and AI opponents if you engage in active trade with them.Ĭlick on other character's trading post to see what goods and items they want to trade with. While goods can be traded both actively and passively, active trade is the only option available for trading items and ships. In case of active trade you need to actively seek trading opportunities, by checking what other players and characters have to offer, by using your ships to sail to them and make purchases etc. The central part of the menu indicates what goods and items have been selected for trade: the ones being bought are at the top, the ones being sold are at the bottom. In addition to the crazy "per ramp cost", of monthly upkeep.The trade menu between a player's frigate and Eli Bleakworth's island. You will not get cash back, but each upgrade usually consumes more and more, expensive resources that cost money to use and produce. Or just destroy them and get the additional wasted materials back, to cut your losses. (I'm not sure if the "bonus production" teleports directly to storage, but even if it doesn't, the gains are many.)ĥ: Move warehouses, if you accidentally upgraded one, but have since "streamlined production", so less ramps are required. People like that will reduce warehouse loading demands. Less pigs and grain needed to be stored and delivered and processed. Less clothes and alcohol needed from labor. Lard from fish is less processing, and loading potential saved from pigs production. ![]() ![]() You should be overproducing and selling, to get back the cost of loading them.Ĥ: Find labor union people who cut out production steps. Using goods just costs you money, in taxes. Chances are good that it costs you more to load them, more than they are worth to sell. They get used in waves, which can often self-balance, as the game progresses. With upgrades, it goes up to something stupid like $200 per ramp. Unless you need the space, than it is a total waste to upgrade them. Add a fire station to one road block, just in case.)ģ: It is cheaper to build warehouses and NEVER upgrade them. (I don't believe the warehouse needs a road to connect to the city, since goods teleport to the warehouse "pool". Only wood planks will go to the warehouse. That forces all cut trees to go to the saw mill. Connect a single block of road from a lumber yard, to a saw mill, which is not connected to a city road, but have the saw mill connected, also by one road segment, to a warehouse. Roads can connect warehouses to buildings and also buildings to buildings, without a need to physically connect those roads to city roads. Goods are simply pooled in a generic "pool" of storage. (Unless they are full of stock.)Ģ: Warehouses are teleporters. Goods will be delivered directly to those buildings, skipping storage entirely. To reduce warehouse loading delays, place recieving buildings closer than the warehouse. 1: Produced goods will go to the nearest available source, for consumption.
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