The following commands are available: - shipquests [quest] - See quests you have completed, or can start Also, get details on what the quest provides for you. - job [jobname] List jobs you know how to do Get details on a particular job or jobs e.g. 'job info create' or 'job info create, create, console' See what jobs you are allowed to do on the current ship Start work on a particular job - material - Deposit materials to be used on a job - special - Deposit a magical item, to be used on a job - credit - Deposit credits - check - See what materials/specials/credits you have stockpiled - orders - List the ships you have been given permission to work on - create - Start work on a brand new ship (requires the 'create' job) - select - Start working on a particular ship - update - Check the status of the current job - continue - Get the workers back to work, if you've been idle too long - abort - Abort the current job - shipname - Specify the name of a new ship. No spaces allowed - modules - List the installed modules on the named ship. - send [material/special] - Send materials or specials to another player's shipyard. eg: send melemkor material oak 10 - guest - Toggle whether someone may enter your room. Most of these commands are explained in detail in the 'guide'. Hp:548/548 | Ep:294/294 | Sp:651/651 |$:700+22169|E:204905|0kg [14:10] Welcome to the world of shipbuilding! Your job here is to direct the dock workers in the construction of the ship itself. As such, 'shipbuilding' is a skill that is checked periodically but never actually used. There is nothing preventing you from giving orders to the crew and then leaving, as your shipbuilding skill will be recorded - however, the longer you are away, the less disciplined the workers will become (i.e. your effective shipbuilding skill will continue to drop until you return). Each major task during the construction of a ship is broken down into a 'job'. You may do the creation job to make a new ship, or perform other jobs on ships you are the captain of, or perform specific jobs you have been authorized to do by a ship's captain (visit the law office in the Maritime Authority for more details). In order to learn how to do a particular job, you have to have a sufficiently high shipbuilding skill, and you must complete a quest (generally whomever you are doing the quest for will then teach you what you need to know). Once you have completed the quest, you never need to do it again, even if you reinc. Jobs will also require a materials investment. By and large, the materials used will be types of wood, but you can also expect to use metals (for braces, nails, etc) and cloths (for sails), and perhaps some magical items (which have their magic drained into the ship to provide reinforcement or special abilities). Finally, you need to pay the workers, so there will be a monetary cost as well. These are managed through credits, which may either be deposited here or at the finance office in the Maritime Authority. At the finance office, you may also transfer credits from someone else. Be aware that unexpected events may happen during work on a ship, either beneficial or detrimental. Sometimes you will need to have materials on hand in order to take advantage of a beneficial event, or to try to mollify a detrimental one, so it is advisable to keep extra supplies in storage. ***************************************************************** 1) Quests To find out what quests you are eligible for, type 'shipquests'. You will receive a listing of all the quests you have completed, plus the names of quests that you meet the requirements for starting. You may type 'shipquests ' to get information about what jobs you will be able to do upon finishing the quest; if you have already finished the quest, it will give you some details about the corresponding aspect of the ship. The requirements for starting a quest are xxx% in shipbuilding, and having completed the quest yyy. For example, you will not see the 'crows_nest' quest until you have a skill of 40% and have completed the 'class_2' quest. You never have to do a quest twice, even if you reinc. NOTE: If you complete a quest, then drop below the minimum % of shipbuilding that was required, you will still keep the quest, but you will not be able to do any of the associated jobs. 2) Detailed job info You may type 'job list' to get a list of the jobs that you know how to do. Then, you may type 'job info ' to get details on what you need to do for a particular job. For example, 'job info create' (once you have completed the initial quest) will tell you what materials and magical items you will need in storage, as well as how much you can expect to have to pay to the workers over the course of building the ship. Keep in mind, this does not include possible overages you may incur due to special events. 3) Depositing materials Once you know what materials you need, you can start depositing them. This is done with the 'material ' command (e.g. 'material wood' to deposit the first piece of wood you have in your inventory). The material is processed and converted into a number of 'kilo's (fractions of a kilo are rounded down, so make sure the chunks are large enough to be worthwhile). One kilogram of divinely refined material is equal to one 'kilo', while less refined materials result in much lower yields. 4) Depositing magical items If you need any specials magical items, you can deposit them with the 'special ' command (e.g. 'specials create ring' to deposit a ring with +3str or +3con). The items are checked to make sure they meet or exceed the requirements (you could deposit a +10 con necklace if you wanted, even if you only needed a +3 con item), taken and drained (you do not get the drained version back). Any other bonuses (or penalties) aside from the required stat have no effect (a +3 con -10 wis amulet works just as well). Note that you must specify the job name, as one item may qualify to be used on multiple different jobs. 5) Depositing money Then, you may deposit any credits you need with the 'credit ' command. Any transfers you received from the finance office will be reflected here. 6) Selecting a ship You may now either choose to start work on a brand new ship with the 'create' command, or you may start work on an existing ship with the 'select ' command (you may only select ships on which you are allowed to work, and which are not currently in the game). 7) Selecting a job You may type 'job allow' to see what jobs you are allowed to do on the current ship; or 'job start ' to begin work on a job. You have until reboot to finish a job; if it is not done in that length of time, all materials used will be wasted, and the ship will revert to its initial state. 8) During the job Periodically, your workers will check in with you for advice. If you are not present, they will try to get by for a while. If you are gone for too long, they will stop work. If this happens, you may type 'continue' to get them working again. Also, events may occur during the building process which you may only have a limited amount of time to respond to (you will be given your options when that occurs). If you do not respond, some default action will occur. 9) Finishing the job When the job is finished, the ship is released, ready to be summoned. The exception is for a new ship. At this point, you will be asked to provide a name for the ship, and you will be granted command. Keep in mind that a ship is pretty much worthless without a crew; you will probably want to visit the Sailor's Union at the other end of the harbor to hire some. 10) Celebrate CONGRATULATIONS! Your work has paid off in a new improvement for a ship, or perhaps even in a brand new ship, ready to take on the world's waterways.