Managing a Guild Town Guide
Ok, some things to note, after doing some research I've pretty much narrowed down 'this is what we need to do'.
The absolute priority for anything, above all, is to gain GP. That is the first and absolute foremost, everything else comes as a side effect of this. That being said, here's how it all ties together;
Town Satisfaction
This is the indicator of the general population happiness and all that jazz, how well off your town is. What does it REALLY matter tho? The individual stats not that much at all. But they all add up to contribute to the Satisfaction rating, which is the only stat that DOES matter. The lower Satisfaction, the faster residents leave. Right now our Satisfaction is literally on the toilet floor so there's no real point to persuade residents until satisfaction can be raised. For every point of Satisfaction under 100, 1 resident will leave the town every in-game day. If your town Satisfaction was 90/100, then every in-game day, 10 residents will leave. The lowest number of town leavers caps at 10. At 100/100 Satisfaction, 10 residents will still leave every in-game day.
Town Satisfaction in general is the average of the 5 contributing factors (commerce, industry, culture, health, and security). The contributing factors are capped at 100. The contributing factors for satisfacton are calculated by (current point value)/(population/100)
For example: London has 209,135 population and 820/845 commerce = 820/(209135/100) = 0.392 or 39.2%
Building Craft
This raises the total CAP on the stats, it does not contribute to the existing stat itself. In order to max Satisfaction however, all stat caps must be raised to 3000. This is done by crafting the building in question (ie, build a Hospital to increase Health cap, Guard Post to increase Security, so on and so forth). Why do this? It's guild crafting = earns epic GP. Simple as that. We should begin levelling Building craft for the sake of GP, and increasing our stat caps.
Town Quests
The bread and butter. This is what raises the existing stats in general. This earns GP and increases a random stat of the town, therefore EVERYONE should be spamming these like no tomorrow. These require Managers Scrolls. These scrolls can be bought off the market, but are generally very overpriced. Here's where finally that little 'rumor notice' above the chatbox comes in handy. Whenever you see something like 'There is a rumor that a person in <wherever> is selling Manager's Scroll [Adv]' or similar, go to that town and find the Merchant NPC. Buy the scrolls from him. They only cost 1000 gold from a Merchant, as opposed to hundreds of thousands on the Market. The downside is that you require 100% Will to purchase from the Merchant, to prevent spam.
At the end of the day, these are the 3 things that directly tie in to 'building up the town' and raising it's health, as well as what directly earns GP. Now you may ask ok, where does 'guild profitability' come into it? Read on;
Building Management and Taxes
Assigning a manager to key infrastructure such as the Bank, Market, Travel Agency lets that person control the set rates of the town, such as the Market tax and so forth. All tax earnt by transactions in the town goes directly into the BUILDING fund. Each individual building has a personal fund where money is collected from tax. At the end of every in-game month, the building manager then pays tax from the building, into the Town Hall where the money is collected. From there, the Guild Leader will withdraw it into the Guild Fund to pay for Guild Crafting costs to improve infrastructure in the town (Building craft or otherwise). Thus the money comes full cycle in this way.
That being said, it's important that all guild members use our town as much as possible. Most importantly is when selling high priced goods on the Market that attract a tax; DO IT FROM OUR TOWN! The reason for this is simple: If you do it in Rome or anywhere else, the tax goes into THAT town's coffers, not ours. If you do it in Rome, the money goes into total limbo and is removed from the game. Make sure you buy/sell goods from our town, and this will mean that your tax paid goes directly into the building fund, which then will eventually come full circle back into our Guild Fund to pay for our guild costs and crafting.
tl;dr version: ALL TAX PAID FROM OUR TOWN, ALL COMES BACK TO THE GUILD IN THE END.
This is one of the best parts of Town ownership is the fact that all the transparent money paid in everyday tax, comes back full circle to the Guild.
Additional points of note (thanks to Frosty)
- when you pay tax (take funds out from the building) 20% goes to the manager and 80% goes to town hall.
- when you transfer the town hall fund to guild 50% goes as tax and 50% goes in your guild fund so you basically get 50% of the town hall's funds.
Residents, Food & Transparent Income Tax
In addition to active taxes from players, transparent income is also generated from Residents. When you persuade a resident to come to your town, they will pay tax to live there naturally every month. Residents will not stay if the Town Satisfaction is low, and will leave the town at a rate of (100 - <satisfaction>) per in game day.
As previously mentioned, there is a hard cap on residents leaving; the lowest number is 10. At 100% Satisfaction, you will still get 10 residents jumping ship every day. When Town Satisfaction is over 85% however, residents will start automatically migrating to the town from other lower satisfaction towns. The number is NOT a hard number, and it is heavily dependant on the satisfaction rate of OTHER towns. If your town Satisfaction is higher than most, then residents are more likely to come to your town. At 100%, residents will come to your town more often.
This migration happens automatically without needing to Persuade residents. This migration also happens in waves, roughly every 48 minutes real time.
Food crop and storage is important to keeping residents paying taxes. The amount of Food generated by the town is dependant on the number of Farms you have in place. Food Storage is dependant on the number of Warehouses. The more residents you have, the more food must be generated. Food is harvested every half-year (6 days) in game and fills your Food Storage to the limit it can hold.
Every in game month, Food is removed (consumed) by residents at a rate of (population / 1000). If, at the start of an in-game month (a day Real Time), there is not enough food in the Storage, residents will refuse to pay taxes. Naturally the more residents migrating to the town, the more Farms and Warehouses must be built in order to accomodate for these new residents. (thanks to Tamiki for pointing this out.)
NOTE: If the Warehouse is dismantled, current existing Food is not destroyed, but no new Food gets added come harvest time.
I think this covers about everything in a simpler fashion for Town Operation. We're all new to this and still learning, but this pretty much sums up the basics.
tl;dr key points:
1) Spam town quests, do eet!
2) Do all Marketing from our town, Travel Agency from there as often as possible, etc.
3) Persuade residents whenever you see them walking by.
4) Building craft, we have to start it, ASAP, regardless of how many buildings we have. We still are not at the 3000 mark on some stats.
Last edited by Shirakani; 06-26-2009 at 12:44 AM.
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