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ship info

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#1572736 ·published 2009-09-20 11:13 UTC
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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 <list/info/allow/start> [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 <name> - Deposit materials to be used on a job
  - special <jobname> <item> - Deposit a magical item, to be used on a job
  - credit <amt> - Deposit <amt> 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 <shipname> - 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 <name> - Specify the name of a new ship. No spaces allowed
  - modules <name> - List the installed modules on the named ship.

  - send <player> [material/special] <type> <amt> - Send materials or
      specials to another player's shipyard.
      eg: send melemkor material oak 10

  - guest <name> - 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 <questname>' 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 <jobname>' 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 <name>' 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 <jobname> <item>' 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 <amt>'
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 <shipname>' 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 <jobname>' 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.