Craftsman#

Craftsman

Craftsmen are the most numerous part of society and the foundation of the economic system. They perform the majority of the work and create the main product.

Conditions for obtaining status#

To obtain the status of “artisan”, you need to study 5 sciences in a public school for a total cost of 10 gold coins.

Status options#

Craftsman is the first status a clone can attain, opening doors to a wide range of activities and income opportunities. They can take on permanent jobs, acquire property, and develop their character.

Available activities:

Unavailable classes:

  • Working as a servant in the house.
  • Working as a slaughterer in a meat factory.
  • Construction of a dugout.
  • Get free flower seeds and grow flowers.
  • Getting help at the Shelter.

Trade#

Craftsmen can buy and sell any goods on marketplaces and auctions. To list goods for sale, an account must have at least one clone of merchant status or higher. The exception is the Principality Auction. Craftsmen cannot purchase a principality.

Job#

Earnings are made through the “Work” section.

State enterprises#

Peculiarities:

  • Guaranteed salary payment.
  • Opportunity for career advancement.
  • Bonuses for characteristics and special knowledge.
  • Possibility of simultaneous work at several enterprises.
  • Inability to combine public and private work.

Private enterprises#

Peculiarities:

  • Only one business at a time.
  • The salary is set by the owner, but not lower than the minimum.
  • Less stamina consumption.
  • No requirements for special knowledge.

Additionally:

  • Work on construction sites of long-term projects.
  • Work as a butcher in a meat factory without spending stamina.

Salary is calculated only at the place of work at the time of the billing hour.

Characteristics#

Experience#

Obtained through work in public and private enterprises. Used to gain specialized knowledge and access to certain activities.

Intention#

Increases quantitative indicators of specialized knowledge. Practice while living in your own or rented home.

Stamina#

Required for work, combat and construction.

  • 1 unit is consumed daily.
  • Clones under 365 days old do not consume the daily requirement.
  • If the value is below 0, the clone cannot work.

Recovery is achieved through food in the refectory. Food is purchased at the commodity exchange.

Own business#

The craftsman has access to:

  • Production of ammunition after training.
  • Hunting with a ticket and a gun with the sale of the catch.
  • Investments and passive income.

Clothes for a clone#

Clothes are purchased at the Fair and produced in the studio. Craftsman’s clothing effects:

  • Restores 20 percent of daily stamina expenditure.
  • +1 to the Intention characteristic per day.

Clothing must be appropriate to the clone’s status.

Military activity and robbery#

The craftsman can:

Military and criminal activities are combined with the main job.

Investments#

Passive income is available through the Investments section.

Real estate#

The craftsman can:

The craftsman cannot found settlements and principalities.

Securities#

Securities generate daily income. Detailed information is available in the “Financial Statement” section.

Repair#

Repair conditions:

  • Required after 10 years of service.
  • Cost: 10 gold.
  • Without repair, stamina consumption increases by 15 per day.
  • The alternative is to upgrade the clone to a peasant when he is under 15 years old.
  • If you have a clone with the “Emperor” status, no repairs are required.

Repairs are performed on the Character page or in the general list of clones.

The path to the peasants#

An artisan earns primarily through labor, not assets. To increase income, it’s recommended to transition to “peasant” status.

Additionally:

  • Use promotions for training.
  • Consider subsidies for young clones.
  • You can buy clones at an auction of any status.

Evolution and adaptation are the keys to success both in the clone world and beyond.