CURRENT ECONOMIC PRICE LIST:
Military Price List
Dog: 100
10mm colt : $200
Shotgun: $500
Hunting Rifles: $750
Ak-47: $1800
Dynamite: $400
Sniper Rifle: $2000
( all weapons come with a decent supply of ammunition )
Construction Price List
Tents: 700 caps
Shanty:$1000
Farm: (400 Wood)
Lookout Tower: (200 Wood, 250 Sandbags)
Housing Project: (500 Wood
or400 Stone)
Wooden Wall: (500 Wood)
Barracks: (75 iron, 200 wood)
Materials&Food
100 units(Wood): $500
100 units(Iron): $1000
100 units(Stone): $500
100 units(Sandbags): $250
100 units(Coal): $300
100 units(Wheat):$300
100 units(Meat):$400
100 units(Whiskey):$500
100 units(Fruit):$300
(Note, whatever your population is, it will be deducted from your current food supply. When it runs out, your people health will deteriate.
Medical Price list
Stimpacks: $350 (for pain-relief and instant partial rejuvenation)
Trauma Pack: $1000 (for critical and gunshot injuries. Doctor Req.)
Medical Instruments: $2000 (increases survival-rate:+25%)
Industrial Mask: $500 (your miners will appreciate it later
)
Herbs & Medicine: $300 (increases sickness survival.)
Equipment & Supplies List
**= Men only
Military
Light Infantry: 200 (Great for travel, carries .406 rifles)
Heavy Infantry: 300 (Great in numbers, carries shotgun or Sub)
Scout: 400
Sniper: 700
Construction:
Wielding: 300 (Required per worker on iron req. projects)**
Masonry: 300 (Required per worker on stone req. projects)**
Carpentry: 400 (Required per worker on wood req. projects)**
Commerce
Farmer: 200 (Required per work on plantations)**
Cook/Chef: 400 (Requires for improved moral and establishment)
Weaving: 100 (Required per work for commercial clothings)
Armorer: 600
Miner: 300
Distiller: 600 (Required per work for alcholic beverages)
Medical
Survivalist: 300 (Improves scouts travel&safety timings.)
Medic: 400 (Improves situations)
Technical
Mechanic: 700 (Gives citizen access to tools and guides)
Electronic Technician: 600 (Set citizen for electronic revival)
Researcher: 1000
-Biologist (examines and logs data.)
-Pharmacutical Technician (creates goods, based apon skill
-Genetisist (researchs possible technology)
-Mechanical Engineer (used with a mechanic, vehicles are possible. A mechanical engineer can build: Level 1-Brahmin Cart; Level2-Motorcycle; Level3- Dunebuggy; Level4- Truck; Level 5- Hummer)
-Military Strategist- (helps leaders help make decisions. I'll be playing as this to give military help.)
Citizens & Skills:
Alright this is kind of an odd concept but it'll work. See, once a citizen is given jobs, with efficent equipment, they already begin to gain skills.
Skills go like this:
A dude is converted into a weaver, he will provide you with so and so input. It works like a fuedal system. Get me? Instead of paying them, you feed, protect and guard them to safety !!! If a citizen works for 2 weeks, they automaticly improve to level 2 (weaver). 4 more weeks for level 3. 8 weeks for level 4. 16 for level 5. And so and so. And everytime a skills is improves, so does there input and effiency.
Oh, and you can pick a citizens skills. See, a citizen has certain skill patterns and can only go into certain pools. Ex: Cit. 1 has potential in Military, Construction, Medical.