FNA: Master Price List

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TonyGee

First time out of the vault
Here Will be Listed the Current price List's For all things in the FNA universe. Please check Here Often as Prices Will change During the course of the game.

All items can be sold back for half of their Purchase Value. Buildings or one off payments cant be sold back or reclaimed.

Master Price List:

Military Price List

Citizen Millitia: Free
10mm colt : 200

( all weapons come with a decent supply of ammunition )


Workers Price List

Miner: 400 Caps
Farmer: 200 Caps

Construction Price List

Tents: 700 caps
Farm: 5000 Caps

Misc Items

Cost to buy Slaves : 800 caps[/u]

Medical Price list

Stimpacks: 500 caps
 
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 :lol: )
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.
 
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