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Re: (TFT) Jobs, Talents, and Buildings



Maybe this'll fit...

Job / Requirements /Pay / Risk


Unskilled/farmhand/etc.   none, none, none
This is the kind of thing that causes the slaves to revolt.
After wasting the best bottom land on tobacco many eastern plantations moved to wheat, a crop requiring field rotation and fodder crops for the animals. This spread out operations and required a higher level of skill from the slave-workers.
As a result slaves gained more autonomy and opportunities to earn income.
I guess perhaps this was an attempt to show wage-slaves like share croppers but no money, risk or rewards ever? A large "unskilled" labour force is a product of industrialization I'd think. Farmer/Rancher is the third most dangerous job on a list from a couple of years ago.
Fatalities: 40 per 100,000 workers  (#3)
Reported Injuries: 7 per 100,000 workers

Fisherman/Sailor  Seamanship, $30, 4/17 (1.852%)
4/17 for one of the most dangerous jobs there is?
Fatalities: 129 per 100,000 workers (#1)
Reported Injuries: 61 per 100,000 workers
129 + 61 / 100,000 is 0.0019
Even cranking the injury/death rate up an order of magnitude I'd have to go to a 5 on 5d6 to get under it (5 on 5d6 = 0.013%)

Forester/Hunter / Trapper,  Naturalist - Tracking, $30, 3/18 (0.463%)
Does Logger go here?
Fatalities: 116 per 100,000 workers  (#2)
Reported Injuries: 7 per 100,000 workers

Town Laborer,  none, $5, none
Does sanitation worker go here?
Fatalities: 37 per 100,000 workers (#5)
Reported Injuries: 5 per 100,000 workers

Shop Worker, etc.,  Literacy, $10, none
This doesn't seem right at all under a medieval economy, and what's the deal with Literacy?

Skilled Work

Armourer/Smith,  Armourer OR Goldsmith, $100, 3/18
Master Armourer,  Master Armourer, $150, 3/18
Ughhh
A whitesmith is different from a blacksmith who is different from a goldsmith who is different from a swordsmith who is different from an Armourer.

Merchant (any type),  Business Sense - Assess Value, $75, 3/18
Merchant Mariner?
Fatalities: 23 per 100,000 workers (#9)
Reported Injuries: 5 per 100,000 workers
Another catchall that is way too broad and seems to assume some kind of industrialization.

Healer,  Master Physicker, $100, 4/18 (1.852%/0.463%)
Not likely to be a stand-alone Job.

Scholar/Teacher/Scribe,  Scholar, $75, 4/18
Sage,  Scholar - 3 Languages, $125, 4/18
Priest,  Priest - Charisma, $75, 3/18
High Priest, Priest - Charisma - Theologian - Business Sense - Detection of Lies, $150, 3/18 These require a whole lot of cultural description to fit in and players would almost certainly be familiar with any prevalent social structure like that. (Barring a 'fish out of water' setup which has a bag of troubles of its own).

Chemist,  Chemist, $100 (or profits from sale if owner) 3/16 (0.463%/4.63%)
Making potions?
Maybe Lineman?
Fatalities: 30 per 100,000 workers (#11)
Reported Injuries: 3 per 100,000 workers

Builder,  Architect - Builder OR Shipbuilder, $50, 3/18
Construction?
Fatalities: 46 per 100,000 workers  (#4)
Reported Injuries: 6 per 100,000 workers
Roofer ?
Fatalities: 34 per 100,000 workers (#7)
Reported Injuries: 3 per 100,000 workers
Equipment Operator
Fatalities: 16 per 100,000 workers (#18)
Reported Injuries: .4 per 100,000 workers

Animal/Bird Trainer,  Animal Handler - Monster Followers - Vet, $75, 4/17

Minstrel,  Bard, IQ * 4, 3/18

Entertainer, Bard & one of: Charisma - Sex Appeal - Acrobatics - Mimic - Ventriloquist, 15 * # of listed Talents, 3/18

Translator,  3 Languages - Literacy, # of Languages * 15, 3/18

Mathematician,  Mathematician, IQ * 6, 3/18
?
Accountant maybe?

Calligrapher,  Artist &/OR (?) Calligrapher, $50, 3/18
Scribe or Artist?
You can't write a language, pretty or not, without knowing the language.

Dangerous Jobs

It's one thing to seize an occasional opportunity from time to time but to make a profession of thievery requires a large, concentrated population like a city and those are quite rare in the medieval age.
Petty Thief,  Thief, $100, 5/15 (4.63%/9.259%)
Burglar,  Silent Movement - Thief, $150, 5/14 (4.63%/16.204%)
Professional Thief,  Master Thief - Remove Traps, $150, 4/15 (1.852%/9.259%)

Highwayman/Brigand,  3 Weapon Talents "skills",  $250, 5/12 (4.63%/37.5%)
Have I written about the Thuggee's yet?
A little bit it seems.
http://tft.brainiac.com/archive/0903/msg00143.html
This isn't a primary occupation but more like a supplemental thing.

I'm tempted to call cops Brigands but I suppose it depends on how you draw members of the town guard or whatnot.
Fatalities: 16 per 100,000 workers (#12)
Reported Injuries: 3 per 100,000 workers
Also Security Guard
Fatalities: 8 per 100,000 workers (#20)
Reported Injuries: .4 per 100,000 workers

Mercenary Recruit,  3 Weapon Talents, $50, 5/16
Merc Vet,  4 Weapon Talents - UCI, $75, 4/17
Merc Cptn.,  5 Weapon Talents - UCI - Tactics, $125, 4/17

Army/Police Recruit,  3 Weapon Talents, $50, 5/16
Army/Police Regular,  4 Weapon Talents, UCI, $75, 4/17
Army/Police Sergeant,  5 Weapons Talents, UCI, Tactics, $125, 4/17
Army/Police Officer, 5 Weapon Talents - UCI - Tactics - Strategist - Engineer - Diplomacy OR 5 years as a sergeant, $250, 3/17

Army/Police Auxiliary,  Driver OR Engineer OR Tracker OR Priest, $50, 3/17
Taxi Driver
Fatalities: 21 per 100,000 workers (#16)
Reported Injuries: 1 per 100,000 workers
Truck Driver
Fatalities: 22 per 100,000 workers (#17)
Reported Injuries: .4 per 100,000 workers

These seem to be special military Jobs built around a specific military model.
I'm not sure how appropriate they are.
For example, who needs a Courier with Long Distance Telepathy?
Courier, Alertness - Running - Swimming - Expert Horsemanship - 2 Weapons Talents, $80, 4/17 Spy, Spying - Silent Movement - Disguise - Literacy - 3 Languages - Master Thief, $250, 5/15
Tax Collector,  Literacy - Detection of Lies, $75, 4/15

Boats are all messed up.
I've got cannon now so I'll throw out ships here soon.
Fighting-ship Crewman, Seamanship, Boating, Swimming, 2 Weapon Talents, $50, 4/16

Rogue, Sex Appeal - Bard - Alertness - Charisma - Bussiness Sense, IQ * 7, 4/16
Armsmaster,  DX 15; 6 Weapon Skills +, 10 * # of Weapon and UC Talents, 4/17
I've noticed that folks have a tendency to look at the hobbies of the aristocratic as professions.

Wizards Jobs (A requirement for all of these, naturally, is that you must be a Wizard) With a guild system and a society that gleans its magical talent carefully it's hard to hold an economy out of industrialization.

Apprentice,  Aid Spell, $25, 4/18
Of key importance to the prevalence of magic.
Keep apprentices as part of the elite classes and there are about 2000 for every one million population (@ 90% peasants to feed the population) Identify apprentice talent out of the peasants and your talking about 18,000 extra Joes with 162,000 fST to draw from.

Journeyman,  IQ 10; Aid Spell, 3 * IQ, 4/18

Town Wizard,  IQ 11-13, $75, 4/17
IQ 14-16, $120, 4/17
IQ 17-18, $200, 4/17
Town Wizard Extraordinaire,  IQ 19 +, $300, 4/16

Mercenary Recruit,  DX 12; ST 12; 6 combat spells, $75, 5/15
Mercenary Veteran,  DX 13; ST 15; 7 combat spells, $125, 4/16
Mercenary Captain, DX 14; ST 16; 8 combat spells - Diplomacy - Business Sense, $250, 3/17

Army/Police Recruit,  5 combat spells, $50, 5/16
Army/Police Regular,  7 combat spells, $75, 4/17
Army/Police Sergeant,  8 combat spells - Tactics, $125, 4/17
Army/Police Officer, 8 combat spells - Tactics - Strategist - Diplomacy OR 5 years as a sergeant, $250, 3/17

Wizardly Thief,  Silent Movement - Lock/Knock spell, $150, 5/14

Wizardly Brigand.  6 combat spells, $250, 5/12

Entertainer, Sex Appeal AND/OR Charisma - several showy spells, 8 * # of showy spells (+ $20 Bard, + $40 Master Bard), 3/18


Obviously missing Jobs

Ship Captain
Maybe pilot?
Fatalities: 72 per 100,000 workers (#6)
Reported Injuries: 2 per 100,000 workers

Miner
Coal Miner
Fatalities: 22 per 100,000 workers (#8)
Reported Injuries: 6 per 100,000 workers
Maybe Oil and Gas Driller goes here?
Fatalities: 24 per 100,000 workers (#14)
Reported Injuries: 1 per 100,000 workers
Cement Manufacturer too?
Fatalities: 13 per 100,000 workers (#15)
Reported Injuries: 3 per 100,000 workers

Miller
Fatalities: 12 per 100,000 workers (#10)
Reported Injuries: 9 per 100,000 workers

Firefighter
Probably not a Job but.
Fatalities: 7 per 100,000 workers (#13)
Reported Injuries: 6 per 100,000 workers

Butcher
Fatalities: 2 per 100,000 workers (#19)
Reported Injuries: 1 per 100,000 workers



Of particular note, while I wouldn't put too much value in the modern list as a corollary to job risk owing to vastly increased safety measures, on the reported injury side I'd guess the actual injury rate to be VASTLY under reported.

I figure that the peasant class should have a Talent set that makes them more or less independent in their maintenance and production.
Let's see.
IQ 8
Farming (1)
IQ 9
Animal Handler (2)
Driver (1)
Mundane Talents;
1 IQ point to learn: Beekeeper, Butcher, Carpenter, Draper, Fisherman, Tanner. 2 IQ points to learn: Baker, Brewer, Cook, Gardener, Joiner, Leatherworker, Potter, Vintner, Wood-Carver.
IQ 10
Naturalist (2)
Business Sense (2)
IQ 11
Physicker (2)
Vet (2)
Possibly others depending on culture, geographical location, technology, etc.


Lot's of work here.
This is a list of buildings from Sim Cities Societies which has a system something like the Fame, Fortune, and Happiness thing I'm hashing for "motivations", or alignments. I've got some very basic notes for some of these buildings refering to Jobs, Technology, and/or alignments supported by the structures.
Any thoughts or opinions would be interesting...


Billboard (advertising)
50s Gas Station
AAA Game Developer (game developers live in shacks)
Sim Art Academy (Fame)
Administration Building (city)
Highway Volunteers Club (upkeep)
Bazaar (Fortune)
Alien Artifact Lab (Mechanition)
Altar (Happiness)
Animal Rescue Office
Antique Shop
Aquarium
Army Surplus Store
Art Expo Center
Art Gallery (Fortune)
Art Museum (Fame)
Gathering Hall (Happiness)
Astrophysics Lab (Spell research)
Asylum
Atomic Test Site
Bamboo Garden
Band House B
Band House C
Band House
Bank (Fortune)
Barbecue Pit
Baseball Field (Happiness-spectators, Job-athleate, Fame-athleate)
Bath House (Population halflife +)
Bed & Breakfast
Behavior Control Facility
Behavioral Science Lab
BioMass Power Plant
Block of Flats B
Block of Flats D
Block of Flats
Board of Directors
Bobby Station
Bookstore
Botanical Garden
Bowling Alley
Brewery
Bridal Shop
Brownstone B
Brownstone D
Brownstone
Bungalow B
Bungalow C
Bungalow
Bureaucracy Office
Bus Stop
Butcher Shop
Cafe
Campus Bookstore
Campus Radio Station
Car Dealership
Burger Joint
Carbon Exchange
Carnival Games
Casino Hotel
Casino
Castle Ruin
Cathedral
Chalet B
Chalet D
Chalet
Chamber of Deputies
Charity Center
Chess Table
Beauty Salon
Chicken Coop
Childrens Museum
Chocolate Bunny
Chocolate Factory
Cineplex (Happiness)
City Bistro
City Recycling HQ
Civil Defense Tower
Clinic (Population halflife +)
Clothing Store
Clown School
Pirate Coast Club
Clubhouse (Happiness)
Coal Plant
Coal-Hydrogen Plant
Colossal Foundry
Communal Garden
Concert Hall (Happiness)
Conditioning Theater
Condo Complex
Condo Complex B
Candy Store
Consulting Firm
Corner Deli
Corporate Hive
Corporate One
Corporate Cops
Corporate RD Center
Corporate Retreat
Corrupt Police Station
Cottage B
Cottage C
Cottage
Cotton Candy Stand
Counseling Center
County Jail
Courthouse (Town)
Creepy Barn
Criminal Forecast AI
Cryogenic Prison
Cube Apartment
Cube Apartment B
D-Lux Sleep Tubes B
D-Lux Sleep Tubes D
D-Lux Sleep Tubes
Dairy Barn
Defense Lab
Department Store
Dept of Public Health (Population halflife +)
Dept of Public Works (upkeep)
Detention Center
Diner
District Courthouse
District Fire Station
Dive Bar
Doctor's Office
Dojo
Dosage Facility
Double Decker Bus Tours
Drama School (Fame, Bard)
Dream Home B
Dream Home C
Dream Home
Drive In
Driving Range
Drone Factory
Drone Nexus
Elder Council
Electric Billboard
Electric Pet Shop
Elementary School
Elite Cadet Academy
Epic Tower
Evangelical Center
Evangelical Megaplex
Personal Training Gym
Fairytale Palace
Faith Healer
Farm House B
Farm House C
Farm House
Farm
Farmers Market (town)
Federal Bank (Fortune)
Ferris Wheel
Financial Building (Fortune)
Fire Analysis Center
Fire Brigade (Fireman)
Fire Station (Fireman)
Fireworks Shack
Firing Range
Fish Market
Fishing Hole
Flea Market
Florist
Focus Test Lab
Foundry
Fountain Jet
Fountains
Four Star Restaurant
Frat House B
Frat House D
Frat House
Garage Band
Garbage Collection Station
Garden
Gazebo
General Store
Genetics Lab
Giant Mobile (Calder)
Gingerbread House B
Gingerbread House C
Gingerbread House
Golden Buddha
Grape Vineyard (mundane talent ventnor)
Graveyard (Crypt Keeper because of potions)
Hall of Records (Scolar)
Harness Maker
Haunted House B
Haunted House D
Haunted House
Hedge Maze
Hedge
Helicopter Tour
High Rise Apartment B
High Rise Apartment C
High Rise Apartment
Historical Monument
Hit Movie Studio
Holotainment Center
Home Appliance Store
Home Furnishing Store
Homestead B
Homestead D
Homestead
Honey Farm (mundane talent beekeeper)
Hospital (Population halflife +)
Hot Air Balloon Ride
Hut B
Hut C
Hut
Ice Cream Shoppe
Sims Comedy Club (Happiness)
Indie Label
Inquisition Office
International Exchange (Fortune)
Iron Fence Maze
Iron Fence
Ivory Tower B
Ivory Tower C
Ivory Tower
Jail
Jumping Fountain
Karaoke Bar
Kerosene Distillery
Large Fountain
Large Statue
Laser Fountain
Law Offices
Liberal Arts College
Liquor Store
Loan Shark
Loft B
Loft D
Loft
Dungeon
Longhall (Village)
Lumber Mill
Luxury Auto Dealer
Machine Shop
Major Trauma Center
Major Wind Farm
Mall
Malt Shop
Market Research Center
Tract Mansion B
Tract Mansion C
Tract Mansion
Meat Packing Plant
Mechanized Farm
Media Marketplace
Medical Group
Meditation Center
Medium Fountain
Medium Statue
Meeting House
Mega-Church
Mega Mall
Megacorp Housing B
Megacorp Housing D
Megacorp Housing
Megacorp Offices
Memorial Plaza
Merry Go Round
Metal Club
Midwife
MiniGolf
Ministry of Thought
Mission
Modeling Agency
Modern Sculpture (Richard Serria)
Monastery B
Monastery C
Monastery
Monkeybars
Motion Simulator
Motorcycle Shop
Movie Studio (see 'The Movies' Lionhead Studio for an example of micromanagment)
Movie Theater
Multinational HQ
Museum of Party History
Musical Theater
Military School
Natural Gas Power Plant
Neighborhood Watch
Newspaper
Nightclub
NSA Data Center
Nuclear Power Plant
Observatory
Off Track Betting
Off-Broadway Playhouse
Office Building
Oil Power Plant
Oil Refinery
Open Air Venue
Opera House
Orchard
Ornate Pagoda
Palace of Justice
Panopticon (prison)
Parochial School
Pawn Shop
Pet Shop
Philanthropic Organization
Pied Piper Pest Control
Pizza Shop
Plasma Billboard
Plastic Surgeon
Concourse Hotel
Police Box
Police Station
Power Collection Hub
Power Substation
PR Firm
Prayer Wheel
Presidential Library
Private School
Propaganda Ministry
Pub
Public Clock
Public Library
Public Mural (Diego Revira)
Public Pool
Public Radio Station
Public Safety
Public Sculpture
Quilting Circle
Racetrack
Ranch B
Ranch C
Ranch
Re-education Center
Realtor
Record Shop
Recording Studio
Recycling Center
Red Balloon Ride
Redistribution Center
Regional Collection Station
Rehab Center
Rejuvenation Terminal
Religious Bookstore
Religious Retreat
Reliquary
Research Clinic
Rice Paddy
Ristorante
Rock Garden
Rose Garden
Row House B
Row House D
Row House
Sad Garden
Sanctuary
Satellite Agri-center
School Room
Scooter Shop
Seamstress
Secret Police HQ
Secret Police Kiosk
Sentinal Seminary
Service Station
Sesshin Center
Shack
Sheriffs Office
Shopping Center
Skate Park
Skyrise Apartment B
Skyrise Apartment D
Skyrise Apartment
Skyscraper
Sleep Tubes B
Sleep Tubes D
Sleep Tubes
Slum Apartments B
Slum Apartments D
Slum Apartments
Small Statue
Smoke Shop
Soccer Field
Software Studio
Solar Block of Flats
Solar Condo Complex
Solar Farm
Solar High Rise Apartment
Solar Triple Decker
Solar Worker Barracks
Soup Kitchen
State Prison
Speakeasy
Spirit Squadroom
Sports Stadium
Spring Water Plant
State Amphitheater
State Cafeteria
State Housing Block B
State Housing Block D
State Housing Block
State Housing Project B
State Housing Project C
State Housing Project
State Television
Steam Sculpture
Steel Mill
Stock Exchange
Stone Church
Street Food Cart
Strip Mall
Dorms B
Dorms C
Dorms
Stupa
Suburban Playground
Subway
Sugar Cane Field
Super Coal Plant
Sushi Joint
Sweatshop
Swingset
Tattoo Parlor
Tea House
Teaching Hospital
Tech Monolith
Televangelist Studio
Temperance Union
Temple
Tenement B
Tenement C
Tenement
Tennis Club
Tetherball Court
Textile Factory
Think Tank
Tibetan Bell
Tile OTulips
Tool Shed
Topiary Bush Bunny Rabbit
Topiary Bush Hand
Topiary Bush Pillar
Topiary Bush Teddy Bear
Topiary Park
Tourism Bureau
Tourist Information
Town Hall
Town Square
Townhouse B
Townhouse C
Townhouse
Toy Store
Trailer Park B
Trailer Park C
Trailer Park
Trash Incinerator
Treasury Department
Tree House B
Tree House C
Tree House
Baroque Fountain
Triple Decker B
Triple Decker C
Triple Decker
Tudor B
Tudor C
Tudor
Tulip Nursery
TV Network
TV Station
Underground Casino
Union Hall
Unionized Steel Factory
Urban Playground
Victorian Home B
Victorian Home C
Victorian Home
Video Arcade
Vigilante Group
VIP Club
Vocational School
Water Park
Water Treatment Plant
Welfare Center
Wind Farm
Windmill
Wishing Well
Woodland Park
Worker Barracks B
Worker Barracks D
Worker Barracks
Yurt B
Yurt C
Yurt
Zoo (Animal Handler)
Town Square (Town)
Town Common
Village Green (Village)
Small Town Square =====
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