You can view projects and jobs that are set up in the area. Select the name of the project to view more information about it. Projects that require buildings in order to initiate cannot be set up in vehicles to be finished outside of town. Projects with the coin icon are jobs that will pay coins every hour that you participate in that project. If you join a project while currently working on a different one, you will automatically quit the last project you were on. Viewing more information about the project will give you specific information about it depending on whether or not you are the owner. Owners or initiator of a project can remove a character from their project. Anyone can look to see who is working on a project at a given moment, and if this project is for gathering a resource you'll be able to see how many resources will be harvested on completion. If you aren't the owner of a project, and this project is a job, you can see how much pay you will get for every hour you work on that project based on your skills. If you see "unknown" as the project intiator, that just means the character who started it is not in the area.
Projects which only allow one person (the initiator) but give experience hourly: lockpicking, poisoning food, healing general damage on yourself with medicine, disarming traps, all spell based projects
Projects which only allow one person (the initiator) but give experience only at the end: dismantling, casting, and stealing an animal.
Some projects do not provide experience at all: enlightenment (single person project), studying magic or spells (single person project), destroying inventions with no components (single person project), and healing other peoples general damage (multi person project).
A few projects have static speed (1 effort per hour): Enlightenment, studying access to magic from a spell book, and healing the damage of others with medicine.
Minting coins also provides no experience at all with static speed (1 effort per hour), and only allows one person to participate at a time, but this person does not have to be the initiator.
Voting projects only allow the voters determined valid by the government type to participate, and does not provide hourly effort at all - once it reaches majority the listed change takes place immediately.
All other projects allow multiple participants, give experience/pay hourly, and project speed is determined by the effort provided by the participants, where their skill is a factor along with the tools they are using, any bonuses from magic, any bonuses from production boosting buildings, or any penalties from age etc.
Why are projects set in different ways? To offset risks and rewards for working on the project (if there is any) to maintain gameplay balance, or to prevent the exploitation of game mechanics.
Projects have a weight associated with them that will determine whether you can set them up or complete them in locations with limited weight capacity. Project weight is counted as part of the total weight in a limited capacity area such as a vehicle or a room.
When you start a project it is the weight of all materials used that are counted as the weight of the project.
When you complete a project it is the weight of the resulting item which will determine whether the project will complete or not, to ensure there is room for that object.
Example: I want to make an oven in a vehicle or building. I need 15 stone and 10 wood to make it. Wood and stone can be varying weights, for the sake of simplicity we will say they weigh 1 each. Even if these are in my inventory, I will need 25 space available in the room or vehicle I am in to be able to start the project (if they are already on the floor then you already have the space needed).
The oven itself when finished will weigh 70. When the project is supposed to complete, it will check if I will have 70 space available in the area, after the original 25 weight is used up in the project. If there is enough space after this check, the project will complete. If not, a notification will be sent out that the project needs more room to complete.
So in short, you need to consider how much space you need to start your projects as raw materials, and also take into consideration how much space the finished product will take in order to manage project weight effectively.
Effort contributed by your character to a project is determined by several things: skill (including progress), tool quality, buildings that boost production, kids that penalize production, and the contributions provided by others also working on the project.
Project Formula - Total Hourly Effort Produced
participant skill [ex: 1.67] = skill level [ex: 1] + experience toward next level as non-rounded decimal (2 decimal digits) [ex: x.67 if your progress is 67%]
(participant skill x .5) + (participant average tool quality [if tools are present, otherwise 0] * .5)
Note: if all your tools are junk quality they will not be counted as being present at all. Using junk tools is like using no tools.
All participants on a project are run through this formula, and their values summed
If building boost present, Total Hourly Effort Produced value above is increased by 50%
If any child participant present, Total Hourly Effort Produced value so far is multiplied by .5
End result is rounded to the second decimal
Note also that some magical abilities grant passive perks to effort contributed hourly
Pay is set on the project when it is taken out of an employer's inventory, and taken off the project when it is paid out to workers.
Participants on a project are paid on a first-come-first-serve basis, based on how skilled they are at the work they are doing. The more skilled they are, the more they contribute to the progress of the project. This nets them more pay in paid projects. If the paid project is for the gathering of resources or the crafting of an item, pay is given hourly. If it's for an effect, such as healing, it is paid out once the project is completed. The higher the contribution from a participant, the higher of a percentage of the pay they will make; in other words, a participant's pay is directly correlated to how much they personally contribute to the completion of a project as an individual. If the project is paid, pay is distributed every hour based on percentage of contributions that hour.
Example: If person A gathers 6 apples per hour, and person B gathers 4 apples per hour, a project with a total pay of 10 (and total required effort of 10) would split based on the contributions of 60 and 40 percent.
What happens if there are decimals involved? Then the coins will be distributed broken up by decimal too.
Example: If person A gathers 3.4 apples per hour, and person B gathers 6.6 apples per hour, a project with a total pay of 10 (and total required effort of 10) would pay out 3.4 of the 10 coins to person A and 6.6 coins to person B.
Cancellations on projects which produce resources such as gathering wood will return the amount collected thus far with the exception of collecting products from animals.
Cancelled crafting projects will not return partially completed end products (including leather and processed ingredients), they will however return the components used to start the project.
You can cancel a project if...
- You are the initiator/employer of the project AND the project is for harvesting or mining OR
- You are the initiator/employer of the project AND the project was set up within the last 3 hours OR
- The project progress is 0% AND no one is working on it OR
- The project is 2 years old (since setup) with no participants currently working on it
Why is cancellation set this way? Project cancellation is set this way to minimize the ability to use crafting projects as a way to repeatedly farm exp for no cost (resource or otherwise) by canceling and resetting the project with the same components. Gathering resources is the only exception to this because those resources are usually unlimited and do not have an initial cost to begin with aside from time.