Factory (5e Equipment)
From D&D Wiki
Cost: 1000 gp and 100gp in monthly expenses A factory is business a player can build and own to produce large amounts of a certain type of items to be sold. Owning a basic factory can produce up to 50 gp of goods per week. You must spend 100 gp at the beginning of each month on raw materials and labor expenses to keep the factory running. For every 1 gp not spend in monthly expenses, the factory's weekly produced goods decrease by 5 sp.
UpgradesA factory can be upgraded to produce more items or more valuable goods, but doing so increases monthly costs. Industrialization: Costs 1000 gp, and increases monthly costs by 50 gp. You have splurged for some of the best steam-based machinery money can buy, doubling your production rate. The factory now produces + 100 gp more of goods per week. Saw Mill: Costs 10 gp, and increases monthly costs by 5 gp. You got some rickety saws and gears to make planks. The factory now produces + 155 gp more of goods per week Textile equipment: Costs 30 gp, and increases monthly costs by 15 gp. You now have the tools to produce basic textiles like wool or linen goods. The factory now produces + 175 gp more of goods per week. Tannery: Costs 40 gp, and increases the monthly costs by 20 gp. A basic tannery allows for leather based good to be produced further supplementing your portfolio. The factory now produces + 220 gp more of goods per week. Ore Processing: Costs 500 gp, and increases monthly costs by 25 gp unless you own a Mine. You got the stuff to turn some dumb rocks into pure profit. The factory now produces + 320 gp more of goods per week. Smeltery: Costs 1000 gp, and increases monthly costs by 50 gp unless you own a Mine. You double the ingot production of your mine and factory. The factory now produces + 400 gp more and your mine produces + 100 gp more of raw materials and goods per week. Paper Mill: Costs 400 gp, and increases monthly costs by 20 gp. How much wood could a wood chuck, chuck if it could chuck wood? The factory now produces + 450 gp more of goods per week and if you own a News Delivery/Postal Service (5e Equipment) you half its monthly costs. Glass Works: Costs 300 gp, and increases monthly costs by 15 gp. You bought a glass kiln to produce luxury glassware. The factory now produces + 230 gp more of goods per week. Mechanization: Costs 2000 gp, and increases monthly costs by 75 gp. You bought some nicer heavy machinery allowing you to increase production tenfold. The factory now produces + 500 gp more of goods per week. Large scale Forges: Costs 5000 gp, and increases monthly costs by 100. you got the ore and the metal why not just forge your own items to? The factory now produces + 1000 gp more of goods per week. Assembly Line: Costs 1000 gp, and increases monthly costs by 50 gp. Well time to expand the business into making carts and carriages for all the lords and ladies out there. The factory now produces + 400 gp more of goods per week. Chemical Vats: Costs 450 gp, and increases monthly costs by 30 gp. Might as well try to corner the medical market as well with mass production of potions. The factory now produces + 200 gp of potions per week. Automation: Costs 3000 gp, and increases monthly costs by 175 gp. You got some fancy constructs to make menial tasks easier. The factory now produces + 1500 gp more of goods per week. Mass Metallurgy: Costs 2500 gp, and increases monthly costs by 200 gp. War is a dirty business, but damn does it make money. The factory now produces + 2000 gp of weapons and armor per week. Gunsmiths: Costs 3500 gp, and increases monthly costs by 225 gp. The tools change but the demand is the same and someone needs to do it. The factory now produces + 1000 gp of guns and ammo per week. Explosive Patents: Costs 3600 gp, and increases monthly costs by 250 gp. It's not your fault that people die by the items you make its just business. The factory now produces + 1500 gp of explosives per week. Arcane Product Production: Costs 4000 gp, and increases monthly costs by 300 gp. By powers unknown you managed to get an artificers guild going and can now pump out magical goods. The factory produces + 2000 gp worth of magical goods per week.
Break rooms: Costs 20 gp, you got the workers some rooms to take a load off, after resting their productivity increases meaning more production. The factory now produces + 150 gp more of goods a week. Foreman: Costs 30 gp, you hired an experienced worker to leader the others and keep them on track. -10 gp to your monthly costs. OSHA Regulations: Costs 200 gp, new regulations lower workplace accidents by a large margin. -20 gp to your monthly costs. Safety Equipment: Costs 500 gp, some new equipment for your workforce to keep them safe. -30 to gp your monthly costs. Engineers: Costs 1000 gp, actual engineers to keep the cogs of this great machine works. Half all your monthly costs.
Electronics Assembler: Costs 5000 gp, new products require new equipment and now you produce gadgets and trinkets for the public. The factory produces 2500 gp of electronics per week. Wartime Production: Costs 6000 gp, new weapons of war, means more demand and more demand means more money. The factory now produces +3000 gp in guns, ammo, weapons, and armor, per week. Cloning Vats: Costs 7000 gp, running out of employees? well clone some new ones! ignore all factory monthly costs. 3-D Printing: Costs 10000 gp, new production equipment allows for cheaper and faster production. Double all your profits. |
|
Back to Main Page → 5e Homebrew → Equipment → Other Equipment