Economic Expansion 3 - Logs and Lumber
In my previous two posts I touched lightly on some of the general global changes that are coming with the 2.15 economic revamp. In this post I’d like to start focusing on a single industry type and go into more detail regarding the changes affecting that industry. In this post I’m going to focus specifically on logging camps, lumber mills and the other structures associated with wood item production.
Similar to the recent cannon revamp we wanted to expand the number of items and options players were offered in regards to wood and lumber products with our economy revamp. The 5 current wood types (oak, fir, teak, ironwood and common wood) are all targeted in purpose with few options. Oak is predominantly for hulls, fir for masts, teak for deck planking, ironwood for blocks and common wood for everything else. We wanted to keep the original theme of types of wood for specific ship parts and other uses but we wanted more than one option in each. With an abundance of wood types historically used in ship and structure construction we decided to look at each wood type available, how they fit with our current wood types and then decide on a limited number of them to add.
The following are the wood type changes that are part of the economy revamp:
Wood Types Added Wood Types Retired
Live Oak Teak
White Oak Common Wood
Something we wanted to capture with the wood type selections is the different materials used in shipbuilding above and below the Tropic of Cancer. Mahogany, cedar, roble and sabicu were wood types often used in southern Caribbean shipbuilding while the oaks, elm and pines were often used in the north. This is something we wanted for future ship work to begin making ships of distinctly national styles in conjunction with previous work done with cannon.
Teak is being retired because teak was not a Caribbean product in the time frame the game represents and because the role it is currently used for as an expensive deck material is less emphasized in favor of a lumber model favoring usage variety. Common Wood is being retired due to its over generalization not fitting well into the new economy model which uses greater distinction. Exchanges will be made available for players to exchange existing stocks of these woods (and existing structure deeds as well) in both local and regional markets.
Of the other current wood types fir was retained as the base mast wood. It is joined by pine, longleaf pine and cypress as other choices for mast wood on the partner level. Ironwood use has some changes in that lignum frames will be retired making lignum exclusively a block making wood for now. Oak continues to be the main wood type used in the game though it now other types of oak, cedar and mahogany as higher end versions for building purposes.
The distribution of wood is more generalized in the revamp economy model with wood types being matched to regions rather than a few selected ports. This does not mean every port in the region gains each wood type. Regions like the Antilles and Bahamas have a more sparse distributions compared to a region like Louisiana. Ports that did not feature resources prior to the economy revamp remain without resources. Original locations of oak, fir and ironwood are all maintained with a few additional ports gaining those resources. The distribution of the new wood types is as follows:
Live Oak – Florida, Louisiana, Mexico
White Oak – Florida, Louisiana
Cypress – Florida, Louisiana, Mexico
Elm – Florida, Louisiana
Pine – Florida, Louisiana, Bahamas, Greater Antilles, Yucatan, New Granada
Longleaf Pine – Florida, Louisiana
Mahogany – Greater Antilles, Bahamas, Yucatan, New Granada
Cedar – Mexico, Greater Antilles, Yucatan, New Granada, Guyana
Roble – Yucatan, New Granada
Sabicu – Antilles, Bahamas
The original logging camps, both basic and advanced for the purpose of discussion are basic legacy structures. These structures are part of the basic economy that we are leaving in operation but they have reduced production in the revamped economy. Players can continue to operate these structures as they will continue to produce their primary resource but their output is less than the new basic structures that are intended to replace them.
As an example of the production differences between the different types of structures the common Harvest Oak recipe they share is shown with costs and output for a single recipe run below.
Basic Legacy (free) Basic Revamp (free) Partner
Doubloon Cost 30 doubloons 15 doubloons 25 doubloons
Harvest Output 5 logs 10 logs 15 logs
Labor Cost 4 hours 2 hours 1 hour
As is most likely noted production in general is slowing down by requiring greater labor demands than the current economy at all levels. Part of this adjustment is to address the existing issues of over supply already in game while the revamped economy establishes itself. Part is to slow production down in general.
Also of note is the reduced click cost for the recipe. This is also a general feature of the economy revamp as we are working toward the elimination or reduction of often arbitrary click costs. These adjustments help keep the economy either relatively close to current costs or less with some exceptions. For many items even though they have more requirements added to their recipes, click costs are being reduced to compensate for the added component(s) or recipe expenses.
Basic legacy structures will be effectively retired as their structure deeds can no longer be created in build 2.15. The existing structures in game will continue to function in harvesting their primary resource and advanced structures will retain a slight labor advantage over their basic legacy partners. Oak, Fir and Ironwood basic logging camps have new replacements in the revamped economy and are joined by basic Pine and Roble camps. The revamped basic logging camps can be used by all careers in game. Advanced structures are replaced by a variety of specialized processing structures that are still restricted to Free Traders only.
The partner structure at the timber harvesting level of the economy is the Logging Company. The Logging Company is unique in that it can be built in any port that contains a wood source and can harvest every available wood type for that port. It features the highest production rate but also the highest maintenance costs. The Logging Company is not career or level restricted making it available to all players.
Players using legacy logging camps will see the recipe for harvesting common wood removed from all structures and replaced by a firewood recipe as fuel wood is used by other structures in material processing. Teak’s removal aside, this recipe change and the output, labor and cost changes cover most all changes to basic logging structures.
Players using revamp logging structures have several new choices to make when logging. Revamp structures distinguish between two basic types of logs – ton timber logs or mast logs. Ton timber logs are general use logs destine to become frame timbers, futtocks, planks or other processed wood while mast logs are almost exclusively used for ship masts. These two types of logs have the option of being hewn (squared) after harvesting. Hewn logs process faster at the next level of production, have more market value and also use less space and weight in transport than unhewn logs.
Logging Companies can also harvest master quality timber for special uses explained in more detail in the coming Provisioning and Shipbuilding post. Master quality woods are intended only for high end construction. Their initial use is restricted to some new refit ships with future expansion planned for a new mastercraft series of ships. The use of master quality materials will be explained in more detail in the coming Provisioning and Shipbuilding post.
Lumber processing has been expanded in the revamped economy. In the current economy all lumber processing is done by the Lumber Mill as simply processing. In the revamped economy lumber processing is divided into two types of processing – sawing and carving. The predominant difference between the two being the amount of manual labor (and labor time) required to process the timber into specific types of lumber. Sawing is a much more easily powered process while carving requires significant amounts of work to be done entirely by hand.
There are two types of sawing processors in the revamped economy - the Lumber Mill which is carried over from the current economy and the Advanced Lumber Mill’s replacement - the Saw Mill.
The basic Lumber Mill has similar reductions in labor, costs and output like the basic legacy logging camps. It has many new recipes being added so the Lumber Mill can continue to be part of a complete production chain in building basic legacy ships. There are two recipe changes for the Lumber Mill in that barrel making is being removed (and moved to carving) and block making is greatly reduced in output as other structures are better specialized for block production.
The Saw Mill is the revamp replacement of the Advanced Lumber Mill. It is a basic, free trader only processing structure that can do everything the Lumber Mill can do at a greater rate of production. It has a few exclusive recipes that will be touched on in greater detail in the coming Provisioning and Shipbuilding post.
The two carving processors being added to the game are the Carpenter’s Shop and the Cooper’s Shop.
The Carpenter’s Shop is the primary carving structure. It is a free trader only basic structure. The Carpenter’s Shop takes over as the primary block manufacturer as well as the primary manufacturer of several new ship part types, structure requirement goods and cannon carriages. Most of these items will be touched upon again in more detail in coming posts regarding those industries.
The Cooper’s Shop is a second carving structure that specializes in containers and container parts exclusively. The Cooper Shop is a basic structure available to all careers. Containers play a much larger role in the revamped economy in that they are required components for some materials to be shipped, especially in the agricultural goods and provisioning markets. Examples of container use will be covered more detail in the next economy revamp post regarding Agriculture and Textiles.