Workplaces are business locations that your character can own or work at. They create materials and currency for trade. They are primarily meant to foster RP and engagement between players, as well as to give anyone interested an opportunity to interact with the economy.
How do they work?
Every character has a set amount of Work Points. When the workplace is open and active, the Work Points will tick down over time.
The rewards you gain by spending your work points vary depending on the workplace, and are attainable regardless of whether you are the owner or an employee. Some require you to spend them on creating goods in order to turn a profit, while others award currency directly. This varies based on the workplace, so you can ask about this in the ticket when you set the workplace up!
Workplace rewards are also impacted by settlement taxes and bonuses when located in a settlement. If you are not part of a settlement, the base pay is 10 currency per workplace tick.
As the owner, you are encouraged to hire as many people as makes sense for your business - or as few as you’d like.
When the workplace is open, all patrons and workers can freely move and take items located within the boundaries. If you are concerned about patrons walking away with items, you may apply an Anti-Theft Strip. These can be crafted in increments of 10, with one scrap metal and one ripped sheet. Any item that an anti-theft strip is applied to cannot be removed until you remove the strip. Only partners may remove anti-theft strips.
When the workplace is closed, non-employees are unable to access items in containers or on the floor, similar to safehouses that they aren’t a part of.
Not all characters can earn money in player-owned workplaces. Characters working for an NPC faction have the functionality disabled, due to having a full time job working for the NPCs. While NPC faction members can interact with other workplace features (generating items or pallets), it should not be the primary focus of your character, and make sense IC. A KAF pharmacist making and selling drugs ‘on the side’ from time to time is fine, an investigator farming carrots the majority of their ingame time is not.
| Wasteland Workplace Types | |||
|---|---|---|---|
| Name | Skill(s) Trained | Benefits | Skill(s) Required |
| Bar | Nimble | +Happiness, -Boredom | N/A |
| Brewery | Brewing, Winemaking | N/A | Brewing 3 |
| Butcher | Trapping, Cooking, Fishing | N/A | Cooking 3 |
| Cafe | Cooking, Nimble | +Happiness, -Boredom | Cooking 2 |
| Chinese Restraunt | Cooking, Nimble, Short Blade | +Happiness, -Stress | N/A |
| Clinic | Medical, Lightfooted, Short Blade | +Healing | Medical 5 |
| Drug Lab | Cooking | N/A | Chemist trait |
| Farm | Farming, Spear | N/A | Farming 5 |
| Fishing Pier | Fishing, Spear | N/A | Fishing 5 |
| Fish 'n Chips | Fishing, Cooking | -Stress | Cooking 3 |
| French Restraunt | Cooking, Nimble, Short Blade | +Happiness, -Stress | N/A |
| General Store | Electrical, Maintenance, Metalworking, Carpentry | N/A | N/A |
| Greengrocer | Farming | N/A | Farming 4 |
| Gun Crafter | Metalworking, Gunsmithing | N/A | Gunsmithing 5 |
| Gym | Strength, Fitness | +Fitness, +Strength, -Boredom | Fitness 8 |
| Hunting Grounds | Trapping, Lightfooted, Sneaking, Foraging | N/A | Trapping 5 |
| Library | Lightfooted | -Boredom | Bookworm trait |
| Logging Camp | Axe, Carpentry, Strength, Foraging | N/A | Axe 1 |
| Mechanic Shop | Mechanics, Maintenance | N/A | Mechanics 5 |
| Music Store | Piano | N/A | N/A |
| Munitions Factory | Metalworking, Reloading, Gunsmithing | N/A | Gunsmithing 5 |
| Office | Electrical, Maintenance | N/A | N/A |
| Pharmacy | Medical, Nimble | N/A | Medical 8 |
| Radio Station | Electrical | -Stress, -Boredom | N/A |
| Sawmill | Carpentry | -Boredom | Carpentry 5 |
| Scrapyard | Melalworking, Mechanics | N/A | Metalworking 5 |
| Shooting Range | Aiming, Reloading, Sneaking | -Boredom | Aiming 6 |
| Soup Kitchen | Cooking, Fitness | +Happiness | Cooking 3 |
| Sword Dojo | Long Blade, Fitness, Strength | -Boredom | Long Blade 5 |
| Tailor | Tailoring, Maintenance | N/A | Tailoring 5 |
| Tattoo Parlour | Nimble | -Boredom | Nimble 2 |
| Public (NPC-Owned) Workplaces Only | |||
| Iron Mine | Strength, Fitness | N/A | N/A |
| Zeolite Mine | Strength, Fitness | N/A | Mining Technician trait |
Iron and Zeolite Mines cannot be owned by players. These are placed by staff as NPC workplaces.
There are additional restrictions on workplace placement this season. We expect workplaces to make sense for their setting - a hunting lodge in the center of a settlement doesn’t make much sense. If you’re concerned about if your selected placement for your workplace is acceptable, open a ticket!
With that in mind, here are some specific workplaces that must be located outside of settlements, faction bases, or other high-population areas:
Farms are always a case by case basis for approval. As of season 7, any indoor farms (such as those within greenhouses or basements) will require grow lamps for any farm tiles that are roofed. This is a mechanical requirement, as crops will not grow under roofs without grow lamps.
Must be located on…
Decide what kind of business your character wants to run. Refer to the chart above for the options. Businesses should make sense for your character and ultimately generate resources for RP or RP itself, not just as a way for you to solo-grind.
Create the area that the business will be in. You can take over an existing structure, or build your own. Decorate it, keeping in mind that it must look like the desired workplace before the workplace will be approved. For example, lots of bookshelves, desks, and comfy chairs for a library, or tables, seating, counters, and shelves for a bar.
For solo resource-generating workplaces like logging camps and farms, a small structure is required, such as a storage shed and area for workers to rest in. The area of the workplace requested must also be defined using in-game buildings, such as fences.
You may optionally submit a build ticket to request that a builder put the finishing touches on your space. This is never required for the approval of your workplace, and you should ensure that the builder is aware of any specific requirements!
Open a Workplace ticket and ask for the space to be turned into an official workplace. You will claim the workplace, and then as the owner you’ll be able to hire and fire employees. You may also promote someone to a business partner, which will allow them to do the same.
You may also ask the staff member handling your ticket to include a portion of a back room or different floor that is safehoused, so that customers cannot access it even while the business is open.
You can only be the owner of one workplace however you can be an employee to any number of locations.
If for any reason your character loses the requirements for employment at a particular workplace, you will be removed from that Workplace automatically. An example of this would be working at a Library, and dropping the Bookworm trait after a mechanical death. You will be removed from the workplace the next time that you visit it.
Each Workplace has its own actions that can be performed by spending work points while working there. Some also have special perks that activate while in the workplace as long as an employee is present. They are listed below:
For this season, the function to disable and enable making money in workplaces has been moved to the Options menu. From here, you can also disable making money working for an NPC faction if your character works for the KAF or ECHO.
The option in under the Mods tab.
