Gilded Dominion

Implemented

Supplies

Acquire backed inputs, transfer materials and collect workshop goods.

Workshop Materials, Storage and Inventory

Business > Supplies has a separate finite materials room for each workshop. Move owned inputs into it from Account Storage when built, otherwise from the active character's Inventory. Missing fungible inputs can be purchased from backed Marketplace asks directly beside a Production requirement. Move out reverses the custody route. Changing menus does not transfer anything.

  • Marketplace purchases execute against real player escrow or backed State inventory. If depth is insufficient, only the available quantity can be bought; no resource is created to fill the gap.
  • Use the displayed receiver and quantities. A full destination rejects the transfer without discarding goods.
  • Production creates exact equipment instances. Collection and Marketplace preserve identity and condition. Only an unused, unequipped Simple Club may enter Woodworking as the exact input for Reinforced Club; worn gear is rejected.
  • Move crafted foods to Account Storage before preparing Provisions. One Flour makes 3 provisions; Wheat remains unchanged. Move Animal Feed or Bran there before supplying Livestock.
  • A Bandage must be in the fighting character's personal Inventory. Move it out of the workshop, then from Storage to that character when Storage exists.

Acquire missing production inputs

Production shows Workshop and Storage quantities first. When material remains missing, it also shows the current best backed ask and available depth. BUY MISSING executes a market buy as the assigned operator and sends only actually purchased units into Workshop Materials. It never creates a limit order or guarantees future supply.

Sell to other players

List finished goods directly from the workshop, or sell to available player bids. Storage is optional. A listing reserves the goods until purchased or cancelled. Only a completed player purchase pays you and advances the responsible character's delivery evidence. Marketplace fees and seller tax apply.

Player sales and finite NPC contracts

Normal completed production is sold to players through Marketplace. Limit listings charge 0.5% and completed sales charge 5% seller tax, credited to the existing Dunmore Treasury. Buyers pay no extra tax. NPC contracts retain their existing 30.000 Bucks daily allowance. Private supplies remain bounded.

  • There is no normal Sell to Merchant payout. Historical earnings and receipts remain unchanged.
  • Transport Crate has no established gameplay use; producing it does not guarantee a buyer. No artificial consumer or guaranteed profit is provided.
  • Use Reserve Player Delivery to reserve real Business cargo in a sale order. Confirm after it is fully purchased. Sale proceeds are paid once by the buyer, with no additional NPC money.
  • Cancel returns only unsold goods to a valid destination. If it is full, goods remain owned in escrow; no unlimited claim storage is created.

Workshop goods in existing household systems

Crafted products use the existing Storage, Provisions, Livestock and Marketplace controls. Workshop stock must first leave its supply room; it is not automatically available to the household.

  • Wheat Flour: 3 Provisions per unit when prepared from Account Storage.
  • Cornmeal: 3 Provisions per unit when prepared from Account Storage.
  • Preserved Meat: 8 Provisions per unit when prepared from Account Storage.
  • Vegetable Rations: 6 Provisions per unit when prepared from Account Storage.
  • Tomato Soup: 4 Provisions per unit when prepared from Account Storage.
  • Animal Feed adds 3 feed units and Bran adds 1 in either a Coop or Barn. Move them into Account Storage before loading the Feed Bin.
  • Wheat Flour is a trade product and cannot become Provisions directly. Salt, Workshop Fuel and Preserving Jars are production inputs.
  • The one-time starter 10 Household Provisions are already prepared. They can refill Energy before Storage exists; normal food preparation requires Storage.

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