
Captain Fremont |

So I think the following rules were followed for Fi Fi on the 20th and for Kristoff on the 20th and 21st:
- All capital (except Influence) gained is doubled.
- Earned price for capital is as follows: Goods 5 gp, Influence 8 gp, Labor 5 gp, and Magic 50 gp
Is this correct Fi Fi and Kristoff?
If this is true and it would be easier for you Winston, I already have recalculated numbers based off those rules. It would require Fi Fi to adjust the 21st however.

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FiFi: You forgot to reduce the costs for the 21st, I took care of that for you so you have more gold then you thought you did. Ending with 74.21Gold 10G 4I 9L 0M (im showing 4 influence, not the 2 that you said you have. Perhaps a typo on my part.
Kristoff: Why are you dividing your roll by 10? it should be /7 4.86*2 for the 20th(9.72). 45/7 6.43*2 for the 21st (12.86) Influence is not doubled/Discounted, so you only gained the normal 2 from your sitting room. Ending you at 94.88 GP 6G 3I 4L 0M.
Captain: if you wanna just give me your totals. I'll adjust yours.
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I completely forgot that I initially doubled gold for holiday when I made the post in gameplay. Sorry about that.
The reason I said that Capital gain is doubled is because it costs roughly half price to earn it right for those two days.
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Captain Fremont |

Starting Funds 134.88 GP 10 Goods 2 Influence 7 Labor 4 Magic
Accounts/Partners -15 GP
Build Storage -3 Goods -3 Labor
Build Storefront -5 Goods -1 Influence -3 Labor
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119.88 GP 2 Goods 1 Influence 1 Labor 4 Magic
Sold 4 Magic +340 GP -4 Magic
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459.88 GP 2 Goods 1 Influence 1 Labor 0 Magic
78 Pits 2(78 * 1.57) +244.92 GP
3 Pits -30 GP +6 Labor
Scriptorium -20 GP +4 Goods
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654.8 GP 6 Goods 1 Influence 7 Labor 0 Magic
6 Laborers 2(6 * 1.71) +20.52 GP
Bureaucrats -16 GP +2 Influence
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659.32 GP 6 Goods 3 Influence 7 Labor 0 Magic
Diplomacy -50 GP +10 Goods
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End of the day 609.32 GP 16 Goods 3 Influence 7 Labor 0 Magic
- End of the day 609.32 GP 16 Goods 3 Influence 7 Labor 0 Magic
Starting Funds 609.32 GP 16 Goods 3 Influence 7 Labor 0 Magic
Accounts/Partners -15 GP
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594.32 GP 16 Goods 3 Influence 7 Labor 0 Magic
31 Pits 2(31 * 1.57) +97.34 GP
50 Pits -500 GP +100 Labor
Scriptorium -20 GP +4 Goods
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171.66 GP 20 Goods 3 Influence 107 Labor 0 Magic
6 Laborers 2(6 * 1.71) +20.52 GP
Bureaucrats -16 GP +2 Influence
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176.18 GP 20 Goods 5 Influence 107 Labor 0 Magic
Diplomacy -50 GP +10 Goods
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126.18 GP 30 Goods 5 Influence 107 Labor 0 Magic
Donation to the Cathedral -10 Goods -90 Labor
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End of the day 126.18 GP 20 Goods 5 Influence 17 Labor 0 Magic
- End of the day 126.18 GP 20 Goods 5 Influence 17 Labor 0 Magic
This is taking into account doubling any kind of capital besides Influence and then paying the new listed price for them. I believe this follows the rules they were using as I listed above.

Kristoff Lockson |

Winston,
Gaining Capital
Skilled Work:
If you have ranks in a useful skill, you can spend 1 day working in a settlement to earn more capital than you would doing unskilled work. Note that this method includes both legal and illegal means of earning capital—for example, a day spent using Sleight of Hand to earn money could be a day spent performing as a street magician or a day spent pickpocketing.
Choose either one type of capital (Goods, Influence, Labor, or Magic) or gp, and attempt a skill check. You can take 10 on this check.
If you chose gp, divide the result of your check by 10 to determine how many gp you earn that day. For example, if your check result is a 16, dividing it by 10 earns you 1 gp and 6 sp that day (round to the nearest silver).
Earning capital as an individual is done daily, not weekly. The check is calculated for how much silver you earn in a day and divided by 10 to come up with how much gold that equals. If this check is done as "running your business" you get a +10 on the check.

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That is assuming you work 10/14 days and take 4 off for every room/team.
Its the exact same thing with the rooms/teams being /7 for daily totals and not /10. That's what I mean by weekly/daily differences.
For rooms/teams I am having them
roll / 7 = gain per day
For players I am having you
roll + city modifiers /7 = daily gain.
instead of /10 its /7 for = gain per day.
If you to /10 everything you can do so.. but If you want to do that.. cool, what two days of the week are you taking off forever more?
The +10 to a roll applies to only one Room or teams rolls, if you spend the day promoting the business instead of working/rolling yourself.

Captain Fremont |

Campaign Dates: 22/Rova/4713 AR
Starting Capital: 126.18 GP, 20 Goods, 5 Influence, 17 Labor, 0 Magic
Upkeep
Step 1 - Add Up Costs: -3 (1 Accountant) -12 (3 Partners) = -15
Step 2 - Pay Costs: 126.18-15=111.18
Step 3 - Determine Capital Attrition: None
Step 4 - Determine Business Attrition: None
Activity Phase
Step 1 - Free Activities Performed: None of consequence
Step 2 - Continue Ongoing Downtime Activity: Earn Capital (GP, La); Continue construction of sewing room. (11/16 Days); Continue construction on storage. (5/8 Days; Continue construction on storefront for sewing room. (9/12 Days)
Step 3 - Begin New Downtime Activity: Earn Experience; Earn Capital (Ma); Start construction on vault. (-8 Goods, -7 Labor, 15/16 Days); Start construction on vault. (-8 Goods, -7 Labor, 15/16 Days)
Income Phase
Step 1 - Determine Building Income: 125.6 GP, 1 Labor (-10 GP), 2 Magic (-100 GP)
- 80 Pits (Each earns 11 GP per week or 1.57 per day) :: 80*1.57 = 125.6 [GP/La]
- 1 Pits (Each earns 11 GP per week or 1.57 per day) :: 1*1 = 1 [GP/La]
- 1 Scriptorium (Each earns 15 GP per week or 2.14 per day) :: 1*2 = 2 [GP/Go/In/La/Ma]
GP Total = 125.6
La Total = 1 (-10 GP)
Ma Total = 2 (-100 GP)
Step 2 - Determine Organization Income: 12.26 GP
- 6 Laborers (Each earns 12 GP per week or 1.71 per day) :: 6*1.71 = 10.26 [GP/La]
- 1 Bureaucrats (Each earns 14 GP per week or 2 per day) :: 1*2 = 2 [GP/In
GP Total = 12.26
Step 3 - Determine Other Income: None
Step 4 - Abandon Assets: None
Step 5 - Sell Assets: None
Ending Capital: 139.04 , 4 Goods, 5 Influence, 4 Labor, 2 Magic
- GP = 111.18 +125.6 -10 -100 +12.26 = 139.04
- Go = 20 -8 -8 = 4
- In = 5
- La = 17 -7 -7 +1 = 4
- Ma = 0 +2 = 2
Unsure of how to currently open the lock and feeling a bit adventorous himself, Octavius would take the rest of day to explore some of Absalom's surroundings, leaving his partners and accoutant to take care of the pits and scriptorium.