There will be a few minor tweaks to businesses in V12. Today's post will be about the changes to Shipping.
Shipping has always been the odd business in the group, with its own economics. It has the highest theoretical income of any of the businesses, but it 1) has a steep cost of investing to spin it up, 2) takes lots of precise maintenance, and 3) is the most work to figure out how to get the most bang for you buck. For this reason, V11 was the first time in a while that I actually ran Shipping Offices with one of my characters. I found a few problems.
First, the Ship upgrades were too expensive. Their bonuses were worth it, but potentially spending 10g on each of the 9 ships in each of your 6 offices is a bit ridiculous, especially earlier in the game. A 540g investment is likely more than even a well run business is likely to make back any time soon. So I'm slashing the price of ship upgrades about in half. I'll throw up the actual prices later on (sorry). I'll also make it so upgrading your ship counts towards your business value, as it currently doesn't.
Another problem is that once you have upgraded ships, the production times for shipping are quite low. I had some locations that the longest time they could produce was 23 hours. So I'm doubling the distances between cities, as the price comes from distances, the price will adjust accordingly.