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To enable automatic buying and selling in a trading office, you must hire an administrator in that office. Managers cost a good deal of money, but they are worth it because automation allows for much larger trade volumes at better prices, and require minimal intervention.

Comparison to Captains

Managers are similar to Captains on auto-trade that they may perform buy or sell operations by themselves. Some people prefer to park a stationary ship with a captain in a city to perform administrator's duties, without having to place a trading office. However, later in the game this can be inefficient. The following similarities

  • They have a skill level that improves over time (from Stage 0 to Stage 5)
  • Manager buys goods once a day (captain twice)
  • They buy goods at a discount according to their respective skill level. Manager can get up to 8% discount (at Stage 5), while Captain can get up to 10% (at Trade 5). These bonuses are not applied when selling goods.
  • Manager can lock up an amount of goods so that an auto-trading ship doesn't prevent a business from running
  • Manager's interface settings are more limited
  • Managers don't spam annoying "Ship Trade" messages two times a day (Workaround: You can stop these by adding an empty town at the very top of your list)

Setup

Setup for buying

You can adjust the stock amount and purchase price of goods. You can also Lock Minimum Store Quantity from being picked up by an auto-trade ship.

The following picture demonstrates the possible settings for buying goods:

Manager buy
  • Setting Buy Beer stock to 0 means that the Manager will not buy any Beer from the town.
  • Setting Buy Bricks stock to 20 means that the Manager will always try to keep at least 20 Bricks at the office. As soon as there are less than 20, he will attempt to purchase the remaining amount, at price of 79 gold pieces or less. He will not buy more than that amount.
  • Setting Buy Cloth stock to 20, and locking Min.Store quantity will ensure that 20 Cloth or less will always be kept in the office, and no ship will be able to take it out if there is 20 or less Cloth left.
  • Setting Fish stock to 20 (note that there is no Buy option selected this time) and locking Min.Store quantity, will ensure that Manager will keep 20 or less Fish from being picked up by auto-trade ships, but he will not buy or sell any Fish.
  • Setting Buy Grain stock to 9999 (which is the maximum possible amount) will force the Manager to buy all grain at 110 gold pieces or less, until there are 9999 loads in stock. This is the maximum amount that a Manager can deal with.

There is no option to purchase one amount, while keeping a different amount locked. This is the main disadvantage of the administrator.

Setting the Manager to sell goods

You can adjust the stock amount and sell price of goods. You can also Lock Minimum Store Quantity from being picked up by an auto-trade ship.

The following picture demonstrates the possible settings for selling goods:

Manager sell
  • Setting Sell Beer stock to 0 means that the Manager will sell all Beer until the price drops below 42 gold pieces.
  • Setting Sell Bricks stock to 20 means that the Manager will always try to keep at most 20 Bricks at the office. As soon as there are more than 20, he will attempt to sell the excess amount, until the price drops below 90 gold pieces.
  • Setting Sell Cloth stock to 20, and locking Min.Store quantity will ensure that at least 20 Cloth will remain unsold, and no ship will be able to take it out of the office if there is 20 or less Cloth left.
  • Setting Fish stock to 20 (note that there is no Buy option selected this time) and locking Min.Store quantity, will ensure that Manager will keep 20 or less Fish from being picked up by auto-trade ships, but he will not buy or sell any Fish.
  • Setting Sell Grain stock to 9999 (which is the maximum possible amount) will prevent the Manager from selling any grain, unless there are more than 9999 loads in stock. This is the maximum amount that a Manager can deal with.

There is no option to sell one amount, while keeping a different amount locked. This is the main disadvantage of the administrator.

Lock Minimum Store Quantity

This option prevents a captain from picking up goods that must remain in the warehouse, to be used by your businesses in the city.

The main advantage is that production will not be halted.
The examples above are better understood if timber is prevented from being depleted, for example, interrupting the production of meat/leather, beer, iron goods, salt, pottery or bricks. Adjustments to withholds are necessary as production needs climb.
For example, you may be selling necessary timber in Luebeck to supply winter demands, but your industry is consuming more per day than the amount you have withheld from sale. Your workshops will underproduce, costing you a lot of money. So, increase the withhold to over one day's industrial consumption.

Stages and Cost

Managers have a skill level that provides a small bonus when they purchase goods (but not when they sell something). This skill level improves as the manager gains experience (based on volume of trading done by the manager). You will receive a note every time such an event occurs.

There are six Stages that reflect this skill level (from Stage 0 to Stage 5). At Stage 5 he receives an 8% discount on purchases. The daily wage of a manager depends on his Stage. Additionally, every production facility and warehouse in the town increases his daily wage by 1 gp.

Base daily wages are as follows:

  • Stage 0 - 10 gp
  • Stage 1 - 30 gp
  • Stage 2 - 50 gp
  • Stage 3 - 70 gp
  • Stage 4 - 90 gp
  • Stage 5 - 110 gp


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