Architect Archive
Thread: Thinking about making an Architect. Pros and Cons would be appreicated :)
Pros: Easy to grind, lots of diversity, not dependent on experiment tapes, not dependent on uber high quality resources. We're not dependent on other professions. Not many bugs.
Cons: Depressed markets with big items fetching 2-4 cpu often. Lack of decay means lack of business. Expensive items fetch low cpu rate but net profit can be good. We require a large quantity of material. SOE ignores us.
Over all it can be a rewarding and fun profession. We don't have the complexity level of some professions like WS or AS but we have our own challenges. While our demand is not too strong, there also aren't a lot of architects around so there is often plenty of room for another.
Message Edited by Pawlin on 06-12-2005 06:17 PM
I agree with what is listed... you can make a name for your self if you do 2 things...
1) stock as much and as wide a varity of furniture as you can
2) keep a well stocked city structure vendor
Alot of Architects stock some furniture, harvesters, and factories. But I always got alot of business. Factories and Merchant tents sell well, as do foutains and statues also sell well. I always sold my furniture at 40 cpu (this includes foutains and statues) and I sold stuff all the time.
My 1 bit of advise to you is .... Stock a varity of items, this will draw in buisness.
Ditto everything up there. Most important is to keep your vendors well-stocked. Become known for always having whatever your client is looking for.
Stick close to one of the spaceport cities. Location is still important.
Enable vendor search. Just in case.
Price your items somewhere in between what is common for your server. If you are the cheapest, you wil burn out.
Decorate your shop.
Thank your customers.
Mine ore (lots of it). Buy everything else.
Be patient. You will bleed cash for a little bit.
Buy your first heavy harvesters. It willbe a while before you can make your own.
Make freinds. We are a bit dependent on other professions. We need a master artisan to make the optional components making crafting stations high value. We need droid engineers to make shuttleports. We need tailors to make elite furniture and merchant's tents.
Finally, don't fall for the "you can be this citie's architect if..." trick. Most new cities will die and you will be left holding the bill.
Pick up another profession while you wait for your factories to finish that next batch of wall units.
Find a master artisan on your sever. Offer to provide him with cheap wall units. This way you can defray the cost of grinding resources.
Message Edited by Smart_Darwin on 06-13-2005 01:13 AM
ravingbantha wrote:
Also forgot to add, get an ORE and METAL recycler, ecpecially the ORE recycler... you'll come across alot of times where you have several stacks of ore but they are too small. Since 98% of the ore you use can have the crappiest stats ever, you can dump all your crap ore into thise and get your Structure moduls and wall module ore from this, as well as your ore for structures.
YEah every server is differnet, the metal one is still a pain to get ahold of, but I did a galaxy vendor search the other day, and I saw enough stuff to put one of these together for about 200k. If anyone on Flurry wants to use my Ore Recycler your more than welcome to
Poldano wrote:
ravingbantha wrote:
Also forgot to add, get an ORE and METAL recycler, ecpecially the ORE recycler... you'll come across alot of times where you have several stacks of ore but they are too small. Since 98% of the ore you use can have the crappiest stats ever, you can dump all your crap ore into thise and get your Structure moduls and wall module ore from this, as well as your ore for structures.
Well, for someone starting out, this can be unrealistic. The cost of recyclers on my server is something like a year's worth of the scrap resources I throw out. If I had a recycler, I'd probably go into the recycling business selling the recycled junk for a 10% markup.
Saego, Wanderhome