Hiring a maid
Any homeowner needs help around the farm from time to time, especially when it comes to cultivating the agricultural fields. Of course, you can do everything yourself, but it is more effective to hire servants - clones in the "Rogue" status.
When cultivating fields, servants assist the clone working in the field by speeding up the field cultivation process in the fertilization, seeding, and harvesting stages by 10%.
In order to hire servants, the homeowner must create tasks for the servants. This requires assigning a total maid's wage bill and a price per job. You can do this on the "Real Estate and Renovation → List of Homes" page. The cost of each task is determined by the master of the house, the minimum amount is 0.0001 gold coins. All payments to servants for tasks performed are made automatically from the assigned payroll.
When you save a servant's payment fund amount, the specified amount is reserved from the homeowner's game account. The fund can be reset, with the reserved funds returned to the homeowner's game account.
Servants can be hired at any time, even if there is no agricultural work in the fields of the house. Once you have assigned a payroll to servants and the cost of the job, the job exchange starts issuing jobs. It will continue as long as there are funds in the fund to pay for at least one assignment. When a tramp starts a task, the cost of the task is set aside from the fund. If the hobo successfully completes the task, his cost is paid to his game account. If for some reason he failed to do the job, the cost goes back to the reserve fund.
Only clones of the social status "Rogue" can work as servants. A tramp wishing to receive a task applies under "Jobs → Tramps → For Servants". The automated labor exchange of the Clone Earth will select the most profitable of the available landlord tasks at the moment and direct the vagrant to perform it.
Notethat the higher you set the cost per job for a servant, the faster it will get to the queue for issuance.
Each task takes one hour of work for the hired worker.
The level of development of the house determines the number of tasks a servant can perform at one time. There is a maximum of 24 tasks per day per house development unit, which are performed consecutively.
For example: in the house of the highest level - the Castle (50 units of development), can simultaneously perform 50 tasks different hired workers. The total number of possible completed tasks in the Castle per day can be calculated by the following formula: 50 - 24 = 1200. That is, every day in the Castle can perform up to 1200 tasks, but no more than 50 at a time. If you want all 1200 tasks to be completed in a day at a price of 0.0002 gold coins each, then the fund size should be set to 1200 - 0.0002 = 0.24 gold coins.
By paying servants' wages, you temporarily increase the level of the house, which affects the receipt of real estate subsidies from the principality or settlement.
To calculate the increased house level, the amount of salary paid to the servants of that house for the previous day is multiplied by 100 and added to the base house level.
A level increase cannot be greater than the base level of a house (i.e., for example, a house level with a base value of 1 can only be increased to 2).
The higher the level of your house obtained in this way, the greater will be your share of the total subsidy to property owners paid by settlement owners and princes.
You can only raise the house level for one day in this way; after the next subsidy payment, the house level returns to its base value (and if the servant's salary is still being paid, a new house level value is calculated according to the rules listed here).
Warning. The increased level will not affect the amount of the daily state subsidy payments to property owners from the Treasury and the Real Estate Fund. It only affects the receipt of subsidies from the settlement and from the principality.
Attention! You cannot increase the basic parameters of the house in this way, i.e. the number of living spaces, the number of fields, safes, etc. (see chapter § Property → § General provisions → § Property level).