I streamlined over these in
the discussion thread, but here they are for reference:
Each player starts with various assets, depending on their chosen industry and special bonus.
Each turn occupies one quarter of the year. For their turn, players must post or PM me any actions they wish to take, including buying or selling capital, creating deals or contracts with other entities, launching a PR campaign, or anything like that. Players may also PM one another to make any deals they wish.
Buying capital costs the listed price; Selling capital carries a 25% penalty.
Anything posted in this thread is public domain; obviously the other players know about it, but so does the government, any non-player businesses or organizations, labor unions, the stock market, etc. Anything discussed via PMs is private domain, and is generally only known between the parties involved.
I represent the government and any other non-player businesses or organizations, but information PMed to me will remain in the private domain unless I am specifically notified that this information should be released to third parties.
In addition to standard functions such as the production and sale of goods, developed research and the like, each quarter will also feature a Current Event. These events are derived from several d20 rolls, and may be beneficial or harmful, influencing politics, the economy, foreign relations, civil matters, etc.
These rules are, of course, subject to change, but any action you wish to take that is explicitly detailed above is generally allowed, as long as it doesn't break the laws of physics or involve metaknowledge of super-futuristic things.
Also streamlined from the discussion thread, here is a map of the world this takes place in.
The country you are all in is New Eden, which broke free of it's former master, Old Eden, 100 years ago in the Transformational War. Old Eden and several other Old World countries still possesses various colonies around the globe, and there are still several lands that have not been colonized, but may be eventually. Territorial rights are more of a political matter though, so unless your business is heavily involved in international politics, don't worry about colonizing or border disputes or stuff like that. Main point of having a globe is so new resources can be discovered, territorial disputes can happen, trade agreements can be made, tariffs can exist, and occasionally war can break out.
You may have noticed that the regions have a striking resemblance to the regions in the real world. This is mainly because I want to have the setting in a place that the players are familiar with, but still have plenty of room to take creative liberties, and also so I have an easy way to fiat something that wouldn't make much sense in the real world. For example, just because there is lots of oil in the Middle East, does not mean there is any oil in the Orienta/Afrikka regions unless I tell you there is. That doesn't stop you from running geological surveys to find new resources, but don't blow a a ton of money on an oil well out in the middle of nowhere and then complain when you find out the only thing you're pumping is mud.
Non-Player Organizations:Republic of New Eden
Government: Representative Democracy
Political Views: Slightly Conservative
Kingdom of Old Eden
Government: Constitutional Monarchy
Political Views: Moderate
State of Romania
Government: Constitutional Monarchy
Political Views: Slightly Liberal
Land of Germania
Government: Constitutional Monarchy
Political Views: Moderate
The Great Motherland
Government: Aristocratic Republic
Political Views: Slightly Liberal
Empire of Orienta
Government:
Political Views: Moderate
Land of Afrikkans
Government: Plutocratic Estates
Political Views: Slightly Conservative
Player Organizations:Main Industry: Medical Supplies
Special Advantage: Research Bonus
Net Worth: $10,000,000
Cash: $10,000,000
Main Industry: Military Weapons
Special Advantage: Political Bonus
Net Worth: $10,000,000
Cash: $10,000,000
Main Industry: Shipping
Special Advantage: Union Bonus
Net Worth: $10,000,000
Cash: $10,000,000
Main Industry: Meat Packaging
Special Advantage: Extra Capital
Net Worth: $11,000,000
Cash: $11,000,000
Main Industry: Oil Drilling
Special Advantage: Publicity Bonus
Net Worth: $10,000,000
Cash: $10,000,000
Main Industry: Aerospace Engineering
Special Advantage: Research Bonus
Net Worth: $10,000,000
Cash: $10,000,000
Main Industry: Military Vehicles
Special Advantage: Research Bonus
Net Worth: $10,000,000
Cash: $10,000,000
Main Industry: Communications Technology
Special Advantage: Labor Bonus
Net Worth: $10,000,000
Cash: $10,000,000
Main Industry: Technological Development
Special Advantage: Extra Capital
Net Worth: $11,000,000
Cash: $11,000,000
Alright. I would have preferred to start you guys off with some basic businesses set up, but I have to be somewhere in an hour and I still need to get ready, so instead you get to buy your own stuff. If you want to buy stuff that isn't on the list, either post in the thread or PM me, and I'll see about it when I get back. Hopefully there is enough capital to get everybody started.
Capital:
Research Laboratory: $750,000
Chemical Plant: $600,000
Extraction Facility(i.e. Oil Well, but also Mines, Lumbermills, etc.): $500,000
Factory: $500,000
Shipping Yard: $250,000
Broadcast Tower: $200,000
Farm: $150,000
Warehouse: $100,000
-----
Specialized: Additional $100,000
Most things up there are used in production of one sort or another. Each building has expendatures as well; Basic buildings cost $10,000 each quarter in maintenance, $10,000 each quarter for labor, and $10,000 each quarter for raw materials. Some buildings use less or more; a warehouse for example, doesn't require labor or materials, but still needs maintenance, while a chemical plant requires specialized labor, maintenance and materials, making it cost twice as much each quarter as a standard factory. Of course, the goods it produces are worth more as well.
Specializing a building costs $100,000 and increases how useful it is. A specialized factory for example will produce more goods, while a specialized warehouse may be refrigerated to store perishables like meat of chemicals. In addition to the $100,000 specialization fee, specializing may make a building require specialized maintenance or labor, which costs $20,000 per quarter instead of $10,000. Depending on your business, it may or may not be worth it to specialize your buildings. Chemical Plants and Broadcast Towers are already specialized.
Research Labs are expensive both in investment and in maintenance; they require specialized maintenance which costs $20,000 and in addition, very advanced labor which costs $30,000, bringing the total quarterly cost to $50,000. They do not produce any goods to be sold, but instead produce technology, which may be sold or used to upgrade your other buildings.