INDUSTRY
A game.
About industry.
Ah, Industry. Hand in hand with Corporations and Capitalism, it is responsible for the rise of western civilization to greatness, yet accused of it's downfall.
But that is boring. All we care about is the conversion of worthless dirt and of worthless slime into glorious automobiles, the employment of thousands, the creation of cities devoted entirely to its existence, and suchlike and so forth.
Why not play a game shallowly mimicking this gloriousness, allowing you, a lifeless peasant, to experience, ever so slightly, what it is like to be a 'captain of industry', the owner of some vast corporation responsible for thousands of tons of industrial product every hour of every day?
...
Ok, let me put it this way: It's either that or nothing.
RULESINDUSTRY version 0.0 (that's this one) follows the path of two raw resources as they are cruelly pulled from the ground, exposed to extreme heat, and finally beaten about into a 'consumer product'; Oil, and Ore. The player is the leader of a corporation responsible for these products at some point in this process. Ideally, the player will need a proper mix of diplomacy, tactics, and luck in order to make the biggest profits.
The players start with a single production building and a small warehouse (LV1 both). The production building allows them to either extract, refine, or finish resources, whilst the warehouse allows them to hold products, for selling on the market.
Each turn will consist of three phases; Production, Trade, and Other. Players will give actions for all three, and then the turn will be resolved.
In the production phase, production buildings will produce products. Firstly, Mines and Wells will extract raw materials in a semi-random fashion. See RAW MATERIALS in details. Secondly, Smelters and Refineries will refine Raw Materials into Refined Resources. Lastly, Machinery and Plastics Factories will shape Refined Resources into Finished Goods. The resources required for the last two can come from the previous building or from warehouses. Upkeep is paid now too.
In the trade phase, two things happen. First, the price of each of the six resources will be determined, based on how many raw materials were extracted this turn. See MARKET PRICES in details. Then all transactions requested by the players will occur. If a player does not have enough resources to complete all his deals, he will have to buy them from the market.
In the other phase, many things happen. Mostly construction and upgrading, though. A building costs 5 times its upkeep in credits to build. When upgrading, pay the difference. Also in this phase, actions such as surveying, to improve the output of a region the next turn- for a price. PM me what you want to do, I will tell you how much it will cost. Note that no matter what you pay, nothing is certain, but the more you pay, the more likely your actions are to succeed, and the better the results are.
REGIONS
Note: all regions are, at the beginning of the game, the same qua resource output. Differences are merely for roleplay purposes.
The world of Industry is divided into six regions;
The Smokestack Islands - and all the unclaimed oceans, do tribute to the city of Fire on Smokestack, where the gods placed the first of the smoking mountains, as a sign unto others, to do industry there.. Molten rock flows from the mountain, and powers the city built on it's slopes. The people of the City of Fire are dark-skinned, and still follow their tribal practices, yet are still cunning businessmen.
The Burnt Plains - and the charred hills and the western shores of the murky ocean, the people of which have always lived grim ashes, even before the advent of Industry. They are many in number and hard-working, and though their land is bleak, their accomplishments are not. They build towns wherever they can, and great roadways linking them, along which flows the lifeblood of industry.
SteelRidge - and the eastern shores of the murky ocean, and the shores of the southern ocean. The great mountain range, still sharp and shining from when it was ripped from the earth, bleak, yet filled with resources. And in every mountain are the halls of the underworkers, who have been forgers and alchemists since the beginning of time, and who have adapted to industry like fish to water.
The Northlands - a frozen waste, yet not lacking in wealth, for every fjord has it's share of mines, and the roughest seas cannot be seen for the rigs that draw oil from its depths. And the fierce Northlanders have never been ones to surrender to anything, and consider industry merely another battle to fight, and win.
Rivercross Town - and the surrounding lands, said to be the origin of industry, certainly this city, straddling the mighty carbonic river as it enters the greasy sea, is the largest industrial complex in the world. So great is the pollution put out by this city that a secondary, artificial river has been constructed, as the carbonic river cannot physically carry it to the ocean alone.
Grimwealth - and eastern shores of the greasy sea, the people of which have always been superior to others, having held a naval supremacy, allowing them to amass wealth through trade like no other. Even now, their cities are things of beauty, as they can afford to have pollution diverted and everything painted white every week.
BUILDINGS
LV1 Mine/Well: UPKEEP: 150 CR/T | MAX PRODUCTION: 5
LV2 Mine/Well: UPKEEP: 250 CR/T | MAX PRODUCTION: 10
LV3 Mine/Well: UPKEEP: 350 CR/T | MAX PRODUCTION: 15
LV1 Smelter/Refinery: UPKEEP: 200 CR/T | MAX PRODUCTION: 5
LV2 Smelter/Refinery: UPKEEP: 350 CR/T | MAX PRODUCTION: 10
LV3 Smelter/Refinery: UPKEEP: 500 CR/T | MAX PRODUCTION: 15
LV1 Plastics/Machinery Factory: UPKEEP: 300 CR/T | MAX PRODUCTION: 5
LV2 Plastics/Machinery Factory: UPKEEP: 550 CR/T | MAX PRODUCTION: 10
LV3 Plastics/Machinery Factory: UPKEEP: 800 CR/T | MAX PRODUCTION: 15
LV1 Warehouse: UPKEEP: 50CR/T | STORAGE: 20
LV2 Warehouse: UPKEEP: 80CR/T | STORAGE: 40
LV3 Warehouse: UPKEEP: 110CR/T | STORAGE: 60
LOANS
If a player cannot pay up his credits, he must take a loan. Loans have a 20% service fee, and 10% interest. Loans are paid off in the Other phase.
RAW MATERIALS
D6 per Mine/Well in the region, divided between wells, with wells counting their level times.
For example: There are 4 mines in a region. Magically a 24 is thrown. The mines are LV1, LV1, LV2, and LV3. 1+1+2+3=7. 24/7=3.4something.
The level one mines receive 3.4 ore each (production is rounded to nearest whole on a regional level). Level two, 6.8, and the level three 10.3 (roughly)
If a mine/well produces too much, it is wasted.
The production of a region may also be affected by random events and player actions.
OTHERS
Always produce max if required resources in stock (and the player chooses to use them)
MARKET PRICES
Raw Materials: ((Total upkeep costs of all sources / total production)+(150/2.5))/2
Refined resources: (((Total upkeep costs of all refiners + (total production*raw resource price))/ total production)+(200+(150/2.5)/2.5))/2
Finished Goods: (((Total upkeep costs of all factories + (total production*refined resource price))/ total production)+(300+(200+(150/2.5)/2.5)/2.5))/2
The Buy price of the market is -10% and the Sell price of the market is +10%
The price may and will fluctuate from these formulas by means of random events and player actions.
Any questions?
Otherwise, I think that 12 players would be ideal, although I will start with less if neccesary. Required to join is:
-Name of corporation/whatever
-bio of the company/whatever
-What building you want to start with, and, if a mine or well, where you want it.
Oh, players will also receive 3000CR to start with.
And victory is achieved by being really, really rich.
Note: this game is 1)Untested and 2)Not based on reality, but on my own comon sense + random stupidity
From these follows my right to change the rules at any time, and your right to make suggestions as to rule changes.