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Economy Rules; Buy, sell, resell, and scrap!
Topic Started: Jan 3 2009, 02:02 AM (211 Views)
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Money makes the world go 'round. As much as we hate to admit it, the economy is a vital part of any galactic RP. Project Bishop learns from the lessons of The Last Frontier, New Dawn, and the many boards that came before it in terms of the economy. The ships and soldiers that factions use in exploration and combat have to be bought, either from their own stores or others' stores. How that happens is explained below.

The Economy Rules:
Dollars, Greenbacks, Cash Money: Oh, My!
Credits: Because An Army Marches On Its Wallets
Shops and Ratios: Be Your Own Boss! Work From Home!
Reselling: Everything Has A Money-Back Guarantee
Buying, Selling, and Recording: A Safe And Easy How-To
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Dollars, Greenbacks, Cash Money

It's all about the money. At least, when it comes to that fancy new battlecruiser from Sirius you'd like to have. When factions use ships, vehicles, and other equipment to explore or fight, they have to buy it before they can roleplay with it. Can't use what you don't own. Factions do not collect taxes from their citizens or magically recieve money through any other means. They recieve a one-time lump sum of &1,000,000 (called Credits by most, and amersands by the cynical) to spend however they wish. After that, they're on their own. Factions can make more money by selling equipment (ships, guns, vehicles, buildings) from their faction shops, or they can win some dough by competing in admin Contests.
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Credits

Ahh, hard currency. Well, it's not hard currency. Credits are an electronic currency represented by an ampersand (& or Shift+7) that a faction's native currency converts to on the galactic market for the purpose of buying and selling things galaxy-wide. The Credit is a universal currency; all factions must have prices in Credits for their transactions and shops. If they want to invent an exchange rate for their native currency or just use the Credit as their own, either is fine. The credit, though, must be used in roleplay.
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Shops and Ratios

Well, it's the big day. You've signed up for Project Bishop, eager to sell your wares to a hungry galactic audience. Now what? Go down to the Shops forum and follow the template to create your own faction shop. Put whatever items you like in there (since you're just starting out, you'll probably need to buy your own stuff until you meet other people to buy from), but remember that combat units need a bare price as set by the ratios for Fight and Manuverability. You can jack up the price from there, but these are the two basic ratios to follow for a minimum price for your unit:

For Fight, the ratio is 1F to &10, which is &10 (10 Credits) for 1F (Fight point).

For Manuverability, the ratio is 1M to &18, which is &18 (18 Credits) for 1M (Manuverability point).

That means that a unit with the stats 1F/1M (1 Fight, 1 Manuverability) would have a price of &28 (28 Credits). Some common sense numbers if you're not sure about how to place your numbers: an unarmed human stands at 2F/1M, a titanium bunker would have a minimum of 100F/0M to stand (buildings can't move, so no Manuverability), and a spaceworthy craft will typically have at least 300F/50M to survive the vacuum of space. Ground units cannot attack space units unless specifically stated, and space units cannot attack ground units unless specifically stated.

Obviously, you can only sell to factions that you've met. If you'd like, you can also restrict certain factions from buying certain goods (like, say, keeping a faction you're at war with from buying your combat vessels).
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Reselling

Sometimes, you'll realize that you've gone too far. Maybe that latest Contest brought you some poorly spent cash, or that war you just won left you with an expensive fleet that's got no one to fight. What do you do when you don't want something anymore? Consider reselling it. In terms of roleplay, reselling means that your faction breaks down equipment it doesn't need into its components and raw materials and sells them back to willing civilian buyers in their faction. In terms of money, it means that you convert something you own into cash: the exact cash value of what you bought it for, in fact.

To resell something, simply post the types(s), quantity, and name(s) of the equipment you're selling in the Resell Thread in the faction shop forum, and that money will be instantly available for you to add back into your checkbooks. Easy, huh?
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Buying, Selling, and Recording

Let's get down to the nitty gritty of the economy: buying and selling things, and recording those purchases. First of all, if you want to buy something from your own shop, you must wait a day before using it. This is due to the fact that your factories and shipyards first need to build, test, and inspect your equipment after you've placed the order. If you buy something from another's shop, you can use it instantly as it's already built: a great reason for buying from other factions.

If you want to buy something and you've got the Credits to do it, go to the faction shop you want to buy from and make a post there saying that you're buying this many of that type of equipment, and that the whole thing will cost this many credits. Then you record wherever you keep money records that you spent this much money and record that you now have this many of that type of equipment. Voila, you've just bought equipment. Selling something is more passive. Someone comes to you and places an order, telling you that they're buying this many of that type of equipment off of you, and what it'll cost. You simply come in and collect the credits, adding them to your money records, and if you'd like you can reply to the customer with a nice little 'transaction recieved' and a 'have a nice day'.

Keeping records isn't an enforced rule, but it is essential. It's important to keep track of where you spend and recieve your money, and what you got for it. If you spend money that you don't have, that's fraud - and breaking the rules.
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