Trading/Shipping Companies
Posted: Thu Sep 27, 2018 8:31 pm
Players will now be able to create Shipping Companies.
Features will be presented in headlines.
1)The Company
It will be regarded as a player in terms of voodoo. Voodoo casted on a company will be visible to all shareholders beyond a certain percentage (ie 5%).
The company itself will not be able to use voodoo.
-The construction of a company requires a starting investment (ie 100M). This amount will act as the Company starting balance and insurance.
-The Shipping Company is controlled by shares, held by players.
-Players can buy/sell their shares at a newly created stock market.
-The CEO is the one holding 51% of the shares.
-If none has 51% of the votes, then CEO is elected from the rest of shareholders.
-CEO runs the company and decides when to issue more shares to the market (some time limits will apply).
-Earnings are distributed only through shares and only if company has more than 100M balance.
-If Balance drops below 10M, all contracts at the end of the day, are terminated.
-Companies will have 1 nation as base. Change will need a hefty fee by the company.
-Companies will have 1 headquarters and will also be able to create branches at every port.
The companies will have access to banking system and all markets except voodoo market.
More types of companies will be introduced in the future.
2)The HQ
-The HQ will hold the initial 100M investment and will have an extra cost to be built.
-The HQ treasury will be independent and will do all its transactions with the players through the banking system.
For example, when stocks are sold, the income will be placed with a Bank transaction to the HQ treasury.
When a dividends payout is made, this will be carried through the banking system, as it currently works for resources market for example.
-The HQ will also act as a branch.
3)The Branches
The branches will have their own treasury as well. At this case, their treasury will only be updated with fleets.
The branches will also have a warehouse where they will store goods.
Finally, the branches could get more buildings in the future( like private marina or specialized buildings like shipwrights or whatever the game direction goes to, if we choose to expand to companies different than trading/shipping)
The branches treasury, just like HQ treasury will be untouched by everyone. However, the CEO will be able to transfer gc between fleets and the branch as he wishes. This will cost some time per transaction though (perhaps 1 hour, we will see). The CEO will be able to call for periodical such actions (for easy management).
4)The fleets
-The company will purchase ships from the Ship Market (only from there) which will later be put on fleets, as per normal rules (Officers will still be needed - we will see the pricing case here).
-The fleets will again have their own treasury, which will use for all activities. They will update it only with branches as described above.
-The company CEO will manage all the fleets.
-There will be business as usual for fleets regarding rules, with the below exceptions:
*The fleets will belong to the company. It will be able to sell them for gold at shipwright or credits at the player market.
*Turn based activities will cost time instead. For example company fleets will attack, but this will cost hours instead of turns (like Shipwreck hunting).
*Any ships found by the company, will belong to the company.
*If a fleet cannot pay for plunder, it will start losing ships. It's chance for such cases will be to reach a branch where it will receive coin.
*However, since every fleet will have its own treasury and common DR rules will apply, it will need an inactive or careless CEO before ship losses will start. There will be room to improve this for attackers later.
5)Shipping Company Pacts
Do you remember national pacts? This could not be processed after all, for a lot of different reasons. Trading Companies will fill this gap.
Namely, the very important Duke bonus will be a deal between nation and company, for a price.
Features will be presented in headlines.
1)The Company
It will be regarded as a player in terms of voodoo. Voodoo casted on a company will be visible to all shareholders beyond a certain percentage (ie 5%).
The company itself will not be able to use voodoo.
-The construction of a company requires a starting investment (ie 100M). This amount will act as the Company starting balance and insurance.
-The Shipping Company is controlled by shares, held by players.
-Players can buy/sell their shares at a newly created stock market.
-The CEO is the one holding 51% of the shares.
-If none has 51% of the votes, then CEO is elected from the rest of shareholders.
-CEO runs the company and decides when to issue more shares to the market (some time limits will apply).
-Earnings are distributed only through shares and only if company has more than 100M balance.
-If Balance drops below 10M, all contracts at the end of the day, are terminated.
-Companies will have 1 nation as base. Change will need a hefty fee by the company.
-Companies will have 1 headquarters and will also be able to create branches at every port.
The companies will have access to banking system and all markets except voodoo market.
More types of companies will be introduced in the future.
2)The HQ
-The HQ will hold the initial 100M investment and will have an extra cost to be built.
-The HQ treasury will be independent and will do all its transactions with the players through the banking system.
For example, when stocks are sold, the income will be placed with a Bank transaction to the HQ treasury.
When a dividends payout is made, this will be carried through the banking system, as it currently works for resources market for example.
-The HQ will also act as a branch.
3)The Branches
The branches will have their own treasury as well. At this case, their treasury will only be updated with fleets.
The branches will also have a warehouse where they will store goods.
Finally, the branches could get more buildings in the future( like private marina or specialized buildings like shipwrights or whatever the game direction goes to, if we choose to expand to companies different than trading/shipping)
The branches treasury, just like HQ treasury will be untouched by everyone. However, the CEO will be able to transfer gc between fleets and the branch as he wishes. This will cost some time per transaction though (perhaps 1 hour, we will see). The CEO will be able to call for periodical such actions (for easy management).
4)The fleets
-The company will purchase ships from the Ship Market (only from there) which will later be put on fleets, as per normal rules (Officers will still be needed - we will see the pricing case here).
-The fleets will again have their own treasury, which will use for all activities. They will update it only with branches as described above.
-The company CEO will manage all the fleets.
-There will be business as usual for fleets regarding rules, with the below exceptions:
*The fleets will belong to the company. It will be able to sell them for gold at shipwright or credits at the player market.
*Turn based activities will cost time instead. For example company fleets will attack, but this will cost hours instead of turns (like Shipwreck hunting).
*Any ships found by the company, will belong to the company.
*If a fleet cannot pay for plunder, it will start losing ships. It's chance for such cases will be to reach a branch where it will receive coin.
*However, since every fleet will have its own treasury and common DR rules will apply, it will need an inactive or careless CEO before ship losses will start. There will be room to improve this for attackers later.
5)Shipping Company Pacts
Do you remember national pacts? This could not be processed after all, for a lot of different reasons. Trading Companies will fill this gap.
Namely, the very important Duke bonus will be a deal between nation and company, for a price.