The Firms that will take over the world
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Phase 7 - Now we are getting dirty dirty in details[/font][/color][color=rgb(40,40,40)][font=helvetica]
Before I move on I forgot to define one more constant which is -[/font][/color][color=rgb(40,40,40)][font=helvetica]
Land value per acre: The basic measure will be an acre and the smallest division will be quarter acres. The value of 1 acre will is a composite factor of spending level, employment rate and avg wages. By combining the 3 we can get a nice number that will determine the costs. Farm and mining land will be valued at one tenth the normal price per acre to simulate the fact that most land for farming will be outside cities. [/font][/color]
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Money is the benchmark that most games use and this one too. But to make money you have to create businesses, in this game we will call them firms. One very important thing to remember is that this is a vertical production game where each firm can produce something that can be sold but it can also be refined, manufactured, or repackaged. The types of firms I propose are the followings:[/font][/color]
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Farms - Farming is the base of many industries and in this game it will be also. Farms can produce two types of products livestock's or crops. The types of items created by farms I have already defined in phase 5. In this simulation, let's not worry about climates, in terms of crops and consider only how long a crop will take to harvest and the amount of the product that can be generated depending on the farms size. For livestock we will consider the amount of time it takes to reproduce and the amount of livestock that will be generated. Balancing the output of farms is going to be tricky but its part of the challenge. The cost of farms will be the initial cost of the land and the amount of workers needed to cover the item produced. Amount of workers will be determined by the size of the farm.[/font][/color][color=rgb(40,40,40)][font=helvetica]
summary[/font][/color][color=rgb(40,40,40)][font=helvetica]
Farm types: livestock or crops[/font][/color][color=rgb(40,40,40)][font=helvetica]
Farm attributes: size, workers, output[/font][/color]
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Mines - mines are similar to farms in the sense that produce different types of items. I have defined these items in phase 5. Again we won't worry too much about the realities of mining for copper in a city and just simulate it. A mines value will be dependent on the amount of ore that can be retrieved from it and the quality of this ore. As a side note finding where to mine is as important as mining itself. Not all players will have access to this information and to find it they will need to work. Each type of ore will have a different amount that can be mined per day.[/font][/color][color=rgb(40,40,40)][font=helvetica]
summary[/font][/color][color=rgb(40,40,40)][font=helvetica]
Mine types: ore[/font][/color][color=rgb(40,40,40)][font=helvetica]
Mine attributes: size, workers, output, ore quality, ore amount[/font][/color]
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Oil wells - Oil is extremely important to modern life and we can't bypass it. Oil will be one of those super expensive products that players will aspire to produce because with it they can make plastics. The location of Oil wells like mines will be secret and will need to be found by players. An oil wells value will be based on the quality of oil and the reserves. The amount of oil that can be taken from the ground will be dependent on the number of workers.[/font][/color][color=rgb(40,40,40)][font=helvetica]
summary[/font][/color][color=rgb(40,40,40)][font=helvetica]
Oil well: offshore, well[/font][/color][color=rgb(40,40,40)][font=helvetica]
Oil well attributes: size, workers, output, oil quality, oil amount[/font][/color]
Phase 7 - Now we are getting dirty dirty in details[/font][/color][color=rgb(40,40,40)][font=helvetica]
Before I move on I forgot to define one more constant which is -[/font][/color][color=rgb(40,40,40)][font=helvetica]
Land value per acre: The basic measure will be an acre and the smallest division will be quarter acres. The value of 1 acre will is a composite factor of spending level, employment rate and avg wages. By combining the 3 we can get a nice number that will determine the costs. Farm and mining land will be valued at one tenth the normal price per acre to simulate the fact that most land for farming will be outside cities. [/font][/color]
[color=rgb(40,40,40)][font=helvetica]
Money is the benchmark that most games use and this one too. But to make money you have to create businesses, in this game we will call them firms. One very important thing to remember is that this is a vertical production game where each firm can produce something that can be sold but it can also be refined, manufactured, or repackaged. The types of firms I propose are the followings:[/font][/color]
[color=rgb(40,40,40)][font=helvetica]
Farms - Farming is the base of many industries and in this game it will be also. Farms can produce two types of products livestock's or crops. The types of items created by farms I have already defined in phase 5. In this simulation, let's not worry about climates, in terms of crops and consider only how long a crop will take to harvest and the amount of the product that can be generated depending on the farms size. For livestock we will consider the amount of time it takes to reproduce and the amount of livestock that will be generated. Balancing the output of farms is going to be tricky but its part of the challenge. The cost of farms will be the initial cost of the land and the amount of workers needed to cover the item produced. Amount of workers will be determined by the size of the farm.[/font][/color][color=rgb(40,40,40)][font=helvetica]
summary[/font][/color][color=rgb(40,40,40)][font=helvetica]
Farm types: livestock or crops[/font][/color][color=rgb(40,40,40)][font=helvetica]
Farm attributes: size, workers, output[/font][/color]
[color=rgb(40,40,40)][font=helvetica]
Mines - mines are similar to farms in the sense that produce different types of items. I have defined these items in phase 5. Again we won't worry too much about the realities of mining for copper in a city and just simulate it. A mines value will be dependent on the amount of ore that can be retrieved from it and the quality of this ore. As a side note finding where to mine is as important as mining itself. Not all players will have access to this information and to find it they will need to work. Each type of ore will have a different amount that can be mined per day.[/font][/color][color=rgb(40,40,40)][font=helvetica]
summary[/font][/color][color=rgb(40,40,40)][font=helvetica]
Mine types: ore[/font][/color][color=rgb(40,40,40)][font=helvetica]
Mine attributes: size, workers, output, ore quality, ore amount[/font][/color]
[color=rgb(40,40,40)][font=helvetica]
Oil wells - Oil is extremely important to modern life and we can't bypass it. Oil will be one of those super expensive products that players will aspire to produce because with it they can make plastics. The location of Oil wells like mines will be secret and will need to be found by players. An oil wells value will be based on the quality of oil and the reserves. The amount of oil that can be taken from the ground will be dependent on the number of workers.[/font][/color][color=rgb(40,40,40)][font=helvetica]
summary[/font][/color][color=rgb(40,40,40)][font=helvetica]
Oil well: offshore, well[/font][/color][color=rgb(40,40,40)][font=helvetica]
Oil well attributes: size, workers, output, oil quality, oil amount[/font][/color]
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