====== Business ====== ===== Overview ===== A business is just a collection of building that you purchase to produce an income for you, personally. The basic Capitalist set up - you pay to set the business up, and reap a regular reward in return for your investment. However, there is a catch. There is always someone who owns the land you want to build on (Such as the Local Lord, or the Town Council)) and you need to get their permission before you can build. They will probably ask you to contribute (in BPs) to building some Civic Infrastructure, before they give permission for you to build. In the end, it could cost you twice the listed price (or more) before you are able to build. As you build a business empire you will find that there are economies of size – the larger your business empire the higher your return. ===== Business Types ===== There are four many different categories of business development. * [[commercial| Commercial Developments]] - Professional and Service Industry * [[manufacturing| Manufacturing]] - Craft based businesses * [[magical| Magic Businesses]] - Businesses based in magic * [[residential| Residential Developments]] - Every town needs somewhere for the people to live * [[hospitality| Hospitality developments]] - Pubs, Clubs, Bars, Inns, Hotels ... * [[..merchant:start | Merchant Houses]] - Trade between settlements by road or river. * [[..organisations:academic| Academic Organisations]] - Build your own Univesity * [[..organisations:religious| Religious Organisations]] - Build your own branch / Cult / Sect of your particular faith * [[..organisations:guilds| Guilds]] - Craft Guild, Professional Guilds, Merchant-Venturers, Wizards, Sages - any sort of guild. * - * [[campaign_systems_kingdombuilding:private_housing]] - Build yourself a house. No financial benefit, but you can live it up and it adds to your influence and reputation. **Check costs of buildings (inc secondary)** * [[..House Guards]] - or your own private army. * [[commercial]] - Commercial businesses concentrate of providing the day-to-day services that make the world go around. * [[manufacturing]] - Manufacturing businesses take raw materials and turn them into something more useful. * [[residential]] - If you want to be a land Lord this is the business for you. * [[hospitality]] - Pubs, Clubs, Hotels, Dens of Iniquity, Entertainment. * [[..merchant:start|Merchant]] - Trade between settlements. * [[..organisations:academic|Academic Buildings]] - Build a University. * [[..organisations:religious|Religious properties]] - Develop your own branch of your faith. * [[campaign_systems_kingdombuilding:people:homes#homes]] - No financial benefit - but you can live in a nice house. ===== Management Process ===== **Phase 1 – Incomes** This is how many BP you generate from buildings and teams in your business. * **Core Economy** - * +1BP for every 2 points of economy on buildings that you own. * +1BP for every point of economy on vessels, Mule Trains and Caravans that you own. * **Magic Economy** - //One of these per building.// * +1BP for every building owned by your business that produces Minor Magical Items * +1BP for every building owned by your business that produces Medium Magical Items * +1BP for every building owned by your business that produces Major Magical Items * **Size Bonus** - //all of these that apply//. * +1BP for every 10 Points of Economy that comes from buildings with the same Classification (ie Commercial, Residential, Manufacturing, Hospitality) * +1BP for every 10 Points of Economy, that comes from buildings in the same town or city. __Acts of DM:__ Sometimes Kingdom Event Rolls, or other similar things, will affect income. Particularly good weather might mean that trade is boosted across the land, while a flood or famine might mean extra costs for everyone. It might just be one area, or it might be the whole region … **Phase 2 - Costs** * There are no regular business costs that you need to meet. Developments are priced to include startup costs, ongoing costs and taxes. * However you will find that Stronghold Owners will ask you to make extra Donations (of BP) to the town when you want to develop new parts of your business. This is because they have to keep Economy, Loyalty and Stability in balance as they manage the Stronghold. Business or organisational developments (such as Academic developments) that contribute something to the town (Loyalty, Stability) will likely attract fewer 'donation' requests. Others (such as Religious developments) will be sought after because they don't add any economy at all. * Payback outstanding debts. __Acts of DM:__ Sometimes Kingdom Event Rolls, or other similar things, will affect your costs. Particularly good weather might mean that trade is boosted across the land, while a flood or famine might mean extra costs for everyone. It might just be one area, or it might be the whole region … **Phase 3 - Developments** This is when you change things, if you want to. Once everything is settled up for the turn, you know how many BP you have to play with. You could :- * Build something New (with permission from a Stronghold Owner) * Upgrade an existing Development (with permission from a Stronghold Owner) * Buy a boat, ship, caravan or Mule Train (if you have Jetty/Pier/Serai/Caravanserai space available) * Make a voluntary gift to another player, stronghold or the state. * Do a good deed (Build a Shrine, Graveyard, Orphanage etc although you still need to get permission from the Stronghold Owner.) * Lend one (or more) BP to a different Business, Stronghold or Organisation. * Save BP until next turn so you have more to spend. ===== Restricted ===== [[admin:teams]]