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| PLAY GAME INFO TERMS OF SERVICES PRIVACY POLICY LOGOUT |
![]() Fast Start • Rounds • Turns • Points • Networth • Alliances • Employees • Happiness • Market • Production & Collection • Bank • Competition • Protection • Travel • Staff
1 - Go to the Recruit section to recruit some producers ( engineers and scientists ), collectors ( managers and investors ) and competitive units ( lawyers, experts, consultants and politicians ). It is better to be strong in one unit rather than to be weak in all of them. The recruiting process is random. The maximum number you can get per turn is 50% higher than the minimum number. On average, you get 2 scientists, engineers, politicians, consultants, lawyers and experts, 3 investors, and 5 managers per turn. Collectors are used to collect cash. Producers are used to produce drugs and petrol. 2- Go to the Produce or Collect sections to produce some drugs and petrol or to collect some cash. Then, go to the Market or Invest sections to buy some shares. Bondshares produce $1.5 revenue every 15 minutes. The trick is to keep them for as long as possible. Stockshares price varies between $90 and $110 every 5 minutes. The trick is to buy low and sell high. 3 - When you start feeling adventurous, go to the Market section to buy some business privileges. This will make your competitive units stronger during competition. Then go to the Compete section and see if there are players within your competition range. Range is strictly based on networth. You can NOT compete with businessmen that are more than 2 times poorer or more than 4 times richer. Click on your competitors profiles and then on "Inside info" to get more information. No one in your city that you can compete with? Click on Travel and move to where there might be, or work on your networth to get some in your range. Beware though that traveling costs money. 4 - Once you're big enough to gain the attention of other players, you should seek out an Alliance to join. They promote gameplay and cooperation to achieve group goals, they also serve to assist each other with learning the game. Besides, being a member of a stronger alliance ( determined by networth ) gives you a 10% increase in power during competition 5 - When in doubt, ask on the Board or ask the staff on the Contact page - there is bound to be someone with an answer that is willing to help. Rounds Turns Every round you start off with 1,000 active turns and 1,000 reserve turns. Every 5 minutes you will get 5 more active turns ONLY if you have less than 1,500 ( storage capacity ) active turns. You can subscribe to double, triple or quadruple the active turns you receive each 5 and your storage capacity. Your reserve turns can be used at any time during the round but do NOT carry on into a new round. You can purchase more turns under the Buy turns saction. These turns will go to your "Account turns" section along with won turns. On this same page you'll be able to transfer these turns into the current round or save them for another round. All account turns transferred to the current round will contribute to increase the jackpot. Once they've been spent on a round, they'll be placed into your "Reserve section" and will be available under Home. Points Points have been implemented to keep track of the best businessmen through the rounds. You can check out the hall of fame and the hall of pain in the rankings page. Each round, the top ten businessmen in the global ranking ( not supporters ranking ) score hall of fame points and the top ten businessmen in the most agressive ranking score hall of pain points. The number of points accumulated appear in your profile. Points are scored as per the following: 1 - 20 2 - 16 3 - 12 4 - 10 5 - 8 6 - 6 7 - 4 8 - 3 9 - 2 10 - 1 Networth 1 - Cash on hand and bank: 100 % 2 - Stocks: $75 3 - Bonds: $700 4 - Petrol: $50 5 - Drugs: $60 6 - Copyrights: $800 8 - Patents: $5,000 7 - Poison pills: $7,500 9 - Exclusivity rights: $15,000 10 - Employees and competitive units: $3,000 Alliances Just as in the real world, businessmen form alliances to help one another get to the top. You can either create your own alliance or join one. In order to join an alliance, you have to be invited by the leader or the co-leader of that alliance. Alliances in this game are meant to be examples of teamwork; Members helping out members to get each other to the top of the networth ladder. The alliance corporate policy, determined by the leader, states the common goal of the alliance members. Being a member of a stronger alliance ( determined by networth ) gives you a 10% increase in power during competition. Alliances have a size limit of 5. Employees Employees are the driving force behind your businesses. Without them, you will go nowhere. Don't treat them right and they will quit. Learn to do what it takes to keep them happy. The two main categories of employees are Producers & Collectors and Competitive units. Producers Scientists - They produce drugs for you. Engineers - They produce petrol for you. Collectors Managers - They determine how much cash you're capable of collecting from your businesses. Managers are 15% more effective in the collection process if they are outnumbered by both experts and consultants combined. Investors - They determine how much cash you can collect from investments. Investors are 15% more effective in the collection process if there is more money in the bank than cash on hand. The collection by investors is 66% better than the collection by managers. However you get on average 66% more managers per turn than investors. Competitive units Competitive units are a must have for competition. The most important units are twice as powerfull as the assisting units during competitions. Politicians - They are the most important units in bankruptcies. They also assist in hostile acquisitions. Lawyers - They are the most important units in lawsuits. They also assist in Bankruptcies. Consultants - They are the most important units in hostile acquistions. They also assist in market competitions. Experts - They are the most important units in market competitions. They also assist in lawsuits. Happiness The minimum happiness level is set at 33% for all employees. Producers happiness is determined by petrol ( 25% ), drugs ( 25% ), appropiate payout ( 25% ), politicians ( 12.5% ), and lawyers ( 12.5% ). For a complete producers happiness, you need 1,000 barrels of petrol and 1,000 drugs per producer, a 50% employee payout, more politicians than producers, and more lawyers than producers. Producers happiness is capped at 99%. Collectors happiness is determined by petrol ( 25% ), drugs ( 25% ), appropiate payout ( 25% ), consultants ( 12.5% ), and experts ( 12.5% ). For a complete collectors happiness, you need at least 1,000 barrels of petrol and 1,000 drugs per collector, a 50% employee payout, more experts than collectors, and more consultants than collectors. Collectors happiness is capped at 99%. Competitive units happiness is determined by petrol ( 25% ), drugs ( 25% ), cash on hand ( 25% ) and the number of business privileges ( 25% ). For a complete competitive units happiness, you need at least 1,000 barrels of petrol, 1,000 drugs, $100,000 cash and one of each type of business privileges per competitive unit. Happiness is very important. Collection, production and competitive strenght are all directly proportional to the happiness level. This means that doubling your collectors happiness will double your collection money; doubling your producers happiness will double your production; and doubling your competitive units happiness will double your strenght during competition. Besides, happiness also determines the number of employees that will leave you during collection and production. On average, 3 times more employees will leave if you have the minimum happiness level instead of the maximum happiness level. We strongly suggest that you aim for a maximum happiness. So, be happy, don't worry! Market In the Market you are able to buy and sell business privileges, shares and other products. Selling prices are higher than value contribution to networth. Therefore, if an asset is not being used, sell it! The following are the Purchase/Selling prices: Bond Shares - $1,000 / $800. Bondshares produce $1.5 revenue every 15 minutes. The trick is to keep them for as long as possible. Stock Shares - Between $90 and $110 for buying and selling. There is a limit of 50 million stockshares per transaction Petrol - $70 / $60 Drugs - $80 / $70 Copyrights - $1,000 / $900 Poison Pills - $25,000 / $10,000 Patents - $10,000 / $7,500 Exclusivity Rights - $100,000 / $30,000 Production & Collection Production is a positive function of turns, producers and producers happiness. Production is a negative function of employees payout and other businessmen living in the same city ( if over 50 ). There is no random factor to production. You get exactly the same quantity ( not worth ) of drugs and petrol while producing ( everything else being equal ). Collection is a positive function of turns, collectors and collectors happiness. Collection is a negative function of employees payout and other businessmen living in the same city ( if over 50 ). There is a 1 to 2 random factor to collection. Managers are 15% more effective in the collection process if they are outnumbered by both experts and consultants combined. Investors are 15% more effective in the collection process if there is more money in the bank than cash on hand. The collection by investors is 66% better than the collection by managers. However you get on average 66% more managers per turns than investors. Some producers and collectors will leave you during production and collection. The maximum number that leaves is inversely proportional to their level of happiness. The maximum number of employees that may leave is 3 times higher for the minimum happiness level than for the maximum happiness level. The maximum number of employees that may leave you during collection is 2 times higher than the maximum number of employees that may leave you during production. Again, we strongly suggest that you aim for the maximum happiness. Bank Competition In order to compete with someone, go to the Compete or Find businessman sections. He must be in your city as well as in your range for you to compete with him. New players can only participate in competitions with other new players. Your range is calculated based upon your networth. You can NOT compete with businessmen that are more than 2 times poorer or more than 4 times richer. Copyrights, patents and exclusivity rights are a must. Poison pills are only used to defend against hostile acquisitions. Being a member of a stronger alliance ( determined by networth ) gives you a 10% increase in power Lawsuit - It requires lawyers. Experts are also valuable. Lawyers are twice as powerfull as experts in this competition. You may lose some competitive units during the process. Lawyers are the first to leave. The attacker may win 2% of his competitor business privileges but risks loosing 0.75% of his cash and stockshares and 0.5% of his bondshares to the competitor. Bankruptcy - It requires politicians. Lawyers are also valuable. Politicians are twice as powerfull as lawyers in this competition. You may lose some competitive units during the process. Politicians are the first to leave. You can either take 3.5% cash and 1.5% of drugs and petrol from your competitor OR lose 0.5% bondshares and 0.75% stockshares. Market Competition - It requires experts. Consultants are also valuable. Experts are twice as valuable as consultants in this competition. You may lose some Competitive units during the process. Experts are the first to leave. If you win, you take 3% stockshares and bondshares from the competitor. However, you risk losing 0.75% of cash, petrol and drugs. For all the competitions above as well as for the hostile acquisition attacker: Exclusivity rights are 2 times as powerful as patents. Patents are 1.5 times as powerful as copyrights. Copyrights are 3 times as powerful as nothing. Poison pills are irrelevant. Hostile Acquisition - It requires consultants. Politicians are also valuable. Consultants are twice as powerful as politicians in this competition. Poison pills are a must for the defender. You may lose some Competitive units during the process. Consultants are the first to leave. If you win, you take 0.5% producers and collectors from your competitor. However, you may lose 1% of your business privileges. For the defender in hostile acquisitions: Poison pills are 2 times as powerful as exclusivity rights. Exclusivity rights are 2 times as powerful as Patents. Patents are 2 times as powerful as nothing. Copyrights are irrelevant. Protection The protection feature has been implemented to limit competition. When you get attacked, if you lose some competitive units, your protection is activated. You get randomly between 45 and 60 seconds if you lose OR between 30 and 45 seconds if you win. You always get 60 seconds protection against your last competitor, whether or not you lose some comprtitive units and whether ot not you win or lose the attack. Travel Traveling is used for different purposes. You may want to do that to track down a particular businessman or to run away from someone that is trying to compete with you. You also may want to travel to do business in a less saturated market. Traveling costs $2,000 per employee. Staff Owner and Admin: Karim - Bachelor of Commerce from McGill University - Master in Finance from HEC - CFA title - 3 years experience in the gaming business - Also the owner of The Prison Inmate ( www.theprisoninmate.com ) and Da Hustla ( www.dahustla.com ). Contact him for technical issues, rule issues and staff issues. Moderators: Contact them for multiple accounts issues, players issues and general help with the game. Helpers: Contact them for general help with the game. Staff members are not allowed to share account info with the other players. Staff members must act with professionalism at all times. Staff members can not win any cash prizes All staff members can be found in your "contacts" page. In order to apply for a helper position, you need to have a clean record; to be a player for more than 3 months; to have some points; to be in an alliance with no staff; and be recommended by at least 2 staff members. |