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Impaler[WrG]
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Cheif Manufacturing Officer of Morgan Industires
May 2002 time: 22:35
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Home Base, Location and Turns to complete terraforming Task should be sufficient to distinquish Formers from each other (and if all thouse things match then who cares)
By the way
MorgaCorp has Already atracted 10!!! Venture Capitalists. They are...
Chaunk
ZargonX
Googlie
Satyagraha
Vander
Micha
Tassadar
Rubin
Jtsisyoda
Impaler[WrG]
It was noted that Morgan seems to be dominated by former Hive members but infact the break down so far is 30% Hive, 20% Cycon, 20% Fresh Recruitment, 20% God, 10% Drone. Seems a diverse mix to me though I think we could use some Pirate or Univeristy members to round us out along with more Role Players. I will update this List as more investors sign up. Sugjest that Chaunk our door man edit a list onto his first post so that we have the list right at the top for all to revel in.
Last edited by Impaler[WrG] on 17-04-2004 at 00:36
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:35
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quote: Originally posted by Impaler[WrG]
Some furthor elaboration on the ideas me and Googlie and bouncing around here for the organization of Morga-Corp. I see great potential for a "Game within a Game" here much like the ACPS game but with the focus being Economic rather then Political and the resulting competition acting to enhance the Factions standing as a whole. |
This will require a bit of work to upkeep, but shou;ld be fun. I'm testing an XL spreadsheet i built on a current morgan game I'm playing to see what permutations might be needed.
quote: Each member will have some combination of 4 different types of Assets.
Shares of Morga Corp, the Parent Company (a Holding Company in Essence)
Stakes in Subsidiary Companies (aka Bases)
Energy Credits
Units of all types
Players can trade any of these things at any time with each other for any agreed upon Price by simply anoucing it in the forum. Now to elaborate on each.
Shares of Morga Corp Stock - Everyone will begin with an equal number of these shares but as more successfull managers earn more money they can trade with others to aquire more Stock. Each new player to join Morgan Industries also recives a starting alotment of Stock. The number of Stocks a player has determine how many "votes" they possess in Faction wide desision making such as Social Engineering, Alliances, Energy Allocations etc etc. They are also used to Elect the CEO (the turn player and leader). Each turn we will Issue new stock and hold an Auction, the auction will last 3 days and all bids must be in Energy Credits, the winning bidder or bidders will then receive the Stock and the Credits spent will go into a Special Fund used for Building Secret Projects or other uses deemed appropriate by the CEO. |
Hmm - I'd suggest "other uses deemed appropriate by the Board of Directors"
quote: As the total # of Stocks will increase over time so too shall the number being issued each turn. Likely we can use some kind of formula to decide (like a flat 5% or perhaps our Alpha Centauri Score or our GDP+ the game year)
Stakes in Subsidiares - This means ownership of Bases. You can own fractions of a Bases as small as 1%. Who ever controls 51% or more of a Base desides its Production. Each turn the Net energy Credit output of the bases is determined and that total is divided among the bases owners and they are considered that much wealthier. Each turn the Lab output is also calculated and divided amongst the owners and Lab Points are converted into Shares of Morga Corp Stock at some Ratio (not sure yet how we should determine the value of Research but we must have a good way to incent people to pump out Labs). Anything a Base Produces is Owned in the same Fractional %'s as the base itself is (and if thats a Colony Pod and it founds a new base then that Base is now owned in a similar way). Initialy everyone will own a stake in the First Base but they can sell or trade it for Stakes in Future Bases. Eventualy we would see Consolidation of Bases into Corporations with the Parent Company. Subsidiary Stakes represent the "Capital" of the game. |
I'd suggest that, say, the first 5 bases founded become Core bases, owned by everyone, (they'll produce the colony pods for future expansion, etc) and that subsequent bases founded become governed by Directors - or consortiums - as per the above suggestion (by bidding for them in auction, maybe - so that a base founded on a prime site might attract a higher price than one on more barren land)
quote: Energy Credits - The 100 Energy Credits Morgan starts with will be divided amongst the players and a running tally of each persons Wealth will be calculated each turn (to 2 Decimal Places). Thus each Players wealth + the General Fund should always Equal the Factions ACTUAL in game Credit total. Thus each player can spend their Credits on Hurrying Production in Bases they own (for bases that are owned Partially the person owning a Controlling Share spends the Credits). Players may also make independent Loans with other Factions. |
Do you mean factions such as the Gaians, or factions (consortiums) within Morgan Industries?
quote: The CEO though may set a minimum Interest Rate on such loans in essence vetoing some loans. |
Again, I'd suggest that the BoD sets these policies
quote: All such loan Profits are private. Loans can also be conducted Internally but these are totally unrestricted. |
Ah - that answers my above question
quote: Units - All units Produced by a base are owned by the bases owners untill such time as they are sold, traded or destroyed. We will likly have very little Military being a Build oriented Faction so this will consist mostly of Formers and scouts for a long time. Any Profits generated in scouting are private (potentialy a Huge JackPot) and all risks are Private as well (no one will replace that scout if you get it destroyed by Mind Worms). The CEO can Veto certain movements that he finds are unwarranted and in all cases movements near other Factions are to be approved by the CEO lest there be a military blunder of some sort. Units can also be sold to other Factions but again the CEO can set a minimum price for such transactions and essentially Veto them. |
Again, not to diminish the CEO's role, but shouldn't dealingsa with other factions be either the Board's preserve, or the Foreign Affairs Officer's? I have no problem with the CEO "vetting" exploratory movements (after all, he is the turn player so will see the other factions' border demarcations, etc)
quote: Thats the Basic outline at this point, by trading these resorces amongst each other the players should maximize the productivity of the whole Faction, an Ideal FreeMarket Economy with minimum regulation from the CEO. As skilled Players grow their Bases and expand they can control more and more bases and ascend to CEO ship by accumulating Stock and support from other players. If a player leaves the Game for any reason their assets will be Auctioned off to the highest bidder. Think of it much like a Game of Monopoly within the Democracy game. |
It could be a lot of fun - and spawn some creative writing as well - both internally and for external consumption
Looking forward to it
G.
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Enigma_Nova
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Okay... let's evaluate this one.
1. Does a faction contain my enemies?
Yes. (bad)
2. Is it a faction run by idiots/idiocy?
No. (good)
3. Does it allow free judgement?
Tes. (good)
4. Is it bogged down by inefficient rules?
Yes. (bad)
5. Is it aiming to win the game?
No. (bad)
That's 2/5, morgan. No freakin' sale.
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