[center][h1]Companies[/h1][/center] Since the first companies have sprouted up, they will now become available for creation in the game. Here are a few basic rules: 1. [b]Companies[/b] always begin as [b]Privatized[/b] and can thus be [b]Nationalized[/b] a single turn later. [hr] [b]Create Company[/b]: [i]1 Action Point[/i]. Cost is variable. [hider=Transport Company][b]Transport Company[/b] ([i]Minimum $100. Maximum $200.[/i]): A transportation company's primary purpose is to ferry passengers around cities and between cities. They generate revenue by successfully carrying passengers to their destination. * [b]$100[/b]: No modifier * Every [b]$10[/b] beyond the Minimum adds a +1 to a 1d20 modifier for starting [b]Horse-Drawn Carriages[/b]. [b][u]REQUIRED IN COMPANY CREATION[/u][/b] - [b]Company Name[/b]: [i]Name the company[/i] - [b]National Investment[/b]: [i]Minimum $100. Maximum $200[/i]. - [b]City[/b]: [i]The city where the company will start[/i]. [b][u]Transport Company Actions[/u][/b] -- [b]Build Unit[/b]: [i]Horse-Drawn Carriage[/i] (1815-1830): A carriage drawn by a single or two horses, can usually accommodate two to six passengers. * Costs [b]$1[/b] * Generates [b]$.1[/b] via National Taxation if [[b]Privatized[/b]] * Generates [b]$.5[/b] if [b]Nationalized[/b] * Breakdown Chance per turn: 10%+1% per Service Year. -- [b]Build Repair Shop[/b]: A shop to service damaged or aged carriages. * Costs [b]$8[/b]. Maintenance is $3 / Turn. * Repairs [b]2 Horse Drawn Carriage[/b] / Turn in that particular city.[/hider] [hider=Shipping Company][b]Shipping Company[/b] [Requires [i]Coastal City[/i]] ([i]Minimum $150. Maximum $250.[/i]): A shipping company designed to ferry goods between ports. Trade Agreements are required for a shipping company to be able to use ports in other nations. * [b]$100[/b]: No modifier * Every [b]$10[/b] beyond the Minimum adds a +1 to a 1d20 modifier for starting [b]Trade Sloops[/b]. [b][u]REQUIRED IN COMPANY CREATION[/u][/b] - [b]Company Name[/b]: [i]Name the company[/i] - [b]National Investment[/b]: [i]Minimum $150. Maximum $250[/i]. - [b]City[/b]: [i]The city where the company will start[/i]. [Must be [b]Coastal[/b]] [b][u]Transport Company Actions[/u][/b] -- [b]Build Unit[/b]: [i]Trade Sloop[/i] (1815-1845): A sail bound trade ship used to carry goods across the seas to other friendly ports. * Costs [b]$3[/b] to build. * Generates [b]$.4[/b] via National Taxation if [[b]Privatized[/b]]. * +[b]$.1[/b] per [b]Colony[/b] if your nation has [b]Colonies[/b]. * Generates [b]$.8[/b] if [b]Nationalized[/b] * +[b]$.2[/b] per [b]Colony[/b] if your nation has [b]Colonies[/b]. * Breakdown Chance per turn: 5%+1% per Service Year. -- [b]Build Shipyard[/b]: A shop to service damaged or aged sloops. * Costs [b]$10[/b]. Maintenance is $3 / Turn. * Repairs [b]2 Sloops[/b] / Turn in that particular port. [/hider]