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Economic Game System

Brethren of the Brick Seas is not only an open building community story project, but also a series of games and challenges. One of the main games within BoBS is the Economic Game System, the everyday economy of the BoBS world.

No one is obligated to participate in the Economics Game System, and free builds and challenge builds by a builder not participating in the EGS will still earn the faction DBs and FIPs. Likewise, hiring a privateer builder who does not participate in the EGS will still cost DBs, but these DBs will be removed from the game.

Master Index

By Land - Maps and Properties in the EGS

By Sea - Ships and the Monthly Raiding and Commerce Action in the EGS


Money

1) Doubloons (DBs), the basic currency, can be earned by both individuals and factions.

Doubloons can be used to buy more entries into some challenges, to change factions, to buy “forgiveness” from other factions, to set up resource gathering operations, to buy ships, property, etc., and are the general currency for the individual builder.

2) Personal Influence Points (PIPs) are used to determine each individual builder’s score. For every one Gold Doubloon earned, a builder earns one PIP. Additionally, a builder can earn PIPs without earning DBs. PIPs are not lost when DBs are spent; the only way PIPs are subtracted is A) a gambling loss, B) buying extra entries into a contest, or C) a PIP reset. PIPs are used to determine “winners” for each cycle and other challenges.

3) Faction Influence Points (FIPs) are used by a faction to unlock certain events, seize territory, influence global elections, and other deeds as the project continues. A faction has as many FIPs as the total PIPs of all its members during a cycle. Left over FIPs are banked after the cycle is over, but do not count towards determining a winning faction for the next cycle.

Note: Scores are kept by leadership in the account sheets, but you are welcome to keep track of your account on the side as well.


Earning and Spending Money

1) Introduction – Posting your sig-fig will automatically earn you 25 DBs. If you build an introductory MOC to go along with it, you can submit this as a freebuild (see below).

1) Major Challenges – These are the main storyline challenges that will happen every 1-3 months. These are judged by the faction leaders and will result in the earning of FIPs, PIPs, and DBs.

2) Lesser Challenges – These are challenges that may be between two or three factions, or may be for one faction only. These are not major storyline changing events. These are usually created by the project leaders, but as the project progresses, others will be invited to create new challenges. Certain minor challenges will include DBs, FIPs, and PIPs.

3) Freebuilds – These are the everyday builds not associated with a challenge. Each freebuild earns points or DBs for your faction. These are calculated monthly by leadership. The first two freebuilds a month will earn a builder 10 DBs per build, the next two earn 5 DBs, and any more freebuilds during the same month will earn the builder 2 DBs. You must fill out a webform for your freebuild to be counted (see the Master Index).

4) Gambling – A builder may gamble against another builder over anything. Any amount of DBs can be gambled, but if lost, the builder also loses PIPs. Winner of the wager has the responsibility to report the gambling outcome to the administrators through the transaction forms.

5) Payments – A builder can receive a payment from another builder. These must be registered via the Transaction Form (see the Master Index). Any legal payment (on the books) is taxed by your faction. Remember, smugglers may be brought to court if caught!

6) Monthly Paycheck – This is the income through properties owned, titles and stipends, and the result of the Monthly Commerce Raiding Action. See the Land and Sea threads for more information.

7) Resolution -- Conflict Resolution may involve DB transfers. See the Conflict Resolution post for more details.


Taxation

Although it sounds like no fun, taxes are an important way of increasing your faction’s overall score. The money in your faction’s coffers can go to escorts ships, warships, fortresses, purchasing land, making treaties, etc.

Taxes:

Each faction can lower or raise its tax rate through its administrative body. The Sea Rats can levy taxes in this way on their members.

Taxes will be automated so that they are automatically deducted from the players' account every month that the tax is in place.  However, additional and more specific taxes must be paid for through the Transaction form (see the Master Index).

For example, a nation could put a tax on shipwrights. Maybe it is a one-time tax, or a recurring tax. Failure to pay taxes will have different penalties per faction. Most often this will result in the suspension of your membership (no protection from faction forts/ships) until back-taxes are paid. Suspended members might not have a chance to participate in faction challenges, win prizes, etc.


Trade Companies

Participate in monopolies, joint stock ventures… and shape the future of the world. In the beginning, there are only two major Trade Companies, both Eslandian. Both carry their own membership requirements and rewards.

Merchant companies will have greater income from some trade items - part of their monopoly. Unlike reality, a monopoly does not mean that other members of that faction cannot participate in that industry (unless your faction has more specific rules).

The base rule for establishing a Trade Company requires the following MOCs:

  • A Warehouse
  • A Trade Headquarters
  • A Trade Ship

After these builds are complete, you can apply via your faction’s rules to your faction leaders.

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