Post by Vincent on Jun 12, 2014 7:03:21 GMT
This manual in intended to be the comprehensive guide to VV. Once it is completed, I will be removing the other source material from the forum.
Getting started
The first thing you will need to do is set up a business portfolio listing all properties and employees. If you can't remember what you have to start off with, talk to me and we'll figure it out.
Your portfolio will also include your bank account, which starts off with $10,000 in it. Once you have a business up and running, calculate any reoccurring costs and profits and record them here.
Turns
Turns take place over the span of one real world day. In that time you can take as many actions as you want, as long as you have the money and manpower to do so. Each action that is taken in a day that is not scheduled must be recorded in a business log (see example), as well as a tally of scheduled transactions for the day.
Employees
Simply put, businesses need employees. Without employees, there would be no one to take the customers' cash, produce goods, or bust the knees of those who are over-due on their debt.
Attributes for employees are considered to be 1 unless trained beyond that.
Employees have an hourly wage of $1 x skill & attribute points.
That makes the base wage for an employee $9 per hour with their starting attribute points.
Each employee can produce up to 40 work hours per week. With higher skill levels, employees become more efficient with their skills and can produce more production hours per work hour. (work hours x skill level = production hours)
Employees can increase skills through training once per week. Training costs $500 for a first skill point, and $1000 x Current level up to level 5. Training takes 8 work hours.
Recruiting new employees
During initial set up of a player's business, they may hire any number of employees with only base stat points. These employees can be trained at normal cost, but without having to pay the time requisite. New employees hired after the initial set-up phase can also skip the training time at the time they are hired, but they have to pay 1.5x training cost.
Buildings
A new building starts with one empty room.
Rooms cost $1000 each, and take 80 production hours to make. The cost is the same whether it is the first room in a building or an additional room.
Empty rooms can be used for storage.
Up to 5 employees can be working in a room at the same time.
Production
Buildings can produce goods, services, or a combination of both, depending on how they are built.
In order to create any type of goods, a room must be equipped to produce that type of goods (food, machinery, etc), and have an appropriately skilled employee working.
Example:
Demetrius has a small fire arms workshop. It is a one room shop with level 2 equipment and 5 employees with crafts level 1.
Level 2 equipment (rifle) takes 2 production hours per unit. Therefore, if each employee worked for 8 hours a day, they would be paid $80 each and produce 4 units. The total for the day would be 20 rifles and $400 in wages.
Upgrades
Upgrading equipment costs $500 for level 1, then $1000 x current level for each additional level up to 5. There is no time requirement.
Upgrading equipment allows for the production of more complex and higher quality products. A product cannot be created with a level higher than that of the equipment being used to make it.
Residences
Residential buildings work differently than most buildings, in order to account for apartments, hotels, etc.
Upgrade cost for residential buildings is (current level x $1,000) + (lvl x 80) production hrs
Level One:
Provides lodging for 5 patrons.
Level Two:
Provides lodging for 10 patrons.
Level Three:
Provides lodging for 25 patrons.
Level Four:
Provides lodging for 50 patrons.
Level Five:
Provides lodging for 100 patrons.
Getting started
The first thing you will need to do is set up a business portfolio listing all properties and employees. If you can't remember what you have to start off with, talk to me and we'll figure it out.
Your portfolio will also include your bank account, which starts off with $10,000 in it. Once you have a business up and running, calculate any reoccurring costs and profits and record them here.
Turns
Turns take place over the span of one real world day. In that time you can take as many actions as you want, as long as you have the money and manpower to do so. Each action that is taken in a day that is not scheduled must be recorded in a business log (see example), as well as a tally of scheduled transactions for the day.
Employees
Simply put, businesses need employees. Without employees, there would be no one to take the customers' cash, produce goods, or bust the knees of those who are over-due on their debt.
Attributes for employees are considered to be 1 unless trained beyond that.
Employees have an hourly wage of $1 x skill & attribute points.
That makes the base wage for an employee $9 per hour with their starting attribute points.
Each employee can produce up to 40 work hours per week. With higher skill levels, employees become more efficient with their skills and can produce more production hours per work hour. (work hours x skill level = production hours)
Employees can increase skills through training once per week. Training costs $500 for a first skill point, and $1000 x Current level up to level 5. Training takes 8 work hours.
Recruiting new employees
During initial set up of a player's business, they may hire any number of employees with only base stat points. These employees can be trained at normal cost, but without having to pay the time requisite. New employees hired after the initial set-up phase can also skip the training time at the time they are hired, but they have to pay 1.5x training cost.
Buildings
A new building starts with one empty room.
Rooms cost $1000 each, and take 80 production hours to make. The cost is the same whether it is the first room in a building or an additional room.
Empty rooms can be used for storage.
Up to 5 employees can be working in a room at the same time.
Production
Buildings can produce goods, services, or a combination of both, depending on how they are built.
In order to create any type of goods, a room must be equipped to produce that type of goods (food, machinery, etc), and have an appropriately skilled employee working.
Example:
Demetrius has a small fire arms workshop. It is a one room shop with level 2 equipment and 5 employees with crafts level 1.
Level 2 equipment (rifle) takes 2 production hours per unit. Therefore, if each employee worked for 8 hours a day, they would be paid $80 each and produce 4 units. The total for the day would be 20 rifles and $400 in wages.
Upgrades
Upgrading equipment costs $500 for level 1, then $1000 x current level for each additional level up to 5. There is no time requirement.
Upgrading equipment allows for the production of more complex and higher quality products. A product cannot be created with a level higher than that of the equipment being used to make it.
Residences
Residential buildings work differently than most buildings, in order to account for apartments, hotels, etc.
Upgrade cost for residential buildings is (current level x $1,000) + (lvl x 80) production hrs
Level One:
Provides lodging for 5 patrons.
Level Two:
Provides lodging for 10 patrons.
Level Three:
Provides lodging for 25 patrons.
Level Four:
Provides lodging for 50 patrons.
Level Five:
Provides lodging for 100 patrons.