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 Location Creation Template

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Aurielle
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Aurielle


Posts : 12617
Join date : 2010-06-13
Age : 32
Location : Lost in time...I guess?

Location Creation Template Empty
PostSubject: Location Creation Template   Location Creation Template Icon_minitime19th September 2014, 2:27 pm

"Image"

Name:
Description:
Exact Location within Area (North, North East, East, South East, South, South West, West, North West, Center)

Current Places Within
-
-
-
-

Overall Income Generated (Each Place which generates income comprises the Overall Total)
Overall Upkeep (10 % of the Overall Income Generated)

Code:

[center][b][u][img][/img][/u][/b][/center]
[center]
[b]Name:[/b]
[b]Description:[/b]
[b]Exact Location within Area[/b]

[b]Current Places Within[/b]
-
-
-
-

[b]Overall Income Generated[/b]
[b]Overall Upkeep[/b]
[/center]


Last edited by Vixen on 7th October 2014, 3:41 am; edited 1 time in total
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Aurielle
Admin
Aurielle


Posts : 12617
Join date : 2010-06-13
Age : 32
Location : Lost in time...I guess?

Location Creation Template Empty
PostSubject: W.I.P   Location Creation Template Icon_minitime19th September 2014, 8:12 pm

Location Info
Spoiler:

Places
Places within Locations differ along with their function, exclusiveness, cost to make, income generated, upkeep, staffing/residents/storage.

The Places are as follows

General
Spoiler:
Code:

[b]Name:[/b] "Insert Character Name" Apartment
[b]Function:[/b] Residential Area where characters can sleep, rest, store their items, personal belongings, have personal training grounds.
[b]Creation Exclusive to:[/b] All
[b]Creation Cost:[/b] 5,000 Xel
[b]Income Generated:[/b] None
[b]Upkeep:[/b] 500 Xel Every Month
[b]Sections:[/b] 6 Rooms
- Rooms (Bedroom/Dining Room/Bathroom/Kitchen/Living Room/)
- Storage (Variable)
- Furniture (Variable)
[b]Population:[/b] 6 Max Overall
- Residents
- Pets

[b]Name:[/b] "Insert Character Name" House
[b]Function:[/b] Residential Area where characters can sleep, rest, store their items, personal belongings, have personal training grounds.
[b]Creation Exclusive to:[/b] All
[b]Creation Cost:[/b] 10,000 Xel
[b]Income Generated:[/b] None
[b]Upkeep:[/b] 1000 Xel Every Month
[b]Sections:[/b] 8 Rooms
- Rooms (Bedroom/Dining Room/Bathroom/Kitchen/Living Room/Basement/Gym/Attic/Pool)
- Storage (Variable)
- Furniture (Variable)
[b]Population:[/b] 8 Max Overall
- Residents
- Pets

[b]Name:[/b] "Insert Character Name" Duplex
[b]Function:[/b] Residential Area where characters can sleep, rest, store their items, personal belongings, have personal training grounds.
[b]Creation Exclusive to:[/b] All
[b]Creation Cost:[/b] 20,000 Xel
[b]Income Generated:[/b] None
[b]Upkeep:[/b] 2000 Xel Every Month
[b]Sections:[/b] 12 Rooms
- Rooms (Bedroom/Dining Room/Bathroom/Kitchen/Living Room/Basement/Gym/Attic/Pool/Shed/Stables)
- Storage (Variable)
- Furniture (Variable)
[b]Population:[/b] 10 Max Overall
- Residents
- Pets
- Mounts

[b]Name:[/b] "Insert Character Name" Mansion
[b]Function:[/b] Residential Area where characters can sleep, rest, store their items, personal belongings, have personal training grounds.
[b]Creation Exclusive to:[/b] All
[b]Creation Cost:[/b] 50,000 Xel
[b]Income Generated:[/b] None
[b]Upkeep:[/b] 5000 Xel Every Month
[b]Sections:[/b] 18 Rooms
- Rooms (Bedroom/Dining Room/Bathroom/Kitchen/Living Room/Basement/Gym/Attic/Pool/Shed/Stables/Armory/Grounds/Cellar/Bunker)
- Storage (Variable)
- Furniture (Variable)
[b]Population:[/b] 10 Max Overall
- Residents
- Pets
- Mounts

[b]Name:[/b] "Insert Clan Name" Residential District
[b]Function:[/b] Residential District which contains numerous Apartments &/or Houses where families can sleep, rest, store their items, personal belongings, have personal training grounds.
[b]Creation Exclusive to:[/b] All
[b]Creation Cost:[/b] 500,000 Xel
[b]Income Generated:[/b] None
[b]Upkeep:[/b] 50,000 Xel Every Month
[b]Sections:[/b] 10 (Small), 20 (Medium), 30 (Large) Plots
- Plots (Apartment = 1 Plot, House = 2 Plots, Mansion = 3 Plots fill as you wish)
- Storage (Variable)
-War NPC Generation (To be Determined)
[b]Population:[/b] Dependent on Residential Areas to determine Max Overall
- Residents
- Pets
- Mounts

Civi Owned
Spoiler:
Code:

[b]Name:[/b] Shop Outlet (Greed Shopping Complex)
[b]Function:[/b] A place where goods are sold to consumers, be it equipment, furnishings, consumables, raw materials or other things which are available for sale. Shop Outlets typically have the lowest variety of goods available for purchase often focusing on the sale of a particular selection of items. They are found exclusively in the Greed Shopping Complex benefitting from the increased prices found in the Land of Greed in exchange for paying rent and only occupying one of the floors in the Shopping Complex.
[b]Creation Exclusive to:[/b] Blacksmiths, Scientist, Merchants
[b]Creation Cost:[/b] 25,000 Xel
[b]Income Generated:[/b] Dependent on the Goods Sold Per Week (15 Percent of total price of current goods being sold for npc income, pc income added directly)
[b]Upkeep:[/b] Variable (Rent+Salaries+Restock)
* Rent due to Greed Shopping Complex = 2,500 Xel per Month

* Staff Salaries = Variable on Staff currently hired.
-Novice 50 Xel per week (200 Per Month)
-Apprentice 100 Xel per week (400 Per Month)
-Adept 200 Xel per week (800 Per Month)

* Restocking Equipment = Variable on Equipment Stocked
[b]Sections:[/b] 4
- Display Window/Backroom/Cashier Area/Aisles/Trial Area
-Goods being Sold (10 Types Max) Stacks dependent on Boss of shop.
Adept = Stacks of 50 Max (Per Type)
[b]Population:[/b] 6
*Staff
-Adept Blacksmith/Scientist/Merchant (1) [Req.]
-Apprentice Blacksmith/Scientist/Merchant (2)
-Novice Blacksmith/Merchant (3)

[b]Name:[/b] Shop Branch
[b]Function:[/b] A place where goods are sold to consumers, be it equipment, furnishings, consumables, raw materials or other things which are available for sale. Shop Branches offer a greater variety of items often spanning over almost all the goods the owner has to offer in a bid to showcase their skill yet not offer their greatest works to the public despite that.
[b]Creation Exclusive to:[/b] Blacksmiths, Scientist, Merchants
[b]Creation Cost:[/b] 50,000 Xel
[b]Income Generated:[/b] Dependent on the Goods Sold (20 Percent of total price of current goods being sold for npc income, pc income added directly)
[b]Upkeep:[/b] Variable (Salaries+Restock)
* Staff Salaries = Variable on Staff currently hired.
-Novice 50 Xel per week (200 Per Month)
-Apprentice 100 Xel per week (400 Per Month)
-Adept 200 Xel per Week (800 Per Month)
-Expert 400 Xel per Week (1600 Per Month)

* Restocking Equipment = Variable on Equipment Stocked
[b]Sections:[/b] 8
- Display Window/Backroom/Cashier Area/Aisles/Trial Area
-Goods being Sold (15 Types Max) Stacks dependent on Boss of shop.
Expert = Stacks of 75 Max (Per Type)
[b]Population:[/b] 10
*Staff
-Expert Blacksmith/Scientist/Merchant (1) [Req.]
-Adept Blacksmith/Merchant (2)
-Apprentice Blacksmith/Merchant (3)
-Novice Merchant (4)

[b]Name:[/b] Laboratory (Initial)
[b]Function:[/b] A place for a scientist to conduct experiements, research, manufacture consumables &/or poisons and produce the results of the above without outside influence. Laboratories are crucial to the advancement of scientific research and dependent on said Laboratory different types of experiements can be conducted. Laboratories can only be created due to the collaboration between a scientist and a blacksmith and thus dependent on their specializations different labs can result from said union.
[b]Creation Exclusive to:[/b] Scientist
[b]Creation Cost:[/b] 75,000 Xel
[b]Income Generated:[/b] N/A (Weapons,Equipment, Consumables and Poisons successfully produced in Laboratories are produced in bulk with a multiplier of x10)
[b]Upkeep:[/b] Variable (Expenses + Salaries)
*Expenses = 7,500 Xel Per Month

* Staff Salaries = Variable on Staff currently hired.
-Novice 200 Xel per week (800 Per Month)
-Apprentice 400 Xel per week (1600 Per Month)
-Adept 600 Xel per Week (2400 Per Month)
-Expert 800 Xel per Week (3200 Per Month)
-Master 1000 Xel per Week (4000 Per Month)
[b]Sections:[/b] 5
- Residential Sector, Biohazard Sector, Research Sector, Storage Sector, Security Sector
- Power Generators, Bio-Tanks, Greenhouses, Refrigerated Areas, etc.
[b]Population:[/b] 15
*Staff
-Master Scientist (1) [Req.]
-Expert Scientist (2) [Both Req. if Master isn't present]
-Adept Blacksmith (3)
-Apprentice Blacksmith/Scientist (4)
-Novice Scientist (5)

[b]Name:[/b] Sub-Ranch
[b]Function:[/b] A place to rear, breed, sell and harvest animals & creatures whether for agricultural means via sale of their meat, hide, milk, eggs or other animal based raw materials, raising pets or training mounts both for sale or personal use. Ranches are quite large due to this with numerous sections devoted towards the various animals & creatures being reared in it, Sub-Ranches have a large variety but rarely have sub-species or rare creatures for sale.
[b]Creation Exclusive to:[/b] Tamers
[b]Creation Cost:[/b] 100,000 Xel
[b]Income Generated:[/b] Variable (Raw Material Sale + Creature Sale + Tamer Services)
*Raw Material Sale
-Eggs = No. of Egg Laying Creatures x 200 Xel (x8 if Small, x6 if Medium, x4 if Humanoid, x2 if Giant) - Per 2 Weeks
-Milk = No. of Milk Producing Creatures x (150 Xel Per D-rank of Milk) (5 D-ranks if Small, 15 D-ranks if Humanoid, 20 D-ranks if Medium, 25 D-ranks if Large) - Per Week
-Meat, Horns & Hide = Two-thirds Price of Creature (Creature is usually killed to produce meat), Half Price of Creature (Creature is usually killed to produce horns/tusks) Quarter Price of Creature (Creature is usually killed to produce Hide &/or Fur)
-Wool, Hair & Scales = Half Price of Creature (Creature is usually not killed to produce wool), One-third Price of Creature (Creature is usually not killed to produce Hair), Quarter Price of Creature (Creature is usually not killed to produce Scales)
-Dung = No. of Creatures total x 100 Xel

*Creature Sale = Creature/Animal Cost
- Baby = Cost +1000 Xel
- Mount = Cost +1500 Xel
- Pet = Cost +2000 Xel

*Tamer Services
-Growing Pets/Mounts = Variable Per Size
-Breeding Pets/Mounts/Animals = Variable Per Size
-Enlightening Pets/Mounts/Animals = Variable Per Size

[b]Upkeep:[/b] Variable (Food+Salaries+Expenses)
*Animal Food
Small = 50 Xel each
Humanoid = 100 Xel each
Medium = 200 Xel each
Giant = 400 Xel each

*Staff Salaries
= Variable on Staff currently hired.
-Novice 75 Xel per week (300 Per Month)
-Apprentice 150 Xel per week (600 Per Month)
-Adept 300 Xel per Week (1200 Per Month)
-Expert 600 Xel per Week (2400 Per Month)

*Ranch Expenses = Variable based on how many animals/creatures are within said ranch.
Below Half Capacity = 1,000 per Month
Half Capacity = 2,500 Xel per Month
Full Capacity = 5,000 Xel per Month
[b]Sections:[/b] 7
- Fauna Enclosures (Terrestrial, Aquatic, Aerial, Amphibious, Breeding Area, Carnivores, Herbivores, Omnivores)
- Enclosure Sub-Sections (Small, Humanoid, Medium, Giant)
- Staff Section (Security Office, Residential Area)
[b]Population:[/b] 10 Staff & 16 Fauna
*Staff
-Expert Tamer (1) [Req.]
-Adept Tamer (2)
-Apprentice Tamer (3)
-Novice Tamer (4)

*Fauna
Small (6)
Humanoid (5)
Medium (3)
Giant (2)

[b]Name:[/b] Main Shop
[b]Function:[/b] A place where goods are sold to consumers, be it equipment, furnishings, consumables, raw materials or other things which are available for sale. Main Shops offer the greatest variety of items often spanning over almost all the goods the owner has to offer in a bid to showcase this is where the most valuable goods which are available for sale are kept in addition to other less valuable versions. The Main Shop can be likened to a Blacksmith's pride and joy with them being the representation of said Blacksmiths mark on the world.
[b]Creation Exclusive to:[/b] Blacksmiths
[b]Creation Cost:[/b] 125,000 Xel
[b]Income Generated:[/b] Dependent on the Goods Sold (25 Percent of total price of current goods being sold for npc income, pc income added directly)
[b]Upkeep:[/b] Variable (Salaries+Restock)
* Staff Salaries = Variable on Staff currently hired.
-Novice 50 Xel per week (200 Per Month)
-Apprentice 100 Xel per week (400 Per Month)
-Adept 200 Xel per Week (800 Per Month)
-Expert 400 Xel per Week (1600 Per Month)
-Master 800 Xel per Week (3200 Xel Per Month)

* Restocking Equipment = Variable on Equipment Stocked
[b]Sections:[/b] 16
- Display Window/Backroom/Storage Area/Loading Bay/Cashier Area/Customer Service/Aisles/Trial Area
-Goods being Sold (20 Types Max) Stacks dependent on Boss of shop.
Expert = Stacks of 75 Max (Per Type)
Master = Stacks of 100 Max (Per Type)
[b]Population:[/b] 15
*Staff
-Master Blacksmith (1) [Req.]
-Expert Blacksmith (2) [Both Req. If Master isn't present]
-Adept Merchant (3)
-Apprentice Merchant (4)
-Novice Blacksmith/Merchant (5)

[b]Name:[/b] Laboratory (Improved)
[b]Function:[/b] A place for a scientist to conduct experiements, research, manufacture consumables &/or poisons and produce the results of the above without outside influence. Laboratories are crucial to the advancement of scientific research and dependent on said Laboratory different types of experiements can be conducted. Laboratories can only be created due to the collaboration between a scientist and a blacksmith and thus dependent on their specializations different labs can result from said union. The Improved Laboratory can be likened to a Scientist's pride and joy with them being the representation of said Scientists mark on the world.
[b]Creation Exclusive to:[/b] Scientist
[b]Creation Cost:[/b] 150,000 Xel
[b]Income Generated:[/b] N/A (Weapons,Equipment, Consumables and Poisons successfully produced in Laboratories are produced in bulk with a multiplier of x20)
[b]Upkeep:[/b] Variable (Expenses + Salaries)
*Expenses = 15,000 Xel Per Month

* Staff Salaries = Variable on Staff currently hired.
-Novice 200 Xel per week (800 Per Month)
-Apprentice 400 Xel per week (1600 Per Month)
-Adept 600 Xel per Week (2400 Per Month)
-Expert 800 Xel per Week (3200 Per Month)
-Master 1000 Xel per Week (4000 Per Month)
[b]Sections:[/b] 10
- Residential Sector, Biohazard Sector, Research Sector, Storage Sector, Security Sector
- Power Generators, Bio-Tanks, Greenhouses, Refrigerated Areas, etc.
[b]Population:[/b] 15
*Staff
-Master Scientist (1) [Req.]
-Expert Scientist (2) [Both Req. if Master isn't present]
-Adept Blacksmith (3)
-Apprentice Blacksmith/Scientist (4)
-Novice Scientist (5)

[b]Name:[/b] School
[b]Function:[/b] A place where students, go to learn how to become functional members of society, learn skills which will aid them in their future professions and finally establish connections with others in a relatively controlled enviroment in order to build social skills for the world at large. Schools are also a means for gathering man-power as the young are educated and drafted into the workforce. The staff employed in a School are known as Sensei while the consumers are known as students. The School can be likened to a Scholar's pride and joy with them being the representation of said Scientists mark on the world.
*Schools operate on a Semester System which is 1 Week (OOC) there are two types of schools, those who operate on a 2 Semester System with graduation occuring every 3 months (IC) which is 2 weeks (OOC) and those who operate on a 4 Semester System with graduation occuring every 6 months (IC) which is 1 Month (OOC).
*Students can enroll every Semester as either Freshman or Transfer Students.
- Freshman = 50 Students every Semester
- Transfer Students = Quarter of Graduates every Semester
[b]Creation Exclusive to:[/b] Scholar
[b]Creation Cost:[/b] 175,000 Xel
[b]Income Generated:[/b] Variable (Enrollment Fee + Tuition (Per Semester) + Graduation)
*Enrollment Fee: In order to begin schooling one must pay an enrollment fee the initial sum is dependent on the acclaim of the school however the base price is always 125 Xel per Semester. A School gains acclaim through the number graduates, funding diverted to it and skill of the Sensei.
-Reject = 75 Xel per Student (Below 50 % Graduation Rate, Low Funding, Novice Level Sensei +)
-Average = 125 Xel per Student (50-75% Graduation Rate, Low-Average Funding, Apprentice Level Sensei +)
-Elite = 250 Xel Per Student (75-90 % Graduation Rate, Average-High Funding, Adept Level Sensei +)
-Ivy-League = 500 Xel per Student (90-100% Graduation Rate, High Funding, Expert Level Sensei +)

*Tuition Per Semester: Each Semester enrolled students must pay tuition to remain enrolled within a school, the tuition of a school is also related toward a school's acclaim. The higher rated a school is the more they can charge in tuition. However High Tuition results in lower enrollment, while Low Tuition results in higher enrollment.
-Very Low = 250 Xel Per Student (+20 Students Enrolled)
-Low = 500 Xel per Student (+10 Students Enrolled)
-Average = 1000 Xel Per Student (+0 Students Enrolled)
-High = 1500 Xel Per Student (-10 Students Enrolled)
-Very High = 2000 Xel Per Student (-20 Students Enrolled)

*Graduation: Every Semester students graduate, transfer out or drop out. All three affect a schools acclaim as it is more likely for one to transfer out of a average school than it is an elite school, graduate from a Ivy-League school than a Reject school, however drop out rates are dependent on the skill of the Sensei currently employed by said school & the funding given to it.
[u]Dependent on the Graduation Rate the fee varies:[/u]
Below 25 % = 100 Xel Per Student
25-50 % = 200 Xel Per Student
50-75 % = 300 Xel Per Student
75-90 % = 400 Xel Per Student
Above 90% = 500 Xel Per Student

[u]Acclaim - Dropout/Transfer (%) - Avg. Sensei Skill (Grad. Modifier) - Funding (G. M)[/u]
None -75/20 - Novice (+5 Graduates) - No (-5 Graduates)
Reject - 50/15 - Apprentice (+10 Graduates) - Low (+0 Graduates)
Average - 25/10 - Adept (+15 Graduates) - Average (+5 Graduates)
Elite - 10/5 - Expert (+20 Graduates) - High (+10 Graduates)
Ivy-League - 5/1 - Master (+25 Graduates) - Very High (+20 Graduates)

[b]Upkeep:[/b] Variable
*Staff Salary = Variable on Sensei currently hired.
-Novice 100 Xel per week (400 Per Month)
-Apprentice 200 Xel per week (800 Per Month)
-Adept 400 Xel per Week (160 Per Month)
-Expert 600 Xel per Week (2400 Per Month)
-Master 800 Xel per Week (3200 Xel Per Month)

*No. of Staff = The more staff hired results in a small increase in student enrollment
[u]Staff -Additional Student Enrollment[/u]
1 - +0
3 - +5
6 - +10
9 - +20

*Funding
-No Funding = 0 Xel
-Low Funding = 2,500 Xel per Month
-Average Funding = 5,000 Xel Per Month
-High Funding = 10,000 Xel Per Month
-Very High Funding = 20,000 Xel Per Month
[b]Sections:[/b]10
- (Classroom/Dojo/Cafeteria/Library/Assembly Hall/Research Centers/Dorms/Sports Field)
- Stables
[b]Population:[/b] Variable (Based on Staff & Students)
*Staff = Min of 3.
-Principal = Master Scholar (1) [Req.]
-Vice Principal = Expert Scholar (2) [Both Req. if Principal is not present]
-Teaching Staff = Novice-Master Scholars (3+)

*Students = Variable (Dependent on Tutition, Enrollment and Transfers)
[u]No. of Sensei - No. of Students per Classroom[/u]
3 - 25
4 - 20
5 - 20
6 - 15
7 - 15
8 - 10
9 - 10

[b]Name:[/b] Main Ranch
[b]Function:[/b] A place to rear, breed, sell and harvest animals & creatures whether for agricultural means via sale of their meat, hide, milk, eggs or other animal based raw materials, raising pets or training mounts both for sale or personal use. Ranches are quite large due to this with numerous sections devoted towards the various animals & creatures being reared in it, Sub-Ranches have the largest variety of fauna and showcase the various sub-species and rare fauna a Tamer has tamed or breed. The Main Ranch can be likened to a Tamer's pride and joy with them being the representation of said Tamers mark on the world.
[b]Creation Exclusive to:[/b] Tamers
[b]Creation Cost:[/b] 200,000 Xel
[b]Income Generated:[/b] Variable (Raw Material Sale + Creature Sale + Tamer Services)
*Raw Material Sale
-Eggs = No. of Egg Laying Creatures x 200 Xel (x8 if Small, x6 if Medium, x4 if Humanoid, x2 if Giant) - Per 2 Weeks
-Milk = No. of Milk Producing Creatures x (150 Xel Per D-rank of Milk) (5 D-ranks if Small, 15 D-ranks if Humanoid, 20 D-ranks if Medium, 25 D-ranks if Large) - Per Week
-Meat, Horns & Hide = Two-thirds Price of Creature (Creature is usually killed to produce meat), Half Price of Creature (Creature is usually killed to produce horns/tusks) Quarter Price of Creature (Creature is usually killed to produce Hide &/or Fur)
-Wool, Hair & Scales = Half Price of Creature (Creature is usually not killed to produce wool), One-third Price of Creature (Creature is usually not killed to produce Hair), Quarter Price of Creature (Creature is usually not killed to produce Scales)
-Dung = No. of Creatures total x 100 Xel

*Creature Sale = Creature/Animal Cost
- Baby = Cost +1000 Xel
- Mount = Cost +1500 Xel
- Pet = Cost +2000 Xel

*Tamer Services
-Growing Pets/Mounts = Variable Per Size
-Breeding Pets/Mounts/Animals = Variable Per Size
-Enlightening Pets/Mounts/Animals = Variable Per Size

[b]Upkeep:[/b] Variable (Food+Salaries+Expenses)
*Animal Food
Small = 50 Xel each
Humanoid = 100 Xel each
Medium = 200 Xel each
Giant = 400 Xel each
God Beast = 800 Xel each

*Staff Salaries
= Variable on Staff currently hired.
-Novice 75 Xel per week (300 Per Month)
-Apprentice 150 Xel per week (600 Per Month)
-Adept 300 Xel per Week (1200 Per Month)
-Expert 600 Xel per Week (2400 Per Month)
-Master 1200 Xel Per Week (4800 Per Month)

*Ranch Expenses = Variable based on how many animals/creatures are within said ranch.
Below Half Capacity = 2,000 per Month
Half Capacity = 5,000 Xel per Month
Full Capacity = 10,000 Xel per Month
[b]Sections:[/b] 14
- Fauna Enclosures (Terrestrial, Aquatic, Aerial, Amphibious, Breeding Area, Carnivores, Herbivores, Omnivores)
- Enclosure Sub-Sections (Small, Humanoid, Medium, Giant)
- Staff Section (Security Office, Residential Area)
[b]Population:[/b] 15 Staff & 17 Fauna
*Staff
-Master Tamer (1) [Req.]
-Expert Tamer (2) [Both Req. if Master is not present]
-Adept Tamer (3)
-Apprentice Tamer (4)
-Novice Tamer (5)

*Fauna
Small (7)
Humanoid (5)
Medium (6)
Giant (4)
God Beast (1)

[b]Name:[/b] Guild
[b]Function:[/b] The Guild is the place which sets guild tax, stockpiles the money earned from said tax, oversees the management of the various goods &/or services sold by those within said guild and finally serve as the official pricing centers for the goods &/or services made available by any of the civilians who are affiliated with the guild in question. Guilds are only able to be created by Merchants who enter a partnership with other civilian classes such as Blacksmith, Tamer, Scientist, Scholars and even other Merchants, it can also be created in the absense of a Merchant however the income generated & items which can be stocked within are halved until a Merchant is found this requires at least four Civilians of different classes in order to create. The Guild can be likened to a Merchants's pride and joy with them being the representation of said Merchants  mark on the world
[b]Creation Exclusive to:[/b] Merchant or 4 Civilians of different classes.
[b]Creation Cost:[/b] 225,000 Xel
[b]Income Generated:[/b] Variable
*Guild Tax: This refers to the set tax inflicted on the purchase of any items which members of the guild specialize in. Depending on the skill of the members and their diversity in terms of classes the Guild Tax varies.
[u]Civilian Skill Level - Guild Tax (% of Item Cost)**Civilian Class - Items Taxable[/u]
Novice - 10 - Blacksmith - Equipment & Weapons
Apprentice - 25 - Scientist - Consumables & Poisons
Adept - 50 ** Tamer - Pets & Mounts
Expert - 75 ** Scholar - Technique Scrolls
Master - 100 ** Merchant - Materia & Animal based Raw Materials

*Guild Prestige: This refers to the average skill level of the members of the Guild which results in the Guild gaining more prestige and thus more costumers frequenting the various places owned by the members of the build.
Novice - 2,000 Xel every Month
Apprentice - 4,000 Xel every Month
Adept - 6,000 Xel every Month
Expert - 8,000 Xel every Month
Master - 10,000 Xel every Month
[b]Upkeep:[/b] 20,000 Xel every Month
[b]Sections:[/b] 3
- Guild Hall
- Guild Treasury
- Guild Dorms
[b]Population:[/b] Minimum of 7.
Master Merchant (1) [Req.]
Master Blacksmith/Tamer/Scientist/Scholar/Lord (4-6) [Req. if Master Merchant is not present.]
Novice-Expert Civilian (Minimum of 7)


Last edited by Aurielle on 10th January 2018, 2:48 pm; edited 4 times in total
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Aurielle
Admin
Aurielle


Posts : 12617
Join date : 2010-06-13
Age : 32
Location : Lost in time...I guess?

Location Creation Template Empty
PostSubject: Re: Location Creation Template   Location Creation Template Icon_minitime29th October 2014, 8:29 pm

Shinobi Owned
Spoiler:

Code:

[b]Name:[/b] Academy
[b]Function:[/b] A place where potential shinobi, go to learn shinobi arts, undergoing vigorous training while being able to practice their learned skills with others at or around their skill level in a relatively controlled enviroment in order to build combat skills for their enlistment in the military. Academies are also a means for gathering man-power as the young are educated and drafted into the Shinobi Forces. The staff employed in a School are known as Instructors while the consumers are known as Academy Students.
*Academies operate on a Semester System which is 2 Week (OOC) academies have two functions; Peace-Time they operate on a on a 4 Semester System with graduation occuring every 12 months (IC) which is approx. 2 Months (OOC). War-Time they operate on a 2 Semester System with graduation occuring every 6 months (IC) which is approx. 1 Month (OOC). However Academy Students can apply for early gradutation if they pass the graduation exam which is held every half semester (Appox. 2 weeks OOC).
*Academy Students can enroll every Semester as Freshman or Repeaters.
- Freshman = 25 Students every Semester
- Repeaters = Third of Graduates every Semester
[b]Creation Exclusive to:[/b] Kage (Shinobi Council in absence) or Blade
[b]Creation Cost:[/b] 200,000 Xel
[b]Income Generated:[/b] Non-Monetary (No Xel Generated) instead War Npc's are Produced.
*War Npc Tier Level: The type of genin produced at an Academy depends on it's acclaim these are always gained at a steady rate through graduates with the War Npc's produced capable of being drafted in bulk onto squads and used to patroll borders and during war time can be used to attack enemies within travelling or attacking topics. An academy gains acclaim through the number graduates, funding diverted to it and skill of the Sensei.
-Reject = Fail Tier (Below 50 % Graduation Rate, Low Funding, Novice Level Sensei +)
-Average = Unlocks Low Tier (50-75% Graduation Rate, Low-Average Funding, Apprentice Level Sensei +)
-Elite = Unlocks Mid Tier (75-90 % Graduation Rate, Average-High Funding, Adept Level Sensei +)
-Ivy-League = Unlocks High Tier (90-100% Graduation Rate, High Funding, Expert Level Sensei +)

*Gradutate Tier Ratio: Graduates from Academies have varying ratios of the various tiers of their Graduates, often Fail Tier are the most numerous while High Tier are the least with PC academy students fulfilling the Top Tier quota. This of course is also dependent on the acclaim of the Academy however in War-Times each semester one is able to dice roll for a chance to gain a set number of Top Tier War Npc's (Success Chance Dice Roll 10 Req.)
[u]Acclaim of Academy - Fail:Low:Mid:High - Top (Graduates due to Roll)[/u]
Reject - 1:0:0:0 - 1 out of All Graduates
Average - 2:1:0:0 - 2 out of All Graduates
Elite - 3:2:1:0 - 3 out of All Graduates
Ivy-League - 4:3:2:1 - 4 out of All Graduates

*Graduation: Every Semester students graduate, transfer out or drop out. All three affect a schools acclaim as it is more likely for one to transfer out of a average school than it is an elite school, graduate from a Ivy-League school than a Reject school, however drop out rates are dependent on the skill of the Sensei currently employed by said school & the funding given to it.
[u]Dependent on the Graduation Rate the fee varies:[/u]
Below 25 % = 100 Xel Per Student
25-50 % = 200 Xel Per Student
50-75 % = 300 Xel Per Student
75-90 % = 400 Xel Per Student
Above 90% = 500 Xel Per Student

[u]Acclaim - Dropout/Transfer (%) - Avg. Sensei Skill (Grad. Modifier) - Funding (G. M)[/u]
None -75/20 - Genin (+5 Graduates) - No (-5 Graduates)
Reject - 50/15 - Elite Genin (+10 Graduates) - Low (+0 Graduates)
Average - 25/10 - Chunin (+15 Graduates) - Average (+5 Graduates)
Elite - 10/5 - Retired T. Jonin (+20 Graduates) - High (+10 Graduates)
Ivy-League - 5/1 - Chunin Instructor (+25 Graduates) - Very High (+20 Graduates)

[b]Upkeep:[/b] Variable (Staff Salary, No. of Staff & Funding)
*Staff Salary = Variable on Sensei currently hired.
-Genin 500 Xel per week (2000 Per Month)
-Elite Genin 1000 Xel per week (4,000 Per Month)
-Chunin 1500 Xel per Week (6,000 Per Month)
-Retired T. Jonin 2000 Xel per Week (8,000 Per Month)
-Chunin Instructor 3000 Xel per Week (12,000 Xel Per Month)

*No. of Staff = The more staff hired results in a small increase in academy student enrollment.
[u]Staff -Additional Student Enrollment[/u]
1 - +0
2 - +5
4 - +10
8 - +20
10 - +40

*Funding - Cost
-No Funding = 0 Xel
-Low Funding = 2,500 Xel per Month
-Average Funding = 5,000 Xel Per Month
-High Funding = 10,000 Xel Per Month
-Very High Funding = 20,000 Xel Per Month
[b]Sections:[/b]10
- (Classroom/Cafeteria/Library/Assembly Hall/Sensei Lounge/Dorms/Training Ground)
- Stables
[b]Population:[/b] Variable (Based on Staff & Students)
*Staff = Min of 3.
-Head Instructor = Chunin Instructor (1) [Req.]
-Sensei =  Chunin-Retired. T. Jonin (Minimum of 2) [Only Req. if Head Instructor is not present]
-Assistant Instructors = Genin & Elite Genin (3+)

*Students = Variable (Dependent on Acclaim, Enrollment and Graduates)
[u]No. of Sensei - No. of Students per Classroom[/u]
3 - 36
4 - 32
5 - 28
6 - 24
7 - 20
8 - 16
10 - 12

[b]Name:[/b] Hospital
[b]Function:[/b] Hospitals cater to the medical needs of the sick and injuried as well as handling the general health of the village populace. Hospitals primarily devote their resources to shinobi however their are civilian treatment options which are typically less expensive than shinobi treatment. Hospitals also cover health care services, help during births to lower the mortality rate, dispose of the dead, hospitals are also in charge of the production of shinobi consumables and poisons made available to the village in question often either developed by PC Medical Nin or formulae being purchased from PC Scientists.
[b]Creation Exclusive to:[/b] Kage (Shinobi Council in absence) & Blades
[b]Creation Cost:[/b] 250,000 Xel
[b]Income Generated:[/b] Variable (Civilian Treatment, Shinobi Treatment, Health Care Services)
*Acclaim = Hospitals revolve around acclaim this is calculated on the skill of their medics & funding.
Medic Rank - Acclaim Points (Per Medic Hired)
Chunin - 1
T. Jonin - 2
Medical Nin - 3
Combat Medical Nin - 4
Elite Medical Nin - 5
[u]Acclaim - Requirements[/u]
Clinic - 10 AP & Below with No Funding
Basic - 11-20 AP with up to Low Funding
Standard - 21-30 AP with up to Mid Funding
Elite - 31-40 AP with up to High Funding
Prestigious - 41+ AP with High to Very High Funding

*Civilian Treatment = This is directly related to the hospitals acclaim and the number of staff on call.
[u]No. of Staff - No of Patients per Month - Patient Modifier - Xel per Patient[/u]
1 - 15 - Clinic +10 - Free
3 - 30 - Basic +15 - 500
6 - 45 - Standard +20 - 1000
9 - 60 - Elite +25 - 1500
10 - 75 - Prestigious +30 - 2000

*Shinobi Treatment = This is also directly related to the hospitals acclaim and funding and comprise the remaining patients per month from the max total. This also affects the treatments available to PC shinobi all of which use Medical Ninjutsu Only in the treatments at the base level, with Auxillary Training & Treatment Research a hospital however can have other types of treatment available to them for purchase. When being treated at a hospital all injuries are healed depending on what treatment method is selected. Note: Medical Treatment isn't an instant fix and will require (OOC) days of not being able to post with that specific character in anything other than CD topics while they heal up based on the severity of their injuries.
[u]Acclaim - Treatment Options - Cost Per Treatment[/u]
Clinic - Treat D-rank Injuries - 50,000 Xel
Basic - Treat C-rank Injuries - 100,000 Xel
Standard - Treat B-rank Injuries - 200,000 Xel
Elite - Treat A-rank Injuries - 400,000 Xel
Prestigious - Treat S-rank Injuries - 800,000 Xel

*Health Care = There are various healthcare packages for the general populace however only Academy Students and Genin recieve free healthcare a monopoly to ensure civilian incentive to have their children become shinobi. Medical Nin are able to purchase all available types of health Care.
Type of Health Care
Free Healthcare (Oramacare) - Free Vaccinations when made available by PC Medical Nin, Full Fatigue Replenish in new topics, Full Chakra Replenish in new topics, Free medical services upon visiting a hospital.  (Available to AS, Genin)
Civilian Package - Cost: 1000 Xel Per Month - Vaccinations when made available by PC Medical Nin, 75% Medical Services price reduction at hospitals, Full Fatigue & Chakra Replenish in new topics except for when specified. (Available to Civilians, Retired Shinobi)
Basic Shinobi Package - Cost: 5,000 Xel Per Month - Vaccinations when made available by PC Medical Nin, Purchase of Consumables made available by PC Medical Nin, 0% Medical Services price reduction at hospitals, Full Fatigue & Chakra Replenish in new topics except for when specified. (Available to Elite Genin, Chunin, T. Jonin & Chunin Instructors)
Standard Shinobi Package - Cost: 20,000 Xel Per Month - Vaccinations when made available by PC Medical Nin, Purchase of Consumables & Poisons made available by PC Medical Nin, 25% Medical Services price reduction at hospitals, Full Fatigue & Chakra Replenish in new topics except for when specified. (Available to Elite T. Jonin, Jonin, Hunter Nin, Elite Jonin)
Premium Shinobi Package - Cost: 40,000 Xel Per Month - Vaccinations when made available by PC Medical Nin, Purchase of Consumables, Poisons made available by PC Medical Nin, 50% Medical Services price reduction at hospitals, Full Fatigue & Chakra Replenish in new topics except for when specified. (Available to Sannin, S-Class Hunter Nin, Head Nin & Kage)

[b]Upkeep:[/b] Variable (Staff Salary, No. of staff, Funding) In addition Auxillary Training & Treatment Research are one time prices which make new treatment options available in the hospital.

*Staff Salary = Variable on Medic currently hired.
-Chunin 1500 Xel per week (6,000 Per Month)
-T. Jonin 2000 Xel per week (8,000 Per Month)
-Medical Nin 3000 Xel per Week (12,000 Per Month)
-Combat Medical Nin 5000 Xel per Week (20,000 Per Month)
-Elite Medical Nin 6000 Xel per Week (24,000 Xel Per Month)

*No. of Staff = The number of staff determines the number of patients the hospital recieve each month.
[u]No. of Medics - No. of Patients per month[/u]
3 - 10
4 - 20
5 - 40
6 - 60
7 - 80
8 - 100
10 - 150

*Funding - Cost
-No Funding = 0 Xel
-Low Funding = 10,000 Xel per Month
-Average Funding = 50,000 Xel Per Month
-High Funding = 100,000 Xel Per Month
-Very High Funding = 500,000 Xel Per Month

*[u]Auxillary Training[/u]
[b]Veternary Medicine [/b]- Treatment of injuries sustained by Pets & Mounts
Cost - 50,000 Xel
[b]Synthetic Medicine[/b]- Treatment of injuries sustained by Living Weapons, Organoids, & Zireh
Cost - 100,000 Xel
[b]Awakened Medicine[/b]- Treatment of injuries sustained by special awakenings who have a different body structure than normal such as Acolytes, Zenith & Xeres.
Cost - 500,000 Xel
[b]Medical Genjutsu [/b]- Treatment of injuries sustained from mental based combat which require Medical Genjutsu in order to recover from.
Cost - 1,000,000 Xel
[b]Medical Kinjutsu [/b]- Treatment of injuries sustained from spiritual based combat as well as severe injuries which require Medical Kinjutsu in order to recover from.
Cost - 5,000,000 Xel
[b]Medical Senjutsu [/b]- Treatment of injuries sustained from natural based combat as well as fatal to near injuries which require Medical Senjutsu in order to recover from.
Cost - 10,000,000 Xel

*[u]Treatment Research[/u]
Unique Blood Type Transfusions (Blue, Black & White - 500,000 Xel
Sexual Reassignment Theraphy Stage 1 (Hormones, Therapy) - 1,000,000 Xel
Sexual Reassignment Theraphy Stage 1 (Primary & Secondary Sex Characteristics) - 2,000,000 Xel
Non KG Organ Transplant - 3,000,000 Xel
Limb Reattachment Surgery- 4,000,000 Xel

[b]Sections:[/b] 20
- Left Wing(Maternity Ward, Childrens Ward, Coma Ward)
- Right Wing (ER,Surgery Rooms, Pharmacy, R.A.D Ward, Terminal Ward)
- Main Building (Reception Desk, Waiting Room, Checkup Area)
[b]Population:[/b] Variable
Variable (Based on Staff & Students)
*Staff = Min of 3.
-Head Medic = Elite Medical Nin (1) [Req.]
-Surgeon = Combat Medical Nin (1+)
-Doctor =  Medical Nin (Minimum of 2) [Only Req. if Head Instructor is not present]
-Nurse =  Elite T. Jonin (3+)
-Paramedic = T. Jonin (4+)
-Medical Assistant = Chunin (5+)

*Patients = Variable (Dependent on Acclaim, Services and Medics)
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PostSubject: Re: Location Creation Template   Location Creation Template Icon_minitime3rd March 2015, 6:11 pm

Yakuza Owned
Spoiler:

Code:

Name: Tosul Tavern
Function: Part of a tavern chain which provides a suitable location for several entertainment activities for both Playable and Non-Playable characters alike.
Creation Exclusive to: Neo
Creation Cost: 50,000 Xel
Income Generated: Variable Xel Every Month
Stock Sales
- Alcohol (Avg. Daily Consumers * Number of Bar Keepers * 1,000) =
- Drugs (One-Third Daily Consumers * No. of Keepers * 3,000) =
- Food (Half Daily Consumers * No. of Chefs * 750) =

Gambling Den
-Wins (Half Daily Consumers * 900) =

Inn(come)
- Hired Rooms (one-eighth of avg. consumers * 1,500) =

Fighting Ring
- Taxed Pool (one-eight of avg. consumers * 2,000) =

Additional Income
- Tips (one-quarter Daily Consumers * Number of Entertainers * 500) =
- Games (one-fifth Daily Consumers * 600) =

Upkeep: 96,384 Xel Every Month
*Staff (23,300 total Xel cost per month)
- Bar Manager (Master Merchant) = 5,000 Xel each
- Bar Keepers (expert Merchants) = 2,500 Xel each
- Chefs (Adept Scientists) = 1,200 Xel each
- General staff (Apprentice Merchants) = 600 Xel each
- Entertainers (Novice Scholars) = 300 Xel each
- Head Security (Saiko-Komon) = 3,000 Xel each
- Bouncers (Komon) = 2,000 Xel  each

*Stock
- Alcohol (Number of average daily consumers  x 250) =
- Drug (one-third average daily consumers *1,000) =
- Food (half average daily consumers * 300) =

*Gambling Den
- Losses (one-quarter average consumers*500) =

*Additional Expenses
- Full House Repair cost (Max consumers*50*times maxed per week) =

Sections: 9 Rooms
- Rooms (Inn Floor/Bar Floor/Bathroom/Kitchen/Gambling Den/Fighting Ring /Sensō Branch Room/Storeroom/Cellar)
- Storage (Below)
- Furniture (Chairs, Tables, Lounges, Gambling equipment, fighting equipment, first aid, Bar necessities, jukebox, pool table, dart board, pinball machines, beds, anything else it might need really…)

Population: 15 Max Staff, 100 Max customers
*Staff (/15)
- Bar Manager (1) [Req.]
- Bar Keepers (2) [Both Req if Bar Manager is not Present]
- Chefs (1+)
- General Staff (1+)
- Entertainers (1+)
- Head Security (1+)
- Bouncers (2+)

*Consumers (Variable/100)
Sunday = (/100)
Monday =(/100)
Tuesday = (/100)
Wednesday = (/100)
Thursday = (/100)
Friday = (/100)
Saturday = (/100)

[b]Name:[/b] Fighting Ring
[b]Function:[/b] The Fighting Ring is the place where bouts are hosted within the Republic, these bouts are between hired fighters, opportunists and thrill seekers looking for a way to out source their violent tendencies by watching or fighting with others in a controlled environment. Bets are placed on fighters competing and their are tournaments, charity events and other things all revolving around the results of these bouts. On the other side of things however there are more criminal orientated versions known as Underground Fighting Rings in which the fights aren't determined by points or submission but more like things like maiming, crippling or even death. The largest Fighting Ring in the world is a combination of one and a Colosseum and the only one of it's kind being known as "The Pits" which differs from the others created in that it's the only non Underground Fighting Ring where victory is determined by any means necessary especially death.

Fighting Rings operated based on a Weight-Class System Fighters can only fight within or above their Weight-Class in order to move up one must prove themselves and as long as their win-ratio doesn't enter negatives they won't be demoted back down. Fighters are hired and those who show promise are able to sign contracts to get a Career Manager who helps train them as well as organize their fights. Those Fighters with a very high Win-Ratio (90%+) are known as Prize Fighter's and are paid the most and likewise bring in a greater Audience, with bouts between two or more Prize Fighters only happening during Tournaments. Each of the Weight Class's have Belts which are essentially titles which can only be won at Tournaments. When one wins a Tournament they gain the sponsorship of a Fight Manager and possession of higher belts can gain them the interest and thus sponsorship of more skilled Managers, the Fight Overseer of the entire Fighting Ring, and other more influential financial backers.
[u]Weight-Class Name - Skill Level of Fighters within Said Weight Class[/u]
Feather-Weight - D
Light-Weight - C [Low], C [High] & Elite C-rank
Welter-Weight - B [Low], B [High] & Elite B-rank
Heavy-Weight - A [Low], A [High] & Elite A-rank
Super Heavy-Weight - S [Low], S [High] & Elite S-rank

[u]Weight-Class Requirements - No of Fights Won - Weight-Class Tournament Wins[/u]
Feather - None - None
Light - At least 5 (10 if no Tournaments Won) - 1 (Feather-Weight)
Welter - At least 10 (20 if less than 2 Tournaments Won) - 2 (Feather & Light-weight both won at least once)
Heavy - At least 20 (40 if less than 3 Tournaments Won) - 3 (Feather, Light, & Welter-Weight all won at least once
Super Heavy - At Least 40 (80 if less than 4 Tournaments Won) - 4 (Feather, Light,Welter & Heavy-Weight all won at least once)

Scouting is done by Managers to get new talent the more skilled the Manager is the better potential Fighters who will want to compete in the fighting ring. Acclaim sets the base amount of Fighters who will participate in bouts each month. Likewise depending on the Funding to the Fighting Ring the more chance that they will stay and become permanent members.
[u]Manager Skill - Acclaim Level - No of Fighters in Bouts per Month (Normal/Underground) - Funding (% of Permanent Fighters)[/u]
Apprentice - None - 10 - No (10%)
Novice - Unpopular/Sketchy - 15/20 - Low (20%)
Adept - Popular/Illegal - 20/30 - Average (30%)
Expert - Renown/Notorious - 25/40 - High (40%)
Master - Official/Infamous - 30/50 - Very High (50%)

[b]Creation Exclusive to:[/b] Lord+Scholar (Epsilon Only)
[b]Creation Cost:[/b] 250,000 Xel
[b]Income Generated:[/b] Variable (Audience+Betting Booths+Stock Sales+Acclaim)
*Audience (No of Consumers x Weight-Class Admission Price)
[u]Weight-Class - Admission Price - Tournament Admission Price (Fighter Buy-In)[/u]
Feather - 250 Xel - 500 Xel (5,000 Xel Each)
Light - 500 Xel - 1,000 Xel (10,000 Xel Each)
Welter - 1000 Xel - 2,000 Xel (20,000 Xel Each)
Heavy - 2000 Xel - 4,000 Xel (40,000 Xel Each)
Super-Heavy - 4,000 Xel - 8,000 Xel (80,000 Xel Each)

*Acclaim
[u]Acclaim (Underground) - Weight Class Unlocked (No. of Fighters Modifier) - Funding (No. of Tournaments Per Month)[/u]
None - Feather (+4) - No (1)
Unpopular/Sketchy - Light (+8) - Low (2)
Popular/Illegal - Welter (+16) - Average (3)
Renown/Notorious - Heavy (+32) - High (4)
Official/Infamous - Super Heavy (+64) - Very High (5)

*Betting Booths
-Wins (Half Daily Consumers * 900) =

*Stock Sales
- Food (Avg. Daily Consumers * Number of Food Vendors * 750) =
- Drugs (Quarter of Permanent Fighters * No. of Physical Therapist * 3,000) =
- Alcohol (Half Daily Consumers * No. of  Bartenders * 1,000) =

[b]Upkeep:[/b] (Fighters+Tournament Winnings+Stock+Betting Booths+Staff Salaries)
*Fighters
[u]Weight-Class - Earnings Per Fight (Prize Fighter Earnings) - Sponsorship[/u]
Feather - 1500 Xel (3000 Xel) - Manager (+500 Xel to Earnings)
Light - 2500 Xel (5000 Xel) - Fight Overseer (+1,500 Xel to Earnings)
Welter - 5000 Xel (10,000 Xel) - Fighter Guild/Dark Fighter Guild (+2,500 Xel to Earnings)
Heavy - 10,000 Xel (20,000 Xel) - Yvette Ocelot/Drug Lord (+5000 Xel to Earnings)
Super-Heavy - 20,000 Xel (40,000 Xel) - The Republic Council/The Kumicho (+10,000 Xel to Earnings)

*Tournament Winnings
1st Place = 30% of Total Buy-in + Weight-Class Belt
2nd Place = 20% of Total Buy-in
3rd Place = 10% of Total Buy-in
 
*Stock
- Food (Number of average daily consumers *300) =
- Drug (Quarter of Permanent Fighters  *1,000) =
- Alcohol (Half average daily consumers *3000) =

*Betting Booths
- Losses (one-quarter average consumers*500) =

*Staff Salary
Ring Girl (Apprentice Merchant) = 150 Xel Per Week (600 Xel per Month
Personal Trainer (Apprentice Scholar) = 250 Xel Per Week (1,000 Xel per Month)
Bartender (Novice Merchant) = 300 Xel Per Week (1,200 Xel Per Month)
Food Vendor (Novice Scientist = 400 Xel Per Week (1,600 Xel Per Month)
Assistant Fight Manager (Novice Scholar) = 500 Xel Per Week (2,000 Xel Per Month)
Physical Therapist (Adept Scientist) = 800 Xel Per Week (3,200 Xel Per Month)
Fight Manager (Adept Scholar) = 1000 Xel Per Week (4000 Xel Per Month each)
Vet. Fight Manager (Expert Scholar) = 2000 Xel Per Week (8,000 Xel Per Month)
Head Physical Therapist (Expert Scientist) = 3000 Xel Per Week (12,000 Xel Per Month)
Fight Overseer (Master Scholar) = 4,000 Xel Per Week (16,000 Xel Per Month)

[b]Sections:[/b]
- (Ring/Locker Room/Stands/Mini-Bars/Vendors/Dorms/Training Grounds)
- Medical Center
[b]Population:[/b] Variable (Based on Staff, Fighters & Audience)
*Staff (30 Max)
Fight Overseer (1) [Req.]
Head Physical Therapist (1) [Req.]
Vet Fight Manager (2) [Both Req. if Fight Overseer not present]
Fight Manager (2+)
Physical Therapist (2+)
Assistant Fight Manager (3+)
Food Vendor (1+)
Bartender (1+)
Personal Trainer (1+)
Ring Girl (1+)

*Fighters
Temporary =
Permanent =
Prize Fighters:
1.
2.
3.

*Audience
[u]Acclaim - Audience Per Week - Tournament Turnout (Audience Modifier)[/u]
None - 50 - Feather-Weight (1x)
Unpopular/Sketchy - 100/75 - Light-Weight (2x)
Popular/Illegal - 150/100 - Welter-Weight (3x)
Renown/Notorious - 200/125 - Heavy-Weight (4x)
Official/Infamous - 250/150 - Super-Heavy Weight (5x)


[b]Name:[/b] Bounty Office
[b]Function:[/b] The bounty office is a black market exchange point where bounty hunters collect the bounty on names from the Bingo Book. Information on bounties is also sold and bounties can be paid off or place at these venues.
[b]Creation Exclusive to:[/b] Merchant+Scholar (Epsilon Only)
[b]Creation Cost:[/b] 1,000,000 per faction rights. 50,000 per office.
[b]Income Generated:[/b] 850,000 during peace, 2,437,500 during war
*Cost of Listing = 1,000 Xel
Total Monthly Listings per faction = 100 normal, 250 during wartime.
Faction Listing income (Peace) = 100,000 xel
Faction Listing Income (wartime) = 250,000 xel

*10% of bounty collection as profit 90% to hunter (avg collected Bounty = 25,000 xel)
Total Monthly collections per faction = 25 Normal, 75 during wartime.
Faction Collection Income (peace) = 25*25,000 = 625,000 xel
Faction collection income (wartime) = 75*25,000 = 1,875,000 xel

*Payed off bounties. 10% commission fee, 90% returned to faction.
Total Monthly payoffs per faction = 10 normal. 25 wartime.
Faction Payoff Commission Income (peace) = 10*25,000*0.1 = 25,000 xel
 Faction Payoff Commission Income (wartime) = 25*25,000*0.1 = 62,500 xel

*updated Bingo Book Sales = 5,000 per book
Total Monthly sales per faction = 20 during normal, 50 during wartime
Faction Sale Income (peace) = 20*5,000 = 100,000 xel
Faction Sale income (wartime) = 50*5,000 = 250,000 xel


[b]Upkeep:[/b] 192,100 during peace, 567,100 during war
* Staff Salaries = 4,600 xel p.m.
1x Expert Merchant = 1,800 xel
3x Apprentice Merchants = 400*3 = 1,200 xel
2x Adept Scholars = 800*2 = 1,600 xel

*Cost of Delivery = 5,000 per body
Total Monthly Collections = 25 normal, 75 during wartime
Faction delivery Expense (peace) = 125,000 xel
Faction delivery Expense (wartime) = 375,000 xel

*Cost of Body Preservation = 2,500 per body
Faction Preservation Expense (peace) = 62,500 xel
Faction Preservation Expense (wartime) = 187,500 xel


[b]Sections:[/b] 4
- Front Counter/Secure Information exchange/morgue/Payment Area
[b]Population:[/b] 6
*Staff
-Expert Merchant (1)
-Apprentice Merchant (3)
-Adept Scholar (2)


Last edited by Aurielle on 25th February 2017, 11:35 am; edited 7 times in total
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Age : 32
Location : Lost in time...I guess?

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PostSubject: Re: Location Creation Template   Location Creation Template Icon_minitime3rd March 2015, 6:11 pm

Knight Owned
Spoiler:

Pirate Owned
Spoiler:

Code:

[b]Name:[/b]
[b]Function:[/b]
[b]Creation Exclusive to:[/b]
[b]Creation Cost:[/b]
[b]Income Generated:[/b]
[b]Upkeep:[/b]
[b]Sections:[/b]
- Storage
- Furniture
- Etc
[b]Population:[/b] Staff/Residents/Consumers/Pets
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PostSubject: Re: Location Creation Template   Location Creation Template Icon_minitime

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