Manual

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Welcome at the official guide to Tycoon World.
This guide describes all functions of the current version 1.45.

Contents


Overview

The overview is the starting page of Tycoon World. It is visible right after logging in.
For latest news and messages, don’t forget to check the Portal or the Forum. You can access those directly by clicking the buttons at the top right of the page.

The head of any page presents you with some of the most relevant information at a glance, such as your company name, your current funds and your player logo. You can also see the total number of players, a link to a listing of players currently online, number of buildings in the game and total number of goods on the market, and the current game-date in the format month/year (season).

The overview page itself will inform you if, and how many new messages or offers you have received.
You can also see if any buildings could not produce their full amount due to shortages and how many buildings are currently being upgraded and/or in standstill mode.
The next line displays the number of buildings which are not set to 100% productivity. Only buildings that are set to 25%, 50% or 75% are included in this list.
All numbers in this section are a hyperlink. A click will take you to a list of the buildings represented by the number.
The balance overview briefly informs you about turnover and profit of the last month and the past 12 months.

Newspaper

Top Companies of the Month

The 3 companies with the best value enhancement and the top 3 companies with the highest total revenue are listed here. Both top 3 lists are updated every month and are based on the figures of the previous game-month.

News from abroad

From time to time this section will inform you about events taking place in the virtual world of Tycoon World.
In case of an event, donations can be made until the goal amount is fulfilled by 100% or the event-period has ended.
Donations are paid by the normal sales price.
The goal amount required and the period of time the event lasts are different for every event.
Every player can only donate once in every event.
Players are awarded 1 point in the “TOP-Eventmanager” highscore for every 1% of the event he/she fulfils.

Current forward transactions

Other virtual companies will advertise their forward transaction in this section. Forward transactions come in 11 different types (type 0 to type 10). Every type is defined by the range of research level required:

Type of forward transactions Research level Products of the research level
0 0 0
1 1 - 5 0 - 5
2 6 - 10 0 - 10
. . .
10 46 - 50 0 - 50

Each forward transaction is listed with info about the required quality and the time of delivery.
For an easier overview all forward transactions are color coded: You can only accept the green ones.
You can only accept forward transactions for products you have already researched. This way it is possible that you are not allowed to accept a transaction type 1 despite having already researched research level 3 because type 1 transactions can also demand goods of research level 4 or 5. In addition, you can accept forward transactions of the previous type.
Example: Your research level is 3. This means you are entitled for forward transactions of types 0 and 1.

You can accept and work off both forward transactions at a time.

Clicking on a forward transaction will give you further information. Here you can choose the amount you are willing to deliver. The minimum amount is always 100, amounts higher than that will be rewarded with a better per-product price. Furthermore, a higher quality than demanded will also be rewarded financially. The contractual penalty amounts to always 10 times of the negotiated contract.
The offered amount of goods is to be placed in the product warehouse 1 month prior to the delivery date at latest. The products are also required to have the requested quality or higher. If any of these criteria is not fulfilled you will be fined with the contract penalty.
To revisit the data of the forward transaction you have accepted, please refer to the “offers” section.

Build

When you visit this menu for the first time, you will be required to generate your personal map. The dimensions of each map are 224 fields (14 by 16) and every map has between 30 and 45 resource fields. Clicking “generate map” will generate a new map. All possible resource fields are listed below:

BA.jpg Bauxite EE.jpg Iron ore EM.jpg Precious metals EO.jpg Oil
KE.jpg Copper ore QS.jpg Quartz sand SH.jpg Logs WB.jpg Building-/grasslands

Factories, farms, shops and research facilities can only be built on grassland fields. Resource facilities (mines/logging camps) can only be constructed on the appropriate resource fields.

Once you are happy with a generated map (you dont have to accept the first generated map!) you can accept it with a click. A new map can not be generated. It will remain unchanged after a reset of the account. The only way to get to a new map is account deletion.

Building on fields

The number of buildings is limited to 150.
In order to erect a building on a field, just click on an appropriate spot on the map and you will be taken to the building dialogue. There are 5 different categories of buildings:

» Resources
These buildings can be built on resource fields in order to mine them. They produce raw goods.

» Raw goods processing
In order to further process the raw goods you need buildings from this category. They can only be built on grassland.

» Life stock farming and agriculture
Quite exactly what it says. Can only be built on grassland.

» Factories
The majority of all products in Tycoon World are produced in factory-type buildings. Can only be built on grassland

» Shops
Products are sold to the virtual citizens of Tycoon World in this type of building. Shops can only be built on grassland.

» Other
The research labs in this section are used to improve quality of your products.

After you have chosen the building you would like to erect, just click “build” and it will be there instantly. The List of buildings also informs you about the price of the building and a list of goods that can be produced in each building.
The variety of buildings and the list of producible goods displayed are dependent on your research level.

In case you don’t have enough funds to afford the building, the “build” button will be deactivated and the building price will be displayed in red. After The creation of a new building you will be presented with the choices to either return to the map or visit the new building.

Visiting Buildings

You can visit your buildings by simply clicking on them. More detailed information about your buildings can be found in the Buildings menu.

Demolishing Buildings

To demolish buildings see Buildings.

Buildings

Here you find a list of your buildings. It can be sorted according to the categories described in "build". For every building in the list you can have the options to visit, demolish or upgrade.
There is a possibility to upgrade/teardown/activate several buildings at the same time.
In order to keep track of all your buildings you can create custom categories, which make it easier to administer your production branches.
If your factory could not produce its maximum amount of goods due to supply shortage, it will be marked with a little icon. Find more about this below in “More about the building list”.

Visiting Buildings

Buildings can be visited by clicking the icon.
The information you are presented with when visiting a building depends on the kind of building you visit:

Production Facilities

The following information is presented:

» Operating cost per month
These are the costs necessary to operate the building. They represent electricity use and building maintenance costs. They vary from building to building.

» Salaries per month
Nothing can be produced without workers. This figure represents the monthly costs to pay your personnel. Work costs are dependent on the “productivity” of your factory – lower productivity requires a smaller workforce but also means that fewer goods are produced. Higher productivity on the other hand mean higher work costs and more goods produced.

» Production cost per unit
Each product has an individual production price. Raw goods are logically cheaper to produce than for example a complicated device like a TV set.

» Total cost per month
The monthly total costs compute themselves from the operating and salary costs, as well as production costs of the products which can be produced.

» Next production
For factories, this figure indicates the quantity of the next batch of goods and when it will be produced.

» Next seed
Only displayed for farms, since they only produce once in a game-year. This game date indicates when the next seed happens.

» Next harvest:
For farms this indicates quantity and the game-date of the next production.

» Production bonus
The production bonus indicates the current upgrade-level of the building. It shows the production bonus in %.

» Max. Quality
Shows the maximum quality you have researched the selected product at. This is not the quality level the products are actually produced with, it only shows the maximum possible quality. In order to really produce goods with this quality you have to make sure that all raw goods used in the production process have at least the same quality.

The following options are available:

» Select production
Here you select the product you wish the factory to produce. The choice of products is dependent on your research level.
Farms (periodic products) have some additional characteristics.
» Select productivity
Here current production can be increased or reduced. It is also possible to bring production to a complete standstill.
Lower productivity means that fewer goods are produced and work-costs are lower, while higher productivity means (you guessed it) more goods are produced and work-costs are higher.
Again, farms (periodic products) have some additional characteristics.

» Select Warehouse Here you select which warehouse the produced goods are delivered to. For more information see section "Warehouse".

Shops

The following information is displayed when visiting shops:

» Operating cost per month
These costs are due every month.
Monthly costs depend on the upgrade level of the building and the research level, which allows the construction of the building.

» Salaries per month
Without staff nothing can be sold. Here are the current costs of the salaries. The more products a shop can sell, the more staff is employed.

» Show SuDe for this shop
By clicking on „Show SuDe for this shop“ you get taken to a shortened SuDe list that displays all goods the shop can sell up to research level 50.

» Name of the product
The first column displays the name of the product. By clicking on the product name you can see if products of this type are for sale on the market.
The complete list depends on what products you have already researched. Products you have not researched do not get displayed and cannot be sold.

» Supply (pcs) This column indicates the maximum possible number of sales. The number depends on the upgrade level of your shop and its shopping value. Read more about the shopping value below

» Demand (S S A W)
These four columns represent the demand of a product in the four seasons. S S A W mean Spring, Summer, Autumn and Winter. Example: The demand for Christmas trees will be very low in summer but very high in winter. Demand does not represent the demand in your shop, it merely indicates the global demand for the product.

» Selling-price
Of course can set your individual prices for each of the products you are selling.
The price influences your share in the global market. This way it can happen that shops with the same price settings still sell different amounts of a product. Which shop sells more or less, is in this case randomly decided by the game engine. A good guideline for setting prices is the SuDe. If the price is higher than a certain limit (this limit depends on the quality, formula for maximum-price = normal-price * (1,5 + QL/100)) no products will be sold.

» Selling (income)
This column informs you about how many products of each type were sold in the shop in the last month. The number in parenthesis next to this figure represents the income this product created in the shop.

» Warehouse
Shows how many products of each type you hold on stock in the product warehouse.

» Total income
Sums up the total revenue of your shop during the last month.

» Shopping value
Each shop has its individual shopping value. Shopping value is a value that represents the popularity and attractiveness of your shop. A larger variety of products being offered to your virtual customers increases their satisfaction with your shop. See the table below to find out how the shopping value is calculated by the game:

Product was not offered at all : - 2 Points
Product covered less than 50% for the demand: - 1 Points
Product covered 50 75% of the demand +1 Points
Product covered 75 90% of the demand +2 Points
Product covered more than 90% for the demand +5 Points


Every new shop starts with a shopping value of 100 and a new value is calculated every month. This value can range from 25 (minimum) to 150 (maximum). A shopping value of 25 means that the shop is selling 25% of the products compared with a shop that has a value of 100. 150 means the shop sells 50% more goods in relation to a shop with a value of 100.
Important: Seasonal products like snow shovels do not increase the shop value in months when 0 products are sold.

» Setting Prices
The button “Set prices” changes the prices for the shop you are currently visiting to the values you have entered above. “Set price for all shops” does the same thing for all of your shops of this type.

Other Buildings

This section lists your research labs. You will find information about the product’s target quality and the product you are currently researching.

Demolishing buildings

In case you wish to demolish one of your buildings, select this button and agree in the following security check.
Knocking down buildings costs you money. If your cash funds are negative you will not be able to afford the tear down.
If a building is knocked down on a resource field, the resource field itself will remain intact.

Upgrading Buildings

In the overview you have the possibility to upgrade your buildings by clicking the button. The button also shows the current upgrade level of the building. A newly built building always has a level of 0. The list will present you with the current upgrade level of each building and the cost of the next upgrade. Upgrade costs will increase after every upgrade.
The maximum upgrade level for each building is 10. Each level represents an increase of productivity of 10% for all production plants and 5% for shops.

» An example on the basis level 0 of production plant:
Lets assume our factory produces 10 products per month at 100% productivity setting. After an upgrade to level 1 it would now produce (10+10%) 11 products per month. Upgrading it to level 2 would mean (10+20%) 12 products per month.

» An example on the basis level 0 shop:
Let’s assume we are selling 10 units of fruit per month. Upgrading the shop to level 1 would mean that we sell 5% more than on the previous level: 10+5%= 10.5 rounded to 11.
Now, unlike with production plants, the increase of sales for a shop is based on the previous level, not level 0. This means that an upgrade of our shop to level 2 is calculated on the basis of level 1, which was 10.5. So: 5% of 10.5 is 0.525, we can calculate: 10.5 + 0.525 = 11.025 rounded 11. Despite the upgrade from level 1 to level 2 the shop still sells 11 fruit.

Quick building setup

It is possible to demolish/ upgrade / resume production in several buildings at once or assign a custom category to a range of buildings.
In any building list (excluding shops and research facilities) you can highlight several buildings and adjust their productivity, their target warehouse or the product they are producing. Certainly production can only be adjusted if buildings of the same type are selected.
You can select several buildings by simply clicking the row of each building. A gray background highlights selected buildings. When you have made your selection, you can use the buttons at the bottom of the page to assign an action to all selected buildings at once.

Custom Categories

For a better overview you can assign custom categories for your buildings. This allows you to order your buildings by production branch and can improve quick accessibility and oversight.

Creating Custom Categories

Custom categories are created by clicking “own categories” in the “Buildings” menu.
Now simply enter the category name of your choice in the textbox that reads “new category”. After clicking OK the new category is created and ready to use.

Deleting Categories

In order to delete a category, take at the textbox described above. Right next to it you will find a “delete” button.
All buildings from the deleted category will now be marked as unassigned.

Assigning Buildings to a Category

This is done in the buildings list. For each building you would like to have added to a new category, select your custom category from the dropdown box. Once you are happy with your selection, hit the “assign category” button at the bottom of the page.

More about the building List

There is more important information to be found in the building list. You can see the product that is being produced by each building, and a red/green status bar that informs you about the productivity setting of each building. Additionally you will find the type of warehouse that goods are delivered to or, for shops, the last months revenue.
In case a building had insufficient supply of raw goods during the previous month, you will see a little red exclamation mark icon in front of the building name.

Special Characteristics of Farms/Vineyards

There are special rules about products that are produced only once a year. Changes to the settings of the building will result in a complete loss of yearly production if they are made in the time-span between month of seed and prior to the month of harvest. This means that upgrades and changes of farms should be planned in such a way that the yearly production is not affected. Changing the type of target warehouse does not affect production.
Another interesting possibility is setting farms to a standstill between harvest and seed in order to save salary expenses. However, it is important to re-start production prior to the date of the next seed or it will result in a complete loss of yearly production.

Warehouse

Tycoon World has three different types of warehouses:

» Raw goods warehouse
All goods that are intended to be processed further have to be kept/delivered to the raw goods warehouse.
Example: If you want to produce tricycles you need to have steel delivered to the raw goods warehouse. The tricycles themselves should be delivered to the…

» Product warehouse
Shops take their goods from here. Every product you intend to sell in one of your shops must be kept here.

» Export warehouse
The export warehouse lists all goods that have been sent to another player as an “offer” or have been sent to the “market”. These goods remain in your export warehouse until they are bought. Unlike the other 2 types of warehouse, the export warehouse has a fixed size. Once the export warehouse is filled you are not allowed to send any more goods to the market or other players until there is enough room.

Amount

This column indicates how many units of the product are stored.

Capacity

All thee warehouses have a certain capacity which can be increased by upgrades. The figure listed indicates the remaining capacity.
Any negative value indicates that the warehouse is over capacity for the product in question. In this case a monthly penalty fee has to be paid. It is therefore advisable to keep the amount of any good stored within the legal limits.

SC

This percentage value indicates the proportional cost each product causes in relation to the total storage cost.

Type

The name of the product
Clicking the product name takes you to the market with the type of good preselected.

QL

The quality of the product.
The whole amount of each product has always just one level of quality. Please note that mixing batches of the same type of good with different levels of quality will average the quality level of the whole amount. This resulting average is calculated by the relation of amount and quality.
The value is always rounded down.
Example:
100 Lumber QL 5
500 Lumber QL 0
(5 * 100 + 500 * 0) / (500 + 100) = 0,83
The value is rounded down and the result is: QL 0 !!!

Moving and destroying goods

Goods are moved from warehouse to warehouse by entering the amount you wish to move in the textbox next to the product, and clicking the arrow. Goods can be moved back and forth as often as you please.
Deletion of goods works similarly: Enter the amount you wish to destroy and then click the icon.
If you would like to move/destroy several types of goods simultaneously, you can highlight your selection of goods and use the “Move” and “Destroy” buttons below the table. All highlighted goods will be moved/destroyed according to the numbers entered in the textboxes.

Sending goods

Clicking the button next to the good of your choice will take you to the “sending goods” menu. Here you can enter the amount you wish to send and the desired receiver of the goods (company name or market). Minimum amount, maximum amount, min/norm/max prices are accessible as links.
The entered price must be between minimum and maximum price of the good.
The pre-set receiver of the goods is the market. Find more about the market in the "market place" section. If you would like to send your goods to another company, just enter the company name (without its legal form e.g. GmbH).
Deliveries to the market have to be at least 10 pieces. Every delivery causes transportation costs and provision. For smaller amounts these costs are 8% for deliveries to the market and 12% for direct deliveries to other companies (these percentages relate to the total value of the delivery)

The bigger the amount of goods, the higher the relative costs for transport get.

Deliveries to the market are accounted as follows:
0-100 units: 8%
101-250 units: 9%
251-500 units 10%
Every batch of 100 pieces over 500 increases transportation cost by another 1%.

Deliveries to other companies are accounted as follows:
0-100 units: 12%
Again, every batch of 100 units more transportation costs are increased by 1%

Sorting Goods

Goods in the warehouse can be sorted by amount or name by clicking the sort option at the top of the table.

Storage costs

Any product stored in one of the warehouses causes storage costs. We differentiate between bought and rented warehouses:

» Bought warehouses
These warehouses do not have fixed costs per month, which means they are the cheapest way of storage. However they have one disadvantage:
Every additionally bought warehouse counts as a building. Since there is a maximum of 100 buildings allowed, building warehouses reduces the number of other buildings you can build on the map.

» Rented warehouses
These warehouses are quite expensive because a rent has to be paid monthly. However this type of warehouse extension does not reduce the number of buildings you can build.
The fixed costs of rented warehouses are calculated as follows:
" Number of rented warehouses
" Research level of the most advanced product in the warehouse

Additionally to the possible fixed costs, all three warehouses still cause costs for every stored unit:
" Raw goods warehouse: 2% of production costs per unit
" Product warehouse: 4% of production costs per unit
" Export warehouse 1% of production costs per unit

The following applies to all three warehouses:
In case there are more units in the warehouse than its capacity allows, a penalty fee of 25% of the good’s production cost has to be paid for all units beyond the capacity limit. This means you should avoid to store over your capacity if anyhow possible.

Warehouse management

The warehouse management is used to expand the warehouse.

In each warehouse is among the list of products left a button that displays the current level.
This button can then be expanded to level 10 in the corresponding warehouse.

Research

Product- and Building research

In order to receive new buildings and new products during an ongoing round you may want to do some research. Currently the game has 50 research levels. Please note that not every level unlocks new buildings and that some levels only enable you to produce/sell one single new product. The sequence of research levels is the same for every player, levels cannot be “jumped”.
It is not necessary to have a Research lab in order to research a new level.
Make sure that you have enough cash before you start to research. Duration and cost of the research increases with every level and is dependant on the new buildings/products that will be available.

The information should be self-describing:

» Current research level:
The research level you are currently at.

» New buldings level X:
These buldings have become available with your previous research and can already be constructed.

»New products level X:
These products have become availabe with your previous research and can be produced.

» Next research level:
What level comes next.

» New buildings level X:
New buildings that will be available after next research

» New products level X:
New products that will be available after next research

» Costs level X:
These costs vary for every new level. This figure displays the costs for the next research.

» Duration of research:
The duration of research also varies for each level. This figure is the duration in months.

It is not possible to interrupt an ongoing research. If research is currently in progress you will also find the game-date of its completion. In case you have insufficient funds to start the next research the research button will not be displayed.

Quality research

In addition to research of new products there is also the possibility of researching higher quality for already available products. Product quality can range from 0 to 100.
To do so, you will need a research lab. You are allowed to build a maximum of 3 research facilities. Like for any other building the 100-building limitation also applies to the research lab. You can find the lab in the “build” menu in the “others” category.
<be> The possible settings:

”Product” lets you choose a product you would like to improve. You can also see a list of Products you already own quality research for. Products which are researched to a value of 100 are not listed.

"Type of research" gives it the following options:

» no research
You do no research.

» 1 QL/10 WUs
Quality increases by 1 per 10 WUs

» 5QL/40 WUs
Quality increases by 5 per 40 Wus

» 6QL/48 WUs
Quality increases by 6 per 48 Wus

The following option is only available in the speed version of the game:
» 12QL/96 Wus
Quality increases by 12 per 96 Wus

The “duration” section shows a status bar in red/green. During research this bar will move from red to green.
Change of settings during a research period leads to a loss of research already produced in the facility.

Costs:
Each research lab has a fix cost (depends on the upgrade level of the building). For a level 0 facility these costs are already 500,000 per month, every level of upgrade increases these costs by another 500,000. In addition to the fix cost there are also the actual research costs. These additional costs depend on the level of quality you wish to research. Researching over 40 WUs is slightly cheaper than 10 WU research as you can see in this formula:
Costs = Target-QL² * 1,000

If no research is being done the monthly cost for the building will be 500,000 independent of the upgrade level.

Not each research facility can research every product.
A research facility of upgrade level 0 (the level to begin with) can only research the quality of goods that are research level 0.
Research facilities with higher upgrade levels can research product quality of products from higher research levels:

Research facility upgrade level Research level
1 1 - 5
2 6 - 10
3 11 - 15
. .
10 46 - 50


The quality already researched, respectively the starting quality, are automatically applied to all producing buildings so that they produce their products with the new quality.
If any raw goods are used to produce a good, the produced quality is an average of the raw goods quality and the researched quality of the produced good.

Example (only one type of raw goods is needed to produce a product):
Raw goods quality: 100, researched quality of the end product: 20. The average would be 60, but since you have only researched 20 the result will be QL 20.

If products of different qualities are mixed in a warehouse, an average quality is calculated on the basis of quality and amount of product in storage and quality and amount of the added product. Values are always rounded down.

» Report of researched products
This link opens an overview of already improved products. The list contains only researched products.

Market Place

The market place shows all products offered by other players. To find out how to send your products from the warehouse to the market, see section “warehouse” – “sending goods”.
For every good on offer you can see the amount, the quality, the research level of the product, the price per piece and the total price.
The magnifying glass icon lists all offers by a given company.
To make price evaluation easier, prices are color-coded: This color ranges from green (cheaper) over yellow to red (more expensive). However this color code is never a guarantee for a good value for money. In order to evaluate if a price is good or not you should definitely check the normal price of a product in the SuDe.
When visiting the market you are presented with a list of the 25 latest offers. There are additional sort functionalities based on the product type you are looking for:

» the newest 25
offers As described above this displays the latest 25 offers.

» own products
If you have own products on offer at the market you can have them listed here.

» all raw goods
A list of the 50 last offered raw goods

» all semi-finished goods
A list of the 50 last offered semi-finished goods. Semi-finished goods are products that can both be sold in shops and processed into other products.
» all end products
The 50 last offered end products. End products can be sold in shops.
To display all offers of a certain product, click the product name in the list of products or use the selection box at the bottom of the page. The displayed list is not limited to 25/50 offers.
The offers in this list are sorted: Offers with the highest quality are always on top. Offers of the same quality are then sorted by price where the lower prices are listed above more expensive prices. If quality and price of two offers are identical, the older offer will be listed first.

Buying goods

Once you have found an offer you wish to purchase, simply click in order to buy it. Assuming you have enough money to afford the offer, the goods will be placed in your raw goods warehouse. If you intend to sell the bought products you still need to move them to the product warehouse. See section “warehouse”.
In case you have not yet reached the research level of a given product, a warning symbol will be displayed next to the offer.

IMPORTANT: (account deletion is imminent)!!!

Purchase of offers with red exclamation marks next Warning.png to them is strictly forbidden.
Purchase of such goods is seen as a violation of rule §4. Should a player buy such an offer despite this warning, his/her account can be deleted without warning or comment.

Taking goods off the market

In case you would like to take your own goods back off the market for any reason, click next to your own offer. The goods will be put back into your warehouse. Transportation cost/market provisions will not be refunded.

Dynamic market

The prices for the products are only preset at the beginning of a round.
The normal price of a product is calculated by averaging the prices of all purchases done at the market during a year. This new normal price is then set in January of the next year. If no purchases are done during a year the normal price remains unchanged. Normal price is a minimum of 25% of a product’s production cost and has no ceiling limit.
The minimum price is 75% of the normal price; the maximum price is 125% of the normal price.

Classified Ads

The classifieds work similar to a reverse market. Instead of selling actual goods you can advertise for goods you are willing to buy.

Once an advertisment is posted, it is valid for 24 WUs (96 WUs in speed). After this period it will be deleted if not fulfilled by another player. You can delete your own advertisements by clicking the "cancel" button in the list next to your advertisement.

Just like the market, you can find these subsections:

  • The newest 25 advertisements
  • Own advertisements

Shows all your adverisments if you have placed any

  • All raw goods

Shows the 50 latest advertisements for raw goods

  • All semi-finished goods

Shows the 50 latest advertisements for semi-finished goods

  • All end products

Shows the 50 latest advertisements for end products


For each advertisement, the list contains the amount, the product, the minimum quality, the research level of the product, the company that has placed the ad, the price per unit and the total price. The magnifying glass icon next to the company name takes you to a list of all advertisements placed by that company. At the bottom you can find the "new advertisement" button which allows you to place a new ad. Just like the marktet, the classifieds have a reload-button.

Placing a new advertisement

You can post your own advertisement in the classifieds by making use of the "new advertisement" button. On the new page you will be asked for all necessary details

  • Product

The dropdown contains all products available in your research level plus one.

  • QL

After selecting a product, your personal QL for this product will be preselected. You have the freedom to then manually select any QL you wish. If a player fulfills your advertisement with higher QL than you asked for, you will receive the product in the QL you asked for for the price you asked for.

  • Amount

Enter how many units you are looking for. You can also use the links to fill in predefined amounts.

  • Price/Unit

Enter how much money you are offerning per unit. Again, there are links to fill in min/norm/max price.


After clicking the send button you get to a confirmation dialogue. You can find information about the amount, product, QL, price per unit and total price. At this point you can still cancel your placement at no cost. In order to place your advertisement, confirm with the "send" button.

The costs are as follows:

  • 4% provision of the total price

The provision is instantly deducted and booked as expense. The provision is not refunable

  • All round price

The total cost will also be deducted from your funds, but this amount will be refunded if your advertisement is not fulfilled or canceled. While the advertisment remains unfulfilled, this amount of cash remains on a fictitious account. In the balance it is booked as "open requests" Once the advertisement gets fulfilled, the amount will be booked as "Trading" and can be seen in the balance the following month.

Delivering to classifieds

Clicking the Verschicken.png button instantly sends your good to the person who placed the advertisement.

The transaction only works, if the goods are in your raw material warehouse and have at least the demanded QL. It is possible to send goods of higher QL, but no higher price will be paid.

The overall price minus transport fees will be instantly credited to your cash funds.

Transport costs are 8% for the first 100 units. Every additional 100 units increase the price by 1% point.

There is no possibility of partial deliveries

Harbor

At the harbor goods such as Coffee beans, Tea bush and Cocoa beans are on offer. To purchase those goods at the displayed price, first select the good of your choice by using the radio buttons, enter the amount you wish to buy and the quality of your choice. In case you own quality for the chosen product, this value will be preselected in the listbox. Place your order by clicking .
Please keep in mind that you can only buy goods of higher quality if you have already researched them (you can see your maximum allowed quality in the table above) and that the price displayed in the table is always the price for quality 0. For each extra point of quality the price will increase by 1%.
In case there are not enough goods available at the harbor you will be notified by an error message after you placed your order.
Prices at the harbor are dynamic similar to the global market. Prices will rise or fall depending on how much was bought.

Offers

All incoming and outgoing offers are listed here. In case you receive new offers the link will be displayed in bold print.

Incoming

All offers you have not yet accepted are listed here. The following options are available:

» accept offer
If you like to accept the offer, click the symbol Btn annehmen.png. The goods will be sent to your raw goods warehouse and the price will be deducted from your cash funds. Remember to move products in the product warehouse if you intend to sell them in one of your shops.

IMPORTANT: (account deletion is imminent)!!!
Purchase of offers with a sign next Warning.png to the buttons is strictly forbidden.
Purchase of such goods is seen as a violation of rule §4. Should a player buy such an offer despite this warning, his/her account can be deleted without warning or comment.
Offers can be rejected in the same way no matter if they have exclamation marks or not.

» Reject offer
In case you have received an unwanted offer or would like to reject an offer for any other reason, click the button Btn ablehnen.png. There will be no costs for you.

»Sum
This row represents the total cost of all pending offers. By clicking the buy icon in this row you can accept all offers at once (assuming sufficient funds).
Similar to the building and the warehouse dialogues, it is possible to highlight several offers and to accept/reject all offers of that selection. In case funds are insufficient to accept all selected offers, offers will be accepted according to their position in the list until the next offer can not be affforded.

Outgoing

All offers you have sent to other companies are listed here until accepted by the other player. The only option available is to take back the offer. Please keep in mind that transportation costs are not refunded.

forward transactions

If you have accepted a forward transaction in the newspaper you will be able to find the following data about the forward transaction:
» product
» price
» penalty
» quantity
» demanded quality
» date of delivery

Message

This is the communication center of Tycoon World. All incoming and outgoing messages are stored here for 7 days. You can also write messages to other companies from here.

In-Box

All incoming messages from other players or from the system are stored here. All messages you have not opened yet are marked with this symbol: Mail neu.png . Once you open a message you can directly reply to it by clicking “answer”.

Out-Box

Lists all messages you have sent during the past 7 days. Messages that have not been opened by the recipient are marked also marked with the symbol Mail neu.png.

Write message

Writing messages works similar to answering messages. If you write a message, please fill in a concern and the company name you wish to send the message to. Pleas note that company names are to be entered without the legal form (GmbH, Ltd. Etc). Messages are sent by clicking (you guessed it) the “send” button.

Delete selected messages

Messages can be deleted by ticking the checkbox next to them and clicking the “delete selected” button. Deleted messages are unrecoverable and there is no security check.

Delete all Automailer-PMs
All messages that were automatically dispatched to you can be deleted using this option. It is not required to tick the checkboxes.

PM-Blacklist

In order to block messages from certain companies you can use this option. To do so, enter the company name (without legal form e.g. GbR, Ltd. Etc) and a reason why the company was blacklisted. This reason will be displayed to the other company next time it tires to send you a message.
System messages (Automailer), Admins and Supporters cannot be blacklisted.<vr> To remove a company from the blacklist, simply tick the checkbox in front of it and use the “remove from list” button.

Balance

The heart of every economic simulation. All financial activities in the game are accounted for in this section. The balance lists all transactions of your company for the previous month but also stores transactions of the previous 12 months (see revenue chart)

Revenue Chart

This diagram represents the total income of the past 12 months. If you just started playing this chart will be deactivated but will be available after the first month. You can access the data sheet for any of the previous 12 months by clicking the links on top of the chart.

The Balancing

Here you will find all income and expenses of the previous month. See below for a detailed description of each item:

Costs

• Building maintenance:
This entry is the sum of all buildings’ monthly operation cost. The figure for each individual building can be found in the building overview.
• Salaries:
This is the sum of all "salaries" in your buildings. Again, the figure for each individual building can be found in the building overview
• Production costs:
Production costs specified here do not represent complete production costs. The entry represents only the costs, which result for each individual product in the factories. The data can be seen for each individual building in the building overview.
• Construction-/Demolition cost:
This entry represents all costs spent on new buildings, building upgrades and demolishion expenses.
• Trading:
The total costs of good purchases form the market or offers. The entry also contains possible penalty fees for failed forward transactions.
• Storage costs:
Costs caused by all warehouses (see "warehouse").
• Tax:
Taxes are paid for all profits you make.
There are here four "tax brackets":
Gross sales <= 500,000 --> no taxes
Gross sales <= 2,000,000 --> 5%
Gross sales <= 5,000,000 --> 10%
Gross sales > 5,000,000 --> 15%
• Miscellaneous:
All costs not specified in other entries e.g. Research, transport costs, etc. are summed here.
• Total expenditure:
Summation of all entries listed above.

Transaction volume

• Shops:
All incomes from your shops are added up here.
• Trade:
All incomes selling products at the market, by offers or by forward transactions.
• Total revenue:
Sum of the two entries specified above.

Profit

Corresponds the gross profit (incomes minus expenses)
• Profit margin
The profit margin indicates the relationship of the profit to gross income.

Generic information

List of the company capital
• Patents:
The entry of patens contains all costs that were spent on product and quality research. The entry does not include fixed building costs of the research facilities.
• Building value:
Contains the total capital spent on buildings and their upgrades.
• Store goods:
The value of all goods in your warehouses (based on production cost per unit)
• Money:
The current cash funds in the respective month.
• Company value:
All entries from the generic information section get summed up and form your company value.
• ROE
The return of equity. It shows the relation between profit and company value.

SuDe

End products

In the 'Sude', the 'Supply and demand', you can see the market saturation of each product in a percent-value. It is possible that the supply value rises higher than 100%.

For each product you can find the following information in the ‘Sude’:
• Research level (RL)
The research level of a product.
• Average selling price:
This value reflects the average Selling price of all shops offering this product. The calculation of this value does not differentiate whether or not a product was actually sold at the set price.
• Normal selling price:
This is the standard selling price. Its purpose is to serve as reference point.
• Own QL:
This is the quality you have already researched for this product. This value is not the quality of the products in your warehouse.
• Average QL:
This figure shows the average researched quality of all players for a given product.
• Supply/Demand
This bar graph displays the supply/demand relationship of a product. The supply-bar will get larger until the supply is higher than 100%, then the demand-bar will start to shrink.
• Own market share:
This pie chart is a representation of your market share of a product. Your share is displayed in blue. In addition you find your market share as a percent figure.
• Supply/Demand:
In the rightmost column you can see the relation of supply and demand in percent figures. The top column represents supply, the bottom one demand.

Raw goods / Semi-finished goods

At the top of the SuDe page you have the option to switch between raw goods and end products.
The raw goods screen informs you about production and demand of raw goods and semi finished goods, displayed in bar graphs and percent values.
Red bars indicate that more goods are being produced than demanded; a green bar indicates that the amount of goods needed is higher than the production.
Again, you can use this screen to check your researched quality for a given product.

Production log

Here you can see at a glance what your company is producing at what quantity and the amounts of raw goods needed. The production log is a useful aid to design an optimal chain of production.
Clicking a product name will take you to the product’s section at the market.

The displayed information in detail:

Production

The table on the left presents you with the current production of your company. All goods you are producing are listed here. Seasonal products like fruit, wheat etc. get presented as if they produced a monthly output to make calculation easier for you.

Consumption

The top right table gives information about the current consumption of raw goods and semi finished goods in all your buildings. The rightmost column tells you how for how many months you have before you run out of stored goods of a certain type or respectively how long it takes until your overproduction has filled your warehouse to the limit.
The KisteAN.gif / KisteAUS.gif left of the product name indicate if that product is available at the market or not.
» Monthly Consumption
The current monthly consumption of the factories.
» Overproduction
In this column you can see if you produce too many or too few goods of a certain type:
red: Consumption is higher than what your company is currently producing
blue: Consumption is equal to your company’s current production
green: Consumption is smaller than your company’s current production
» Reserves
For those products which consumtion is higher than the current production (red) this column shows for how long (in months) production can commence consuming warehouse products.
For products which production is higher than consumption (green) the column shows how long it takes (in months) until the warehouse has reached its capacity limit.
The figures representing time in WUs are always rounded down.
Note that the “Production” table only takes those goods into account, which are produced into the raw goods warehouse.

Sales

This table at the bottom right informs you about the maximum possible sales of end products in all your shops. The rightmost column represents the number of months
your shops can sell without running short of stored products in the warehouse, respecively how long it takes until your warehouse reaches its capacity limit.
The KisteAN.gif / KisteAUS.gif left of the product name indicate market availability of the given product.
These figures do not give a precise picture of what is actually going to be sold. The actual sales of the stores are calculated every month and cannot be projected precisely. The figures displayed always relate to the maximum possible sales.
In case a given product can not be sold in a certain season (0 sales according to the SSAW display in the shop) the calculation is conducted on the basis of 0 sales for that season.
Note that the “Sales” table only takes those goods into account, which are produced into the product warehouse.


Bank

The bank awards credit to the players based on the following criteria.

• 20% of the building value of the last business report (the last month) amounts to the credit limit.
The maximum level of credit is limited to 50 million.

• Each player can have only one outstanding loan.

• Each player has a credit rating.
This credit rating increases every month, if the company value increases.
If the company value decreases, the credit rating would decrease.
Further the credit rating decreases when a loan is taken out.
A certain credit rating is needed in order to secure a loan from the bank.

• The bank gives loans to a variable interest rate. This rate is not due to loan demand but it is calculated at random.
The interests are to be paid per month.
This interest rate changes every three months within a pre-defined range.
An additional interest rate up to 3% could be charged based on the credit rating.
Companies with a excellent credit ratings is exempted from this penalty.

• Credit are given to companies in different durations.
Companies get the option to take out a loan for 12 / 24 / 36 / 48 months.

• There is a choice of two different types of loans.
- Fixed-interest loan. The interests to be paid do not change during the duration of the loan. This type of loan must be repaid according to the schedule and cannot be repaid early.
- Variable-interest loan. In this type of loan, the interest rate changes in relative to the market rate of the bank. For that a premature repayment is possible. It is therefore possible to partially delete the loan (in addition to the running rates).


Funds can be also placed at the bank (at interbank rate).
• Amount is 7,500,000 at maximum.
• Invested funds can not be drawn for 3 WUs. After this period funds can be drawn in any amount from the bank. Funds will not be re-transfered automatically by the bank.
• Interbank rate is due to interest rate. So, the interbank rate is the interest rate (without surcharges) less 5% but at minimum 1%.
• Interest income is payed each WU.

Highscores

The Highscore is divided into eleven items:
• Overall-highscore
• Alltime-Charts
• Best-Vendor
• Best-Manufacturer
• Best-ROE
• Best-Eventmanager
• IT-MarketLeader
• IT-Researcher
• IT-FatCat: Lists the richest players
• IT-Company: Lists the highest company values
• IT-Investor: Lists the highest building worth

The last 5 Highscores play no role for the overall highscore. They are solely intended for player comparison.

The alltime-charts are not reset at the end of a round. Instead, the overall-highscore value is added at the end of every round. All players who are currently online are marked with a Online.png symbol, offline players with a Offline.png.

Overall-Highscore

At the end of each game-year, each player receives points for his rankings in the higscores Best-Vendor, Best-Manufacturer and Best-ROI. These points get added and then summed to the overall highscore. Points received for events get added when the event ends.
The points are calculated as follows:
The last player in a highscore list receives 1 point, the second last 2 and so on.

Best-Vendor

You get points for the sales in your shop.
Basis of calculation (norm sales price * amount sold)

Best-Manufacturer

You get points for manufactured products.
Basis of calculation (norm. production costs * amount produced)
You can find the production costs for each raw-material, semi-finished product or finished good in the related factories.
For example: You produce rubber. You have to visit your chemical plant and you can see which value runs into this highscore for rubber. These are the real production costs. The costs for rubber stated in the wiki include the production costs for oil!

Best-ROE

The best return of equity highscore is determined by the percentual change of company value compared to the previous month. Negative values represent a negative growth. Figures get added and are displayed with 2 post comma digits.

Best-Eventmanager

For deliveries to event companies and organisations 1 point is added per 1% of demand fulfilled.
These points are directly added to the Overall-Highscore.

IT-Marketleader

This highscore represents the share in the global market for each company. Companies without income are not displayed.

IT-Researcher

Here the balance value of "patents" is represented. 1 point corresponds to a value of 1,000 in the balance.

IT-FatCat

Here the balance value "money” is represented. 1 point corresponds to a value of 1,000,000 in the balance.

IT-Company

Here the balance value "Company value" is represented. 1 point corresponds to a value of 1.000 in the balance.

IT-Investor

Here the balance value "Building value" is represented. 1 point corresponds to a value of 10.000 in the balance.

Company search

In order to quickly find your trading partners in any of the highscore lists you can enter the company name and click . You will get taken to the right page of the list and the company name will be displayed in black.
To have the page with your own company displayed just click “show”.

Options

Here some important information of the player, his profile and his logo are accessible.
Each setting in detail:
» My player ID
Please provide your player if you have questions to the support team to make it easier for the guys to find your account.
» E-Mail
The e-mail you provided when you signed up for the game. The address is not visible to other players.
» Profile text
Here can you enter your own profile text. If someone clicks the magnifying glass next to your company name in a highscore list, he can see your profile. Many use the profile as log or for the description of company history. This should be only examples.
» Show production
If this check box is activated, all products your company is producing are listed automatically in your profile.
» Activate profile
If this check box is activated, the profile is revealed in the Highscores and all other players will be able to view it.
» Password
Here the password can be changed.
» Password repeat
In order to change the password, the new password must be enteredhere again.
» GFX-Pack
Path For a faster page display you can optionally download the GFX pack and store it on your hard drive. This is the path where you stored it.
» Your Player-logo
Would you like to have your own player-logo in your profile, you can upload it here. Simply enter the local path to the image file and click “update”. The Logo will be uploaded. Please stick the maximum allowed dimensions.
» Update
To save any changes you have made, click “update”.
» Delete Account
This will delete your account completely after you agreed to a security check. Account deletion cannot be undone!
» Reset Account
If you want to/have to reset your account you can do it here.
Your account will be reset to the starting parameters and you can start fresh with 2,500,000 in cash. The only thing that remains is the resource map, but without any buildings. Any Quality that was already researched is also lost. Again, a security check has to be confirmed before the reset is committed.

Other

Vacation mode

There is an automatic account deletion by the system if you don’t log in for 2,160 hours (or 8,640 WUs in the speed version).
If you are not going to be able to log in for a longer period of time, you can avoid automatic deletion by sending a mail to support@industrie-tycoon.de. Please include your player-ID and the beginning of your absence. The player ID can be found in the options menu. You then will be set to vacation mode by the support team.
Vacation mode is automatically terminated the next time you log in. So you can decide for yourself when your vacation ends. During vacation mode your company it is protected from automatic deletion due to inactivity, the account is entirely frozen. Production and research do not progress and are resumed when vacation mode is ended.
Vacation mode is no longer available once a bancruptcy warning has been issued and bancruptcy was not avoided by regaining positive cash. So it is not possible to avoid a bancruptcy-related reset by entering vacation mode.

Account reset due to bancrupty

If a player’s money balance drops to –1,000,000 he will receive a PM informing him that he has 24 WU to reach positive cash.
If a player does not manage to get back to positive figures within a day (24 WU/96WU in speed) the account will be reset.