Post by Tyler on Oct 24, 2014 18:36:35 GMT -5
Written by Terrus, Edited by Tyler, Under discretion of Bruce and others
Business
Those serving in government certainly possess significant authority over policy, but serving in government in the 18th and 19th Century requires a person to be a rich, successful, white man. Every main character enters the game with $15,000 in liquid assets, and must largely rely on the income from their investments to make money. Being in Congress is not very profitable, and being in any other government role not much better, requiring that character to be successful in the business world in order to be successful in the political world. Secondary characters do not enter the game with any assets, and should be connected to the main character in some way to allow those characters to rely on the main character for money.
The 1790s are a difficult time, where businesses open and close every day, and where a business' fortunes are often decided by forces well beyond its control. A character can certainly draw a strong ethical line between business and political interests, so as to most effectively serve the public good. But most politicians in the 1790s made decisions based as much on ideology as on personal interest. A character can follow this example, seeking to enact policies that will not only improve the nation, but also improve that character's economic fortunes. Indeed, the most successful characters will likely combine political and business worlds, seeking to use political power to enhance private power.
Any character can act as an owner by establishing a company, or otherwise acquiring a company. A character that founds/purchases a company may appoint a business NPC character to run the company, or may directly run the company. The owner of a company may hire/fire the chief executive at will, and sell the company at will. The owner of a company must pay the chief executive (if there is one) at least 5% of the company's annual profits, and must allow the company to keep at least 45% of the its annual profits for operations, but may keep the rest for himself. The owner of a company must cover a company's losses, or take out loans if they do not have enough assets. Multiple characters may jointly own a company, and in fact a corporation may own a company. The location of a company's headquarters must be specified.
Any character can act as an investor by establishing a corporation, or investing in a corporation. A character that founds a corporation will divide that corporation into shares of stock, all of which the character will initially possess, but all of which the character may sell to other players. The stockholders for a corporation will vote each year on rules for running the corporation (which any stockholder can propose), and a rule must be established for appointing/removing chief executive of the corporation. The founder of a corporation will get to appoint the first chief executive -- but the stockholders may remove that chief executive at any time in accordance with the corporation's rules. A corporation goes bankrupt whenever it runs out of money; no one is required to cover its losses.
A company may seek profit by investing in certain areas of the economy. A business can invest in a sector of the economy by purchasing an asset in that sector, the price of an asset varying by sector. When a business purchases an asset, that business is founding/buying a subsidiary to operate in that sector, which will then operate without the business' direct management. A business can indirectly impact that company, though, via politics, diplomacy, war, or the news. A player should always keep in mind his assets when voting on bills, approving treaties, etc. -- remembering that a vote on a bill might end out hurting that player's investments.
The Administrative Board will post an "Economic Update" annually, which details how each sector is doing. The Economic Update will specify how much Assets for each sector now cost, and will specify how much a character should gain/lose for each asset within a sector. It will be the responsibility of the chief executive of a business to keep track of how many assets his business possesses in each sector, and to determine how much the business gained/lost from these assets. Please take note here -- a business may make a lot of money from its assets, but a business can also lose just as much money. It all depends on how a sector of the economy does, which will depend largely on political/diplomatic/military/news events. The Administrative Board may award companies/corporations in certain states special bonus profits, based upon what occurred during the previous cycle.
A business may get rid of an asset in three ways. First, the business may "close," the asset, which amounts to shutting down the business that asset represents, which costs a quarter of the cost of buying that asset. Second, the business may sell the asset, and the price of such sale is completely up to the buyer and seller. Third, the business may "transform," the asset into an asset in another sector, which costs half as much as creating a new asset in another sector (unless the government establishes a program to asset in such transformation) A business may also lose an asset to forces beyond its control -- a pirate ship might be sunk, a tornado might destroy a plantation, or a flood might devastate a road. There is little insurance in this time period, and such losses, though devastating, are often for that reason final.
There are eleven sectors of the economy, and an asset may be purchased in any:
Shipbuilding and the Sea Trade (SST) -- Invest in shipbuilding, ship operation, and international trade! Profits soar when there is more Euro-American trade (or more American ships being built), and profits plummet when there is no Euro-American trade (or less ships being built). SST assets may be transformed into PAP, TST, or FCT assets.
Privateering and Piracy (PAP) -- Invest in privateering, which can mean being a naval mercenary, or can just mean being a pirate! Profits soar during wartime (or if the US Navy stay small), and plummet during peacetime (especially if the US Navy gets big). PAP assets may be transformed into SST, TST, or FCT assets.
The Slave Trade (TST) -- Invest in the slave trade! Profits soar and plummet based almost entirely on politics -- the slave tariff, bans on the slave trade, anti-slave patrols, etcetera. TST assets may be transformed into SST, PAP, or FCT assets.
Fishing and Coastal Trade (FCT) -- Invest in fishing, ferries, and the river trade! Profits soar in good weather with good tariffs, and plummet in bad weather with bad tariffs. FCT assets may be transformed only into PAP assets (as these small ships are incapable of doing SST or TST work).
Construction and Internal Trade (CIT) -- Invest in construction work, and land trade! Profits soar when more money is put into national infrastructure, but profits plummet when that infrastructure is destroyed in war. CIT assets may be transformed into NRMR assets.
Natural Resource Mining and Refining (NRMR) -- Invest in mining, refining, and related work! Profits soar as more natural resources become available to the nation (Manifest Destiny!), and plummet whenever mines/refineries are destroyed in wartime. NRMR assets may be transformed into CIT assets.
Armaments and Munitions (AAM) -- Invest in the arms market! Profits soar during wartime (or whenever there is lots of military spending), and plummet during peacetime (or whenever there is not much military spending). AAM assets may be transformed into MAN assets.
Manufacturing (MAN) -- Invest in building things! Profits soar when tariffs are high (especially in wartime), but plummet when tariffs or low (especially in peacetime). MAN assets may be transformed into AAM assets.
Plantation Agriculture (Slaves, Tobacco, Cotton) (PA) -- Invest in plantations and slaveholding! Profits soar when tariffs are low, but plummet when tariffs are high. Political factors relating to slavery also obviously have an impact. PA assets may be transformed into AA assets.
Agribusiness Agriculture (No Slaves, Foodstuffs, Grain) (AA) -- Invest in farming! Profits soar when subsidies are high, but plummet when subsidies are low. AA assets also do better when PA assets are failing, and when Western expansion is in full force. AA assets may be transformed into PA assets.
Entertainment, Media, and the Arts (EMA) -- Become a patron of the arts! See profits when the economy is doing well, but losses when the economy is doing poorly. Keep in mind -- you may be remembered if you end out patronizing the next great author! EMA assets may not be transformed.
Law and Government (LAG)-- Invest in the government-based sector! Profits soar as the government expands, profits plummet as the government shrinks. LAG assets may not be transformed.
Territorial Speculation (TS) -- Invest in the frontier! Buy land, hoping to sell it at great profit as the nation expands. Profits soar as land is brought into the union, but plummet whenever that land is raided/lost. This is perhaps the most profitable, but most fickle, area -- a gold rush could make you rich, but an Indian rush could make you poor. TS assets may be transformed into AA assets. Come 1900, Territorial Speculation will be transformed into Finance and Insurance (FAS), which will be again the most prosperous, but also the most pickle, area.
When a player signs in, that player should establish his company, and designate what assets that company owns. It is always a player's duty to truck his/her assets. A player may, instead of establishing a company owning assets, instead establish a newspaper company that owns a single newspaper.
Economic Update (1789)
Shipbuilding and the Sea Trade (SST)
Cost per Asset: $5000
Gains/Losses Last Period: N/A
Analysis: There is peace at last in the Atlantic, making this a great time to be a merchant. The lack of shipping fees in the United States helps the situation, as does the lack of tariffs. The establishment of a United States Navy might easily offset the losses caused by tarriffs, though, so there are not necessarily black clouds on the horizon. The continued impressment of American sailors by the British is a minor issue, though, and the UK's refusal to repay American merchants for losses during the Revolutionary War constrains profit.
Privateering and Piracy (PAP)
Cost per Asset: $7500
Gains/Losses Last Period: N/A
Analysis: This is a great time to be a pirate along the American coast, but not anywhere else as the world is at peace. There is no privateering really available on the market at the moment. And the talk of a US Navy could spell an end to this sector.
The Slave Trade (TST)
Cost per Asset: $15,000
Gains/Losses Last Period: N/A
Analysis: There is no better time to be in the slave trade, historically. The slave trade is still legal everywhere, and the Constitution prohibits any real tariffs on slaves.
Fishing and Coastal Trade (FCT)
Cost per Asset: $3,000
Gains/Losses Last Period: N/A
Analysis: Fisherman are doing okay now that peace has returned, but there is severe competition from Europe, which regularly ships in pickled and died fish. Something must be done to give local fisherman more of an advantage, if real profits are to be realized.
Construction and Internal Trade (CIT)
Cost per Asset: $1500
Gains/Losses Last Period: N/A
Analysis: There is some discussion of the establishment of postal roads in the nation, but not much else happening to drive up profits in this field. Perhaps the establishment of the new federal government will help things along, especially if infrastructure investment occurs.
Natural Resource Mining and Refining (NRMR)
Cost per Asset: $2500
Gains/Losses Last Period: N/A
Analysis: The United States possesses some natural resources of use, but most resource companies really want to get out to the frontier, where tales of gold and silver are abound.
Armaments and Munitions (AAM)
Cost per Asset: $3000
Gains/Losses Last Period: N/A
Analysis: The arms industry is finally recovering after the post-war drop, but it will require real military investment by the states or the federal government for this industry to prosper. Competition from European firms is also making it difficult for this industry to prosper, something that can only be remedied through tariffs or other regulations.
Manufacturing (MAN)
Cost per Asset: $3000
Gains/Losses Last Period: N/A
Analysis: The manufacturing industry is in tatters thanks to the end of tariffs, which leave American manufacturers trying unsuccessfully to compete with much bigger, much more well-established European firms. Tariffs will be needed to protect America's floundering manufacturing industry.
Plantation Agriculture (Slaves, Tobacco, Cotton) (PA)
Cost per Asset: $7500
Gains/Losses Last Period: N/A
Analysis: Most European governments got rid of tariffs towards the United States when the states abolished their tariffs, which is great for the export-reliant plantation agriculture industry. Plantations are booming, though to continue succeeding this well, it will be essential for them to block any protectionist tariffs.
Agribusiness Agriculture (No Slaves, Foodstuffs, Grain) (AA)
Cost per Asset: $2500
Gains/Losses Last Period: N/A
Analysis: The Agribusiness industry is doing okay thanks to the prohibition on slaves in the NorthWest territory, but the lack of safety in the NorthWest territory is severely limiting its profits. Most Agribusiness firms do not export overseas, so the trade situation is mostly irrelevant.
Entertainment, Media, and the Arts (EMA)
Cost per Asset: $500
Gains/Losses Last Period: N/A
Analysis: The economy is not doing all that well, and several states do not even allow theater shows, so this is not a great time to be in the EMA industry.
Law and Government (LAG)
Cost per Asset: $1000
Gains/Losses Last Period: N/A
Analysis: The establishment of a federal government has gotten prices up here a bit, but many wonder whether this government will really be big enough to support a large law and government sector.
Territorial Speculation (TS)
Cost per Asset: $1000
Gains/Losses Last Period: N/A
Analysis: The continuing Indian War in the NorthWest territory, and the lack of stability along the Spanish-French-Indian border in the SouthWest, makes this a poor time to invest in territorial speculation. Prices are up a bit, though, due to hopes that the new federal government will improve the situation in these territories.
_________________
Newspapers
Newspapers represent the only form of mass media in this period, and hold immense sway as a result. A newspaper's readership points represent that outlet's influence over each state, each point representing a significant number of readers. There are four ways to become involved with newspapers: as an editorialist, as an editor, as an owner, or as an investor. A player-owned newspaper makes $1500 for each readership point.
Any character can act as an editorialist, submitting editorials to newspapers for publishing. A character can only submit a single editorial per day, but can reuse editorials in different papers, or can submit an editorial every day to the same paper. Each editorial will help sway the public.
A media character may act as an editor, running a newspaper. Editors can write multiple articles every day, ostensibly providing the public news, but realistically shaping the public's perspectives in any manner the editor sees fit. A player can try to be the truly fair -- or try to be the most yellow journalist in history. An editor must also oversee the operations of a newspaper, establishing a bank account for it, and using funds from that account to further the paper's interests.
Any character can act as an owner, paying $15,000 to establish a newspaper company, or otherwise purchasing a newspaper company. A player that founds/purchases a newspaper company must appoint an editor to run the company. The owner of a paper may hire/fire the editor at will, and sell the company at will. The owner of a paper must pay the editor at least 10% of the paper's annual profits, and must allow the paper to keep at least 50% of the paper's annual profits for newspaper operations, but may keep the rest for himself. Multiple characters may jointly own a paper.
Any character can also act as an investor, paying $15,000 to establish a newspaper corporation, or buying into a newspaper corporation. A player that founds a newspaper corporation will divide that corporation into shares of stock, all of which the player will initially possess, but all of which the player may sell to other players. The stockholders for a corporation will vote each year on rules for running the corporation (which any stockholder can propose), and a rule must be established for appointing/removing editors. The founder of a newspaper corporation will get to appoint the first editor -- but the stockholders may remove that editor at any time in accordance with the corporation's rules.
Those serving in government certainly possess significant authority over policy, but serving in government in the 18th and 19th Century requires a person to be a rich, successful, white man. Every main character enters the game with $15,000 in liquid assets, and must largely rely on the income from their investments to make money. Being in Congress is not very profitable, and being in any other government role not much better, requiring that character to be successful in the business world in order to be successful in the political world. Secondary characters do not enter the game with any assets, and should be connected to the main character in some way to allow those characters to rely on the main character for money.
The 1790s are a difficult time, where businesses open and close every day, and where a business' fortunes are often decided by forces well beyond its control. A character can certainly draw a strong ethical line between business and political interests, so as to most effectively serve the public good. But most politicians in the 1790s made decisions based as much on ideology as on personal interest. A character can follow this example, seeking to enact policies that will not only improve the nation, but also improve that character's economic fortunes. Indeed, the most successful characters will likely combine political and business worlds, seeking to use political power to enhance private power.
Any character can act as an owner by establishing a company, or otherwise acquiring a company. A character that founds/purchases a company may appoint a business NPC character to run the company, or may directly run the company. The owner of a company may hire/fire the chief executive at will, and sell the company at will. The owner of a company must pay the chief executive (if there is one) at least 5% of the company's annual profits, and must allow the company to keep at least 45% of the its annual profits for operations, but may keep the rest for himself. The owner of a company must cover a company's losses, or take out loans if they do not have enough assets. Multiple characters may jointly own a company, and in fact a corporation may own a company. The location of a company's headquarters must be specified.
Any character can act as an investor by establishing a corporation, or investing in a corporation. A character that founds a corporation will divide that corporation into shares of stock, all of which the character will initially possess, but all of which the character may sell to other players. The stockholders for a corporation will vote each year on rules for running the corporation (which any stockholder can propose), and a rule must be established for appointing/removing chief executive of the corporation. The founder of a corporation will get to appoint the first chief executive -- but the stockholders may remove that chief executive at any time in accordance with the corporation's rules. A corporation goes bankrupt whenever it runs out of money; no one is required to cover its losses.
A company may seek profit by investing in certain areas of the economy. A business can invest in a sector of the economy by purchasing an asset in that sector, the price of an asset varying by sector. When a business purchases an asset, that business is founding/buying a subsidiary to operate in that sector, which will then operate without the business' direct management. A business can indirectly impact that company, though, via politics, diplomacy, war, or the news. A player should always keep in mind his assets when voting on bills, approving treaties, etc. -- remembering that a vote on a bill might end out hurting that player's investments.
The Administrative Board will post an "Economic Update" annually, which details how each sector is doing. The Economic Update will specify how much Assets for each sector now cost, and will specify how much a character should gain/lose for each asset within a sector. It will be the responsibility of the chief executive of a business to keep track of how many assets his business possesses in each sector, and to determine how much the business gained/lost from these assets. Please take note here -- a business may make a lot of money from its assets, but a business can also lose just as much money. It all depends on how a sector of the economy does, which will depend largely on political/diplomatic/military/news events. The Administrative Board may award companies/corporations in certain states special bonus profits, based upon what occurred during the previous cycle.
A business may get rid of an asset in three ways. First, the business may "close," the asset, which amounts to shutting down the business that asset represents, which costs a quarter of the cost of buying that asset. Second, the business may sell the asset, and the price of such sale is completely up to the buyer and seller. Third, the business may "transform," the asset into an asset in another sector, which costs half as much as creating a new asset in another sector (unless the government establishes a program to asset in such transformation) A business may also lose an asset to forces beyond its control -- a pirate ship might be sunk, a tornado might destroy a plantation, or a flood might devastate a road. There is little insurance in this time period, and such losses, though devastating, are often for that reason final.
There are eleven sectors of the economy, and an asset may be purchased in any:
Shipbuilding and the Sea Trade (SST) -- Invest in shipbuilding, ship operation, and international trade! Profits soar when there is more Euro-American trade (or more American ships being built), and profits plummet when there is no Euro-American trade (or less ships being built). SST assets may be transformed into PAP, TST, or FCT assets.
Privateering and Piracy (PAP) -- Invest in privateering, which can mean being a naval mercenary, or can just mean being a pirate! Profits soar during wartime (or if the US Navy stay small), and plummet during peacetime (especially if the US Navy gets big). PAP assets may be transformed into SST, TST, or FCT assets.
The Slave Trade (TST) -- Invest in the slave trade! Profits soar and plummet based almost entirely on politics -- the slave tariff, bans on the slave trade, anti-slave patrols, etcetera. TST assets may be transformed into SST, PAP, or FCT assets.
Fishing and Coastal Trade (FCT) -- Invest in fishing, ferries, and the river trade! Profits soar in good weather with good tariffs, and plummet in bad weather with bad tariffs. FCT assets may be transformed only into PAP assets (as these small ships are incapable of doing SST or TST work).
Construction and Internal Trade (CIT) -- Invest in construction work, and land trade! Profits soar when more money is put into national infrastructure, but profits plummet when that infrastructure is destroyed in war. CIT assets may be transformed into NRMR assets.
Natural Resource Mining and Refining (NRMR) -- Invest in mining, refining, and related work! Profits soar as more natural resources become available to the nation (Manifest Destiny!), and plummet whenever mines/refineries are destroyed in wartime. NRMR assets may be transformed into CIT assets.
Armaments and Munitions (AAM) -- Invest in the arms market! Profits soar during wartime (or whenever there is lots of military spending), and plummet during peacetime (or whenever there is not much military spending). AAM assets may be transformed into MAN assets.
Manufacturing (MAN) -- Invest in building things! Profits soar when tariffs are high (especially in wartime), but plummet when tariffs or low (especially in peacetime). MAN assets may be transformed into AAM assets.
Plantation Agriculture (Slaves, Tobacco, Cotton) (PA) -- Invest in plantations and slaveholding! Profits soar when tariffs are low, but plummet when tariffs are high. Political factors relating to slavery also obviously have an impact. PA assets may be transformed into AA assets.
Agribusiness Agriculture (No Slaves, Foodstuffs, Grain) (AA) -- Invest in farming! Profits soar when subsidies are high, but plummet when subsidies are low. AA assets also do better when PA assets are failing, and when Western expansion is in full force. AA assets may be transformed into PA assets.
Entertainment, Media, and the Arts (EMA) -- Become a patron of the arts! See profits when the economy is doing well, but losses when the economy is doing poorly. Keep in mind -- you may be remembered if you end out patronizing the next great author! EMA assets may not be transformed.
Law and Government (LAG)-- Invest in the government-based sector! Profits soar as the government expands, profits plummet as the government shrinks. LAG assets may not be transformed.
Territorial Speculation (TS) -- Invest in the frontier! Buy land, hoping to sell it at great profit as the nation expands. Profits soar as land is brought into the union, but plummet whenever that land is raided/lost. This is perhaps the most profitable, but most fickle, area -- a gold rush could make you rich, but an Indian rush could make you poor. TS assets may be transformed into AA assets. Come 1900, Territorial Speculation will be transformed into Finance and Insurance (FAS), which will be again the most prosperous, but also the most pickle, area.
When a player signs in, that player should establish his company, and designate what assets that company owns. It is always a player's duty to truck his/her assets. A player may, instead of establishing a company owning assets, instead establish a newspaper company that owns a single newspaper.
Economic Update (1789)
Shipbuilding and the Sea Trade (SST)
Cost per Asset: $5000
Gains/Losses Last Period: N/A
Analysis: There is peace at last in the Atlantic, making this a great time to be a merchant. The lack of shipping fees in the United States helps the situation, as does the lack of tariffs. The establishment of a United States Navy might easily offset the losses caused by tarriffs, though, so there are not necessarily black clouds on the horizon. The continued impressment of American sailors by the British is a minor issue, though, and the UK's refusal to repay American merchants for losses during the Revolutionary War constrains profit.
Privateering and Piracy (PAP)
Cost per Asset: $7500
Gains/Losses Last Period: N/A
Analysis: This is a great time to be a pirate along the American coast, but not anywhere else as the world is at peace. There is no privateering really available on the market at the moment. And the talk of a US Navy could spell an end to this sector.
The Slave Trade (TST)
Cost per Asset: $15,000
Gains/Losses Last Period: N/A
Analysis: There is no better time to be in the slave trade, historically. The slave trade is still legal everywhere, and the Constitution prohibits any real tariffs on slaves.
Fishing and Coastal Trade (FCT)
Cost per Asset: $3,000
Gains/Losses Last Period: N/A
Analysis: Fisherman are doing okay now that peace has returned, but there is severe competition from Europe, which regularly ships in pickled and died fish. Something must be done to give local fisherman more of an advantage, if real profits are to be realized.
Construction and Internal Trade (CIT)
Cost per Asset: $1500
Gains/Losses Last Period: N/A
Analysis: There is some discussion of the establishment of postal roads in the nation, but not much else happening to drive up profits in this field. Perhaps the establishment of the new federal government will help things along, especially if infrastructure investment occurs.
Natural Resource Mining and Refining (NRMR)
Cost per Asset: $2500
Gains/Losses Last Period: N/A
Analysis: The United States possesses some natural resources of use, but most resource companies really want to get out to the frontier, where tales of gold and silver are abound.
Armaments and Munitions (AAM)
Cost per Asset: $3000
Gains/Losses Last Period: N/A
Analysis: The arms industry is finally recovering after the post-war drop, but it will require real military investment by the states or the federal government for this industry to prosper. Competition from European firms is also making it difficult for this industry to prosper, something that can only be remedied through tariffs or other regulations.
Manufacturing (MAN)
Cost per Asset: $3000
Gains/Losses Last Period: N/A
Analysis: The manufacturing industry is in tatters thanks to the end of tariffs, which leave American manufacturers trying unsuccessfully to compete with much bigger, much more well-established European firms. Tariffs will be needed to protect America's floundering manufacturing industry.
Plantation Agriculture (Slaves, Tobacco, Cotton) (PA)
Cost per Asset: $7500
Gains/Losses Last Period: N/A
Analysis: Most European governments got rid of tariffs towards the United States when the states abolished their tariffs, which is great for the export-reliant plantation agriculture industry. Plantations are booming, though to continue succeeding this well, it will be essential for them to block any protectionist tariffs.
Agribusiness Agriculture (No Slaves, Foodstuffs, Grain) (AA)
Cost per Asset: $2500
Gains/Losses Last Period: N/A
Analysis: The Agribusiness industry is doing okay thanks to the prohibition on slaves in the NorthWest territory, but the lack of safety in the NorthWest territory is severely limiting its profits. Most Agribusiness firms do not export overseas, so the trade situation is mostly irrelevant.
Entertainment, Media, and the Arts (EMA)
Cost per Asset: $500
Gains/Losses Last Period: N/A
Analysis: The economy is not doing all that well, and several states do not even allow theater shows, so this is not a great time to be in the EMA industry.
Law and Government (LAG)
Cost per Asset: $1000
Gains/Losses Last Period: N/A
Analysis: The establishment of a federal government has gotten prices up here a bit, but many wonder whether this government will really be big enough to support a large law and government sector.
Territorial Speculation (TS)
Cost per Asset: $1000
Gains/Losses Last Period: N/A
Analysis: The continuing Indian War in the NorthWest territory, and the lack of stability along the Spanish-French-Indian border in the SouthWest, makes this a poor time to invest in territorial speculation. Prices are up a bit, though, due to hopes that the new federal government will improve the situation in these territories.
_________________
Newspapers
Newspapers represent the only form of mass media in this period, and hold immense sway as a result. A newspaper's readership points represent that outlet's influence over each state, each point representing a significant number of readers. There are four ways to become involved with newspapers: as an editorialist, as an editor, as an owner, or as an investor. A player-owned newspaper makes $1500 for each readership point.
Any character can act as an editorialist, submitting editorials to newspapers for publishing. A character can only submit a single editorial per day, but can reuse editorials in different papers, or can submit an editorial every day to the same paper. Each editorial will help sway the public.
A media character may act as an editor, running a newspaper. Editors can write multiple articles every day, ostensibly providing the public news, but realistically shaping the public's perspectives in any manner the editor sees fit. A player can try to be the truly fair -- or try to be the most yellow journalist in history. An editor must also oversee the operations of a newspaper, establishing a bank account for it, and using funds from that account to further the paper's interests.
Any character can act as an owner, paying $15,000 to establish a newspaper company, or otherwise purchasing a newspaper company. A player that founds/purchases a newspaper company must appoint an editor to run the company. The owner of a paper may hire/fire the editor at will, and sell the company at will. The owner of a paper must pay the editor at least 10% of the paper's annual profits, and must allow the paper to keep at least 50% of the paper's annual profits for newspaper operations, but may keep the rest for himself. Multiple characters may jointly own a paper.
Any character can also act as an investor, paying $15,000 to establish a newspaper corporation, or buying into a newspaper corporation. A player that founds a newspaper corporation will divide that corporation into shares of stock, all of which the player will initially possess, but all of which the player may sell to other players. The stockholders for a corporation will vote each year on rules for running the corporation (which any stockholder can propose), and a rule must be established for appointing/removing editors. The founder of a newspaper corporation will get to appoint the first editor -- but the stockholders may remove that editor at any time in accordance with the corporation's rules.