http://theubm.com is the link for the game
A fast start for the ubm
1 - Go to the Recruit section to recruit some producers (engineers and scientists) and collectors (managers and investors). DO NOT recruit a lot until you know for sure how to make them happy! On average, you get 2 scientists, 3 engineers, 3 investors and 5 managers per turn. Managers and investors are used to make money. Scientists are used to produce drugs and engineers are used to produce petrol. Now, you'll need some competitive units (lawyers, politicians, experts and consultants) to protect them and make them happy. While recruiting, you get on average 50% more politicians and lawyers than experts and 25% more consultants than experts. The number of politicians and lawyers determines 25% (12.5% each) of your producers happiness. The number of experts and consultants determines 25% (12.5% each) of your collectors happiness. Take the time here to set your employee payout between 0 and 50%. This payout determines 25% of your producers and collectors happiness. An employee payout of 0% will result in you keeping all the collection and production to yourself. However, it will also result in your collectors and producers losing 25% of their happiness. An employee payout of 50 % will leave you with half of the production and collection. However, it will result in keeping 25% of your collectors and producers happiness. The challenge is to find the balance that works best for you.
2 - Go to the Produce section now and produce some drugs and petrol. The production of drugs exceeds the production of petrol. However, the recruitment of engineers is easier than the recruitment of scientists. Drugs and Petrol determine 50 % of your collectors, producers and competitive units happiness ( 25 % each). Go to the Collect section to collect some cash. The collection by investors is better than the collection by managers. However, the recruitment of managers is easier than the recruitment of investors. Buy some business privileges. This will make your competitive units more effective during competition. The number of business privileges determines 25% of your competitive units happiness. Buy some shares. Bondshares produce $3 revenue every 15 minutes. Stockshares price varies between $95 and $105 every 5 minutes. The trick is to buy low and sell high.
3 - When you start feeling adventurous, click on Compete and see if there are players within your attack range. Range is strictly based on networth. You can NOT compete with businessmen that are more than 2 times poorer or more than 4 times richer. Pay careful attention to your competitors competitive units and business privileges. This will give an indication for your chance of success. Click on their profile and then on "Inside info" to get more information on your competitors. No one in your city that you can attack? Click on Travel and move to where there might be, or work on your networth to get some in your range. Beware though that traveling costs money
4 - Once you're big enough to gain the attention of other players, you should seek out an Alliance to join. They promote gameplay and cooperation to achieve group goals, they also serve to assist each other with learning the game.
5 - When in doubt, ask on the Board or ask the staff on the Contact page - there is bound to be someone with an answer that is willing to help
Rounds last exactly 8 days and 8 hours so that players get a new different end day and time each round. Rounds are independent from one another. This means that you get a fresh start each round! This gives you a chance to rebound from any costly errors and quickly test out new strategies. Usernames are always reserved for you as business names so that you can keep the same business name through the rounds. Cash prizes are offered to the top 3 supporters as well as to the most aggressive businessman. The # 1 supporter gets the jackpot which starts at $150 and increases each time someone buys turns!
Account, Reserve, and Active Turns
Turns are your lifeline in this game. With turns you're able to grow your company. You can recruit, produce, collect, compete, etc...
Every round you start off with 3,000 turns and 2,000 reserve turns. Every 5 minutes you will get 10 more turns (20 if you subscribe) ONLY if you have less than 1,500 turns (3,000 if you subscribe). Your reserve turns can be used at any time but do NOT carry on into a new round
You can purchase more turns under Buy Turns. These turns will go to your "Account turns" section. On this same page you'll be able to put those turns into the current round you're playing or save them for another round. There is a daily transfer limit of 50,000 turns. Once they've been spent on a round, they'll be placed into your "Reserve section" and will be available under Home when you sign into your company.
Points have been implemented to keep track of the best businessmen through the rounds. The number of points accumulated appear in your profile. Each round, the top ten businessmen in the global ranking score points as per the following:
1 - 20
2 - 16
3 - 12
4 - 10
5 - 8
6 - 6
7 - 4
8 - 3
9 - 2
10 - 1
Networth is the amount that your business is worth. Value contribution to networth is less than selling prices. Therefore, if one of your assets is not productive to you, sell it. It will result in a higher value. Networth is calculated as follows:
1 - Cash on hand and Bank: 100 %
2 - Bonds: $800
3 - Stocks: $80
4 - Petrol: $50
5 - Drugs: $60
6 - Copyrights: $1000
7 - Poison Pills: $3,000
8 - Patents: $5,000
9 - Exclusivity Rights: $15,000
10 - Employees: $3,000
The selling values can be obtained from the market.
Just as in the real world, businessmen swear allegiance to each other so that they may help one another to get to the top. You can either create your own alliance or join one. In order to join an alliance, you have to be invited by the leader or the co-leader of that alliance. Alliances in this game are meant to be examples of teamwork; Members helping out members to get each other to the top of the Networth ladder. The Alliance corporate policy, determined by the leader, states the common goal of the alliance members. Alliances have a size limit of 15
Employees are the driving force behind your businesses. Without them, you will go nowhere. Don't treat them right and they will quit. Learn to do what it takes to keep them happy. The two main categories of employees are Producers & Collectors and Competitive units.
Scientists - They produce drugs for you
Engineers - They produce petrol for you
Production is a positive function of turns, producers, producers happiness. Production is a negative function of employees payout and other businessmen living in the same city. There is no random factor to production. The production of drugs exceeds the production of petrol. However, the recruitment of engineers is easier than the recruitment of scientists.
Managers - They determine how much cash you're capable of collecting from your businesses. Managers are 15% more effective in the collection process if they are outnumbered by both experts and consultants combined.
Investors - They determine how much cash you can collect from investments. Investors are 15% more effective in the collection process if there is more money in the bank than cash on hand
Collection is a positive function of turns, collectors and collectors happiness. Collection is a negative function of employees payout and other businessmen living in the same city. There is a 1 to 2 random factor to collection. The collection by investors is better than the collection by managers. However, the recruitment of managers is easier than the recruitment of investors.
Competitive units are a must have for competition. The number of politicians and lawyers determines 25% of your producers happiness (12.5% each). The number of experts and consultants determines 25% of your collectors happiness (12.5% each). Besides, managers are 15% more effective in the collection process if they are outnumbered by both experts and consultants combined.
Politicians - They are the most important units in Bankruptcy attacks. They also assist in Hostile acquisition attacks.
Lawyers - They are the most important units in Lawsuit attacks. They also assist in Bankruptcy attacks.
Consultants - They are the most important units in Hostile acquistion attacks. They also assist in Market competition attacks.
Experts - They are the most important units in Market competition attacks. They also assist in Lawsuits attacks.
The most important units are twice as powerfull as the assisting units during the attacks
The minimum happiness level is set at 33% for all employees
Producers happiness is determined by petrol ( 25% ), drugs ( 25% ), appropiate payout ( 25% ) and the number of politicians and lawyers (12.5% each). For a complete producers happiness, you need 1,000 barrels of petrol and 1,000 drugs per producer, a 50% employee payout, and more politicians and more lawyers than producers. Producers happiness is capped at 99%
Collectors happiness is determined by petrol ( 25% ), drugs ( 25% ), appropiate payout ( 25% ) and the number of consultants and experts ( 12.5% each ). For a complete collectors happiness, you need at least 1,000 barrels of petrol and 1,000 drugs per collector, a 50% employee payout, and more experts and more consultants than collectors. Collectors happiness is capped at 99%
Competitive units happiness is determined by petrol ( 25% ), drugs ( 25% ), cash on hand ( 25% ) and the number of business privileges ( 25% ). For a complete competitive units happiness, you need at least 1,000 barrels of petrol, 1,000 drugs, $100,000 cash and one of each type of business privileges per competitive unit. For example: For 250 lawyers, 250 politicians, 250 experts and 250 consultants ( 1,000 total ), you need 1,000,000 barrels of petrol, 1,000,000 grams of drugs, $100,000,000 cash on hand, 1,000 copyrights, 1,000 patents, 1,000 poison pills and 1,000 exclusivity rights for 100% happiness
Happiness is very important. Collection, production and competitive strenght are all directly proportional to the happiness level. This means that doubling your collectors happiness will double your collection money; doubling your producers happiness will double your production; and doubling your competitive units happiness will double your strenght during competition. Besides, happiness also determines the number of employees that will leave you during collection and production. On average, 3 times more employees will leave if you have the minimum happiness level instead of the maximum happiness level. We strongly suggest that you aim for a maximum happiness. So, be happy, don't worry!
In the Market you are able to buy and sell business privileges, shares and other products. Selling prices are higher than value contribution to networth. Therefore, if an asset is not being usd, sell it! Business privileges are used in competition. Each bond provides you with $3 each 15 minutes. Stockshares prices change each 5 minutes. Prices vary between $95 and $105 . Therefore, you can time the market and benefit from their volatility. The following are the Purchase/Selling prices
Bond Shares - $1,000 / $900
Stock Shares - Between $95 and $105 for buying and selling. There is a limit of 1 billion stockshares per transaction
Petrol - $70 / $60
Drugs - $80 / $70
Copyrights - $1,000 / $1000
Poison Pills - $25,000 / $10,000
Patents - $10,000 / $7,500
Exclusivity Rights - $100,000 / $30,000
Production & Collection
Production is a positive function of turns, producers and producers happiness. Production is a negative function of employees payout and other businessmen living in the same city. There is no random factor to production. The production process uses up some cash. The production of drugs exceeds the production of petrol. However, the recruitment of engineers is easier than the recruitment of scientists.
Collection is a positive function of turns, collectors and collectors happiness. Collection is a negative function of employees payout and other businessmen living in the same city. There is a 1 to 2 random factor to collection. Managers are 15% more effective in the collection process if they are outnumbered by both experts and consultants combined. Investors are 15% more effective in the collection process if there is more money in the bank than cash on hand. Some producers and collectors will leave you during production and collection. The maximum number that leaves is inversely proportional to their level of happiness. On average, 3 times more employees will leave if you have the minimum happiness level instead of the maximum happiness level. The collection by investors is better than the collection by managers. However, the recruitment of managers is easier than the recruitment of investors
The maximum number of employees that may leave you during collection is 2 times higher than the maximum number of employees that may leave you during production. Again, we strongly suggest that you aim for the maximum happiness.
This feature is designed to protect any transaction you may need to pay for, such as traveling. Money in the bank is protected from attackers. You may put up to 25% of the money you have in the bank. Each deposit requires 15 turns. However, it does not require any turns to withdraw. Before you can make a new deposit, you need to make sure you withdraw all of your money first. Money in the bank is the only asset in this game that is 100% protected. Besides, investors are 15% more effective in the collection process if there is more money in the bank than cash on hand.
In order to compete with someone, go to the "Compete" or "Find Businessman" sections . He must be in your city as well as in your range for you to compete with him. Your range is calculated based upon your networth. You can NOT compete with businessmen that are more than 2 times poorer or more than 4 times richer. Copyrights, patents and exclusivity rights are a must. Poison pills are only used to defend against Hostile acquisitions attack.
Lawsuit - It requires lawyers. Experts are also valuable. Lawyers are twice as powerfull as experts in this attack. You may lose some Competitive units during the process. Lawyers are the first to leave. The attacker may win 7% of his competitor business privileges but risks loosing 6% of his cash and stockshares and 1.5% of his bondshares to the competitor.
Bankruptcy - It requires politicians. Lawyers are also valuable. Politicians are twice as powerfull as lawyers in this attack. You may lose some Competitive units during the process. Politicians are the first to leave. You can either take 7.5% cash, 4.5% drugs and petrol from your competitor or lose 1.5% bondshares and 6% stockshares.
Market Competition - It requires experts. Consultants are also valuable. Experts are twice as valuable as consultants in this attack. You may lose some Competitive units during the process. Experts are the first to leave. If you win, you take 7.5% cash and stockshares and 3% bondshares from the competitor. However, you risk losing 6% cash and 3% petrol and drugs.
For all the attacks above as well as for the hostile acquisition attacker:
Exclusivity rights are 2 times as powerful as patents.
Patents are 1.5 times as powerful as copyrights.
Copyrights are 3 times as powerful as nothing.
Poison pills are irrelevant.
Hostile Acquisition - It requires consultants. Politicians are also valuable. Consultants are twice as powerful as politicians in this attack. Poison pills are a must for the defender. You may lose some Competitive units during the process. Consultants are the first to leave. If you win, you take 1.5% producers and collectors from your competitor. However, you may lose 7.5% of your business privileges.
For the defender in hostile acquisitions attacks and the defender ONLY:
Poison pills are 2 times as powerful as exclusivity rights.
Exclusivity rights are 2 times as powerful as Patents.
Patents are 2 times as powerful as nothing.
Copyrights are irrelevant.
The protection features have been implemented to limit competition. When you get attacked, the protection is activated. You get 90 seconds if you lose, or 30 seconds if you win.
Traveling is used for different purposes. You may want to do that to track down a particular businessman or to run away from someone that is trying to compete with you. You also may want to travel to do business in a less saturated market. Traveling costs $2,000 per employee
Owner and Admin: Karim Tagemouati - Bachelor of Commerce from McGill University - Master in Finance from HEC - CFA title - 3 years experience in the gaming business - Also the owner of The Prison Inmate (www.theprisoninmate.com) and Da Hustla (www.dahustla.com). Contact me for technical issues, rule issues and staff issues
Moderators: Contact them for multiple accounts issues, players issues and general help with the game
Helpers: Contact them for general help with the game
Staff members are not allowed to share account info with the other players
All staff members can be found in your "contacts" page
In order to aplly for a helper position, you need to have a clean record; to be a player for more than 3 months; to have some points; to be in an alliance with no staff; and be recommended by at least 2 staff members.
A easy way to rank Most aggresive businness man, is to lower your NW by selling everything you have and buying and selling 20k exclusives at a time until you reach 5bil left. Once you are their, reqruit lawyers until the last 2 days, THen collect with your managers, then kill kill kill. Attack with number 1
Do the same, but reqruit experts until the last few hours then attack with number 4 and continue to everyone.
Edited by Mark Gleeson, 19 April 2008 - 11:18 AM.