Monday, 19 May 2014

Market Glory

Market Glory Beginner's Guide

FIRST This is a Guide for the increasingly popular FREE Games Market Glory

sign up via the referral link below to get started.

Click here to Sign Up

Basics

New players will do well to think primarily on 3 categories of things in the Market Glory environment.

1. Player attributes (your wellness, productivity, earnings, cash on hand, etc)
2. Resources (food, clothing, shelter, then other items like books, companies, etc)
3. Currency - local currency, Gold and Euro

Basically, brand new players will be concerned only with 1, 2, and 3, for possibly up to a week into the game/simulator, so this page is for beginners! 4 - everything else is for looking at long term details of the game, including the players around you, markets, companies, currency exchange rates, etc - important, definitely - but not "first step details."

When you arrive as a new player in the game you will have NOTHING.

NOTHING

Seriously. (unless you invest immediately but why would you do that if you don't already know how to play the game well? I strongly advise against investing before your first week is finished).

Player attributes:
Energy (wellness), productivity (worker value), available currency, experience, knowledge, etc.

  • You'll start out with 1.0 Energy
  • You'll start out with 0.0 money
  • You'll start out with 0.0 Productivity
  • You'll start out with 0.0 Knowledge

All you've got going for you in the beginning is having that 1.0 score of Energy

Productivity is actually a combined score based on:

Energy x Experience x Knowledge = Productivity

Things sound bleak at this stage - in the beginning of the game - but really - there's nowhere to go but UP! I mean this seriously. Show up, work each day and things will get better. The only way you can really do extremely badly and not advance (even if it's to advance very slowly) is to not show up on a daily basis and work.

Each day that you work, you'll increase your Productivity score, so the next day, your value as a worker will be a little more than the day before (unless you stop logging in and increasing this daily).

The amount of money you'll earn each day goes up a little as your productivity level increases. Log in daily, WORK every day - FIGHT if you're able to when you're not working (this increases your money earned, too - but watch out 'cos it can decrease your energy).

When you fight and win, you'll earn what is called a "referral" (in other similar games, this token position is usually called a "slave"). Your referral's activities will give you small bonuses, according to your energy and productivity levels. You can also chose to sell your referrals for Gold currency.

*Note, you'll also get referrals from sending your link around and having people join the environment from your link. You get bonuses for their activity too, but these are a different kind of referral you may not want to sell - click around in the game and learn the difference between your referrals gained from fights and your referrals gained as real-life referrals into the environment (permanent referrals).

There is a limit of 10 fights per day. After each fight, from the time you enter and attack a potential referral, there is a ten minute cool-down timer that runs. You cannot fight an additional player at this time (hey, Fair's fair, right?).

Here's the scoop:

At the start when you're a new player, things don't look very good and it seems like you're in an awful situation to begin with. I won't get all touchy-freely here or attempt to lie to you just to make you feel better... you WILL BE IN a pretty rough situation at the start... however - we ALL START OUT LIKE THIS!

In my humble opinion, the game is THIS HARD at the beginning to weed out those players who would show up thinking to make a fast buck and run/close out their account in the game. I'm GLAD the beginning stages are as tough as they are because I want this environment to be online for a good long while!

It's a LONG TERM - STRATEGY ENVIRONMENT above ALL ELSE!

The following is how most beginner weeks look in practise, per day:

  • Sign up. 
  • Log in. 
  • Work. 
  • Read the message boards/forum. 
  • Fight. 
  • Learn the rules. 
  • Save money. 
  • Fight some more. 
  • Read what other players have said about their experiences (again - forum). 
  • Fight
  • Sell a referral after a fight. 
  • Interact with other players. 
  • Fight again. 
  • Read some more. 
  • Log out.
  • Return the next day and do it all over again.

by the end of the first week, you would have grasp the general feel of the game and can start looking into companies or even investing in the $20 bonus for 100 exp.

i did the $20 investment and did not regret it as it give you a HUGE boost, if you wanna see how much it does exactly, take out a calculator and see how long it will take to get 100 exp when you only get 0.7 per day (not including exp decay of 3%)

Enjoy the Market Glory environment!

MarketGlory My companies 7 - upgrade



Companies can be upgraded to produce goods at lower costs and thus your company can be more efficient on the market. There are 5 levels of upgrade:
Upgrade 1 = 10% productivity = 10 euro
Upgrade 2 = 20% productivity = 30 euro
Upgrade 3 = 30% productivity = 70 euro
Upgrade 4 = 40% productivity = 150 euro
Upgrade 5 = 50% productivity = 310 euro

You can rent an upgrade for your company, on a determined period of time from the “30 days upgrade” sub-menu. When you rent an upgrade, you will not be able to rent or buy another one, for as long as the renting is valid. The upgrade renting takes into account the level of upgrade which has been bought. The prices for renting are the following:
Upgrade 1 = +10% productivity = 0.5 euro
Upgrade 2 = +20% productivity = 1.50 euro
Upgrade 3 = +30% productivity = 3.50 Euro
Upgrade 4 = +40% productivity = 7.50 Euro
Upgrade 5 = +50% productivity = 15.50 Euro


MarketGlory MarketGlory MarketGlory  MarketGlory MarketGlory MarketGlory  MarketGlory MarketGlory MarketGlory  MarketGlory MarketGlory MarketGlory  MarketGlory MarketGlory MarketGlory  MarketGlory MarketGlory MarketGlory  MarketGlory MarketGlory MarketGlory  MarketGlory MarketGlory MarketGlory  MarketGlory MarketGlory MarketGlory  MarketGlory MarketGlory MarketGlory 

Sunday, 18 May 2014

MARKETGLORY

MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY
MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY MARKETGLORY

Saturday, 17 May 2014

MarketGlory My companies 6 - Licenses


In this section you can view what licenses you can purchase for your company. Also, each license is explained in detail, how many productivity points are required and how much raw materials you need for the products. When you have a valid license or you purchase a license, the date when this license expires will be displayed. Each license is valid for 90 days. From the company you can extend the license or buy a new one. Even if a license expires you can still sell products in stock, but you will not be able to produce goods anymore. Each type of company allows specific license purchase.
Licenses for consumer goods are divided into three categories, depending on quality.
In the market licenses section, you can read all the details for the licenses, such as productivity needed to produce the goods, raw materials necessary for the goods and the goods’ quality. When you purchase a license money will go to the country’s government where the business is created.

MarketGlory My companies 5 - Financial



Each company has its own budget. In this section you can invest and withdraw money from the company. In the company you can invest and withdraw gold.
After you have invested gold you can change the company money in the local currency of the country where the company was founded.
When you want to withdraw money from the company, buy gold within the company and withdraw gold. Note that for any withdrawal you will pay a tax of 5%.
Finance Transactions
In this section you have a list of all the transactions made by the company.

MarketGlory My companies 4 - Work records


In this section you can view a list of citizens who have worked for your company, the time when they have worked, the productivity they had and also the salary that the company has paid to the citizen.

Friday, 16 May 2014

MarketGlory My companies 3 - Workplaces



In this section you can create new jobs. Creating a new workplace costs with 0.25 euro more than the previous. Each job can be administrated individually, with the possibility to establish the salary offered and to suspend or activate a job.

Thursday, 15 May 2014

MarketGlory My companies 2 - Inventory

In your inventory menu you can view the raw material stock, the finished products stocks and the costs of their production or acquisition. Also, in this section you have the option to put goods on sale to be displayed in the country market where the company is established. You can also decide on selling goods on the global market. In the “Production and Sales” section you can see who worked for your company and how many goods you have sold. Also, if you have a real estate in your inventory, you can choose whether to occupy it or rent it to other users.

Wednesday, 14 May 2014

Company Guide 1

MarketGlory Company Guide marketglory company guide
As a new player you are granted one free license for a newspaper and a milk farm, both can turn a small profit (the newspaper over much longer timescale) and also offer an opportunity to learn how companies / businesses work cheaply before potentially opening ones the cost euros & lots of gold to get started (I wouldn't recommend till really experienced with running companies and researched the market looking at very well)

With both the free companies however I'd recommend waiting until you have a little spare cash to seed them with, for intial wages and the in the case of the newspaper, paper stock, say a couple of chunks of gold, this makes things much easier,

Some would recommend placing your milk farm in a foreign country if wages are high in your own country, though remember to check how much tax they charge on sales of milk on the international market.

The thing to remember with newspapers is that each article is like a product so it's slow going at first though each one released is like putting another product on the shelf for a long time, so even if only like 10 or so sales on the day of release then could be 50 or so in a few months, many more if fill the articles with actually readable interesting stuff (so get lots of votes).

Sunday, 11 May 2014

Starting a company only

In here I will explain starting or building your company using Magazine company

Newspaper

  • Newspaper is the easiest way to earn virtual money in this game, but it still depends on the number of population or resident in that country
  • Newspaper give 0.3 energy and player can buy 10 pcs per day.
  • Starting and building a newspaper company is free without charge, when you start the company you will be given 90 day license and same for all the other company and each account can only make 1 newspaper company and that company cannot be destroyed.


so this is what you need to build a newspaper company:
1.0 €
2.3 Gold
3.Patience

Step to starting and building and Magazine company :
1.aim the cursor to company tab
2.click Make New Company
3.Register Magazine Company
4.After the company is listed, fill all the form that is needed, the company name cannot be change later, only the information

Now you have a magazine company, click Finance inside the magazine company and invest 2G in your company, use your other gold to buy resource(Paper) in global market or local market if someone produce it.

Next step after you buy paper, open/actives workplace, go to workplace in your company and set the salary and then save and then activate
After workplace is open, you just need to wait until someone works for you.

Production
1 Paper = 10 Newspaper
10 Newspaper = 1 Productivity

After you have a couple of stock, now you go to special product to make article..
after you make the article, go for publish
New Article > Save > Preview > Modified Article > Save > PUBLISH
If you choose to "Publish in international" your article will be seen in global market.

Note:
Every 24 hour you have to make another article so that another buyer can buy the article, because article can only be bought 1 times.

Thursday, 8 May 2014

Goal Tycoon – Complete Beginners Guide. Earn real money

Goal Tycoon – Complete Beginners Guide. Earn real money
Goal Tycoon is a strategy game, in which you have the possibility to convert your virtual currency into real money. It is an online browser game, therefore you do not need any other programs installed in order to play. It is one of the few business games where you are rewarded for your daily activity.
This tutorials come in aid of Goal Tycoon players, especially beginners who initially are confused. Who has the patience to read step by step to understand what has to be done in Goal Tycoon.
JOIN NOW!!!
POPULARITY
Why is Popularity so important in GoalTycoon?
Popularity is an extremely important factor in GoalTycoon. As your popularity level becomes higher, so will your incomes, becoming substantial. A higher popularity entails more ticket paying fans that will come to your team’s games. Therefore, your club will be making more money. The number of ticket paying supporters coming to the Stadium is determined by your club’s popularity, and the popularity of the opposing club. Thus, for each home game, the presence of supporters will be calculated using the following formula:
(The Popularity of your Club + The Popularity of the opposing Club) / 2.
The Popularity decreases when your team loses matches and when the supporters are not pleased with the Stadium’s conditions, they do not have enough seats. Also, Popularity increases depending on the League your team is in and depending on the facilities of your Club Park, the parking places, the administrative building and the League your team is in, the commodities of the Stadium, meaning the quality of the Pitch, of the Roof, of the Nocturnals.
THE TEAM
Every football manager will receive a predefined team from the start, composed of 11 players and 9 reserves, as well as 2 trainers. From the menus Market/Bid Players, Youths or Trainers, you can buy more Players, Youths and Trainers for your team. You also have available o list of all the players put up for auction. You can chose the players according to multiple categories such as: position, age, talent, leg, country, price, salary, speed, stamina, keeper abilities, defense, passing, ball control, cross, head shot and shooting. For each player from the market you can see the time left until the auction ends. During the auction, if a user bids in the last 3 minutes before the auction ends, the term of the auction will be prolonged with another 3 minutes.
The players have different characteristics, such as:
MO = Moral;
EN = Energy;
FO = Form;
EXP = Experience;
SP = Speed;
STM = Stamina;
GK = Goalkeeping;
TK = Tackling;
DR = Dribbling;
LS = Long Shot;
HS = Head Shot;
PS = Passing;
PC = Position Coefficient;
EC = Efficiency Coefficient;
GS = General Score;
AS = Actual Score.
Every player has a specific position on the field, and the role of the manager is to set the best starting team, so that his team has a higher efficiency during the matches.
Your players have the following abilities:
Tackling – is the player’s ability to dispossess;
Dribbling – is the player’s ability to maintain the control of the ball around his opponent;
Long shot – is the player’s ability to center the ball or pass it to his teammates at a long distance;
Head shot – is the player’s ability to hit the ball with his head;
Shot – is the player’s ability to shot the ball in order to score;
Passing – is the player’s ability to pass the ball to his teammates;
Speed – is the player’s ability to run on the field faster than his teammates;
Stamina – is the player’s capacity to put efforts for a relatively long time and with high intensity indices while maintaining constant optimum efficiency;
Defense – is the player’s ability to avert the actions of his opponents.
JOIN NOW!!!
FIRST TEAM
The football manager has the possibility of setting the first team after every match. You also have available various information for every player.
To place a player in the first team, use the Drag and Drop method and place him in the first team. Also, you can change the position of the players on the field. All actions are saved automatically. For every player you can see details as moral, energy, form, experience, stamina, goalkeeping abilities, tackling, dribbling, long shot, head shot, shot, passing, effectiveness, general score and actual score.
All the available information will help you choose the best strategy for your team’s matches.
TACTICS
Your team’s tactic can be set before every game. You can set different parameters in order to conceive the best strategy for your next match, such as: line-up (ex. 4-4-2, 3-5-1, etc.), game style (normal, defensive, offensive), attitude (aggressive, normal, possessive), and passing (long passes or short passes).
You may also set the bonus for each match and the bonus for the whole season. Moreover, you can put your players in the first team. In order to put a player in the first team or to change the position of your players in the field, using the drag-and-drop method place the player you want in the position you want.
Do not forget to set the captain, the free kicks taker, the penalty taker and the corner taker.
TRAINING
The training is very important in the development of your player’s qualities. In order to train a player, hold the click on the respective player and place him on one of the wanted positions (goalkeeper, tackling, dribbling, head shoot, shoot, passing).
Through the same method you can place the trainer in the spaces assigned to them. All actions are saved automatically. Every day you will receive a training log, through which you will be informed about the details of the performed training.
Keep in mind that the training speed depends on 4 factors:
talent;
the level of the training field;
the trainers;
the energy of the players.
TRAINING LOGS
All the trainings performed by your team are kept in the Training Logs.
You can see the trainings performed, based on 3 selection categories as follows: the first team, theyouth team,and other players. Also, you have the possibility of selecting the date from which you wish to see the training log.
This training log contains the players that have trained, the position on which they have trained, the name, talent, age, speed, health and the general score. As the player’s talent is greater, so will be the skill.
Keep in mind that the training speed depends on 4 factors:
talent;
the level of the training field;
the trainers;
the energy of the players.
The energy of your players decreases with 50% at every training performed.

JOIN NOW!!!
YOUTHS
Managers can purchase youths between the ages of 13 and 15 years old. There are two main selection criteria for youths: talent, position on the field (goalkeeper, defender, midfielder and forwarder).
The incomes from the Youth sale are transferred to the Partners Fund, and the prices are set in Gold, as follows:
5 Gold – Talent 1 – develops his main skill with 32% – 40%. Training speed: +0%;
15 Gold – Talent 2 – develops his main skill with 42% – 50%. Training speed: +25%;
45 Gold – Talent 3 – develops his main skill with 52% – 60%. Training speed: +50%;
135 Gold – Talent 4 – develops his main skill with 72% – 80%. Training speed: +75%;
405 Gold – Talent 5 – develops his main skill with 92% – 100%. Training speed: +100%.
At the age of 16 years old, the youths can be promoted to the First Team. The Youth Team trains separately from the First Team.
TRAINERS
The football managers receive initially two trainers, though they have the possibility of purchasing more trainers from Markets/ Buy Trainers. You can choose the skill level of the trainer you want to purchase and his specialty: tackling, dribbling, long shot, head shot, shot, passing, speed and stamina.
The incomes from the Trainer sale are transferred to the Partners Fund, and the prices are set in Gold, as follows:
15 Gold – Talent 1 – trains the main ability with 32% – 40%. Training speed: +0%;
45 Gold – Talent 2 – trains the main ability with 42% – 50%. Training speed: +25%;
135 Gold – Talent 3 – trains the main ability with 52% – 60%. Training speed: +50%;
405 Gold – Talent 4 – trains the main ability with 72% – 80%. Training speed: +75%;
1215 Gold – Talent 5 – trains the main ability with 92% – 100%. Training speed: +100%.
COMPETITION
THE LIVE MATCH

The Live Matches take place at 19.00 on each time zone. The guest team will travel to the host team an hour before the game. During this period of time, the Other players cannot be placed in the first team.
For the away matches, a tax of 100 local currency will be paid, that represents the cost of the transportation to and from the host team. If the Club doesn’t have the necessary funds for the transportation tax, the Club’s budget will be on minus. The team that goes to an away match, will lose 15% Energy/player before the match and another 15% Energy/player after the game. This Energy loss is due to the transportation and it can be restored by the consumption of Energy Drinks.
NATIONAL LEAGUE
Depending on the league in which your team is, you have certain benefits. Each league has several subdivisions. The Championship bonuses and winnings will be distributed equally to the leagues, and then the amount received by the league will be distributed subdivisions. If your team is in a higher league, which has fewer subdivisions the bonuses will be higher. In addition you will get more popularity points, which will influence the number of ticket paying supporters, automatically increasing your club’s income. A season lasts for 30 days.
In the National League, in each subdivision, a number of 16 teams will participate. The games are played in 30 stages, on a home – away match system.
CONTINENTAL CHAMPIONSHIP
In the Continental Championship all the teams from the respective continent participate. It is a top-rated competition where you can prove both the value of your team but also your qualities as a manager. A well-trained team is more likely to reach the higher stages of the Continental Cup and thus to earn more money from the victories. The Continental Championship has its own fund which is distributed according to the stage reached by your team.
The Continental Cup format is:
Play-offs -the opponents are determined randomly;
in this stage the teams from the same country cannot play;
after the play-offs 32 teams will remain and they will enter in groups;
only a match is played;
the teams that have played at home in the first round, will play away in the next round and vice-versa.
the matches are established according to a draw.
Groups – There will be 8 groups of 4 teams each, from A to H;
the first two teams from each group will move forward and then they will participate in the play-offs;
the teams from the same country will not be able to play in the groups;
every team will play against every opponent from the group, in a home-away system.
Decisive matches – the 16 teams qualified in the groups will play decisive matches until a champion is established.
the opponents are established through a draw, regardless of the country they come from;
the matches are played in a home-away system.
The Continental Championship matches will take place according to the time zone of the home team. In addition, players who participate in the Continental Championship matches will get more experience than they usually receive from a regular match.
THE CLUB PARK ELEMENTS

THE STADIUM
The Stadium is the place where your football team proves the abilities gained during training. The maximum capacity of the Stadium is 100.000 seats. The presence of spectators at your team’s games is an extremely important factor of your Club’s finances. The number of ticket-paying supporters is determined by the Popularity of your club, but also by the Popularity of your opposing club. In a market study an approximation has been made regarding the supporters placing in the Stadium: chairs – about 60% of all supporters attending the game, the armchairs – 30% and Lodge – 10%.
Stadium capacity will be determined according to the upgrade as follows:
upgrade 1 – 1 up to 20 000 places;
upgrade 2 – 20 000 up to 40 000 places;
upgrade 3 – 40 000 up to 60 000 places;
upgrade 4 – 60 000 up to 80 000 places;
upgrade 5 – 80 000 up to 100 000 places.
Popularity decreases when your team loses matches and when the supporters are not satisfied with the conditions in your Stadium, due to the lack of seats. Also, your Popularity increases according to the League your team is in and the facilities of your Club Park, the parking places, administrative building, the commodities of your Stadium, the quality of the Pitch, the Roof and of the Nocturnals.
SUPPORTERS
The supporters are independent fans renowned for their fanatical vocal support, which is used to create an atmosphere that intimidates the opposing players and supporters, as well as encouraging their own team. Real supporters participate to as many games as possible, no matter what the costs are, to prove the loyalty to their team. This zone is dedicated to your supporters.
The number of ticket paying supporters coming to the Stadium is determined by your club’s popularity, and the popularity of the opposing club. Thus, for each home game, the presence of supporters will be calculated using the following formula:
(The Popularity of your Club + The Popularity of the opposing Club) / 2.
If your team loses matches, your supporters become unhappy, decreasing your Club’s incomes, and if your team wins matches you will have more ticket paying supporters thus increasing your Club’s incomes.
Also, you will be able to set the price of the tickets for every match, according to three comfort categories: chairs, armchairs and lodges.
ADMINISTRATIVE BUILDING
The Administrative Building is the key element to the management of your Club Park. From the administrative building, you can make investments and withdrawals. An Administrative Building of a higher level will increase the popularity of your Club and the earnings, implicitly.
The Administrative Building has 5 levels of upgrade, which will offer popularity as following:
upgrade 1 – 0.2 points;
upgrade 2 – 0.4 points;
upgrade 3 – 0.6 points;
upgrade 4 – 0.8 points;
upgrade 5 – 1 point;
Also, from the Administrative Building you can invest from your Manager balance into your Club, in order to purchase players, upgrade your buildings and pay the salaries of your players.
RESTAURANT
In order for your players to be always fit, they need Food and Energy Drinks prepared after a recipe known only by your Club’s cooks.
A Restaurant of a higher level will offer an energy bonus through the Food consumed by the players of your team, as following:
upgrade 1 – 20% energy;
upgrade 2 – 40% energy;
upgrade 3 – 60% energy;
upgrade 4 – 80% energy;
upgrade 5 – 100% energy;
The Food
The Food is consumed at regular hours, two times a day, at 08.00 and 18.00, according to each country’s time zone. If you have Food of different qualities, the first food consumed will be the Food of Superior Quality, then Medium Quality Food and finally Low Quality Food.
Also, the Food will be consumed only if there are enough pieces on stock to cover the necessary for the whole line-up. Inferior Quality Food will offer your players 5 energy points per player, Medium Quality Food will offer 15 energy points per player and the High Quality Food offers 25 energy points per player. When you buy Food from the Market you receive 100 portions of food in the Restaurant’s stock.
The Energy Drinks
The Energy Drinks are consumed when the manager decides it. If you have Energy Drinks of different qualities, the first Energy Drink consumed will be the Superior Quality Energy Drink, then the Medium Quality Energy Drink and then the Low Quality Energy Drink.
. Also, the Energy Drinks will be consumed only if there are enough pieces on stock to cover the necessary for the whole line-up. Low Quality Energy Drink offers 5 energy points per player, Medium Quality Energy Drink offer 15 energy points per player and the High Quality Energy Drink offers 25 energy points per player. When you buy Energy Drinks from the Market you receive 100 pieces of Energy Drinks in the Restaurant’s stock.
HOSPITAL
During the matches, the football players may suffer injuries. The injuries affect the whole team, since important players may be missing from the field for a period.
The Clinic helps recovering the injured players as fast as possible, depending on the upgrade level, as following:
upgrade 1 – 20% faster;
upgrade 2 – 40% faster;
upgrade 3 – 60% faster;
upgrade 4 – 80% faster;
upgrade 5 – 100% faster;
HOTEL
To always be fit, your football players need to rest in the best conditions possible. The more rested they are, the more Energy they will have, and their performances during the matches will considerably increase.
The Hotel gives Energy every day depending on the upgrade, as following:
upgrade 1 – 3 points;
upgrade 2 – 6 points;
upgrade 3 – 9 points;
upgrade 4 – 12 points;
upgrade 5 – 15 points;
PARKING LOT
The supporters who come to the stadium to see the matches of your team will appreciate the comfort offered by the Club’s manager through the Parking.
Thus, when your team plays at home, your popularity will increase, depending on the upgrade of the Parking, as following:
upgrade 1 – 0.6 points;
upgrade 2 – 1.2 points;
upgrade 3 – 1.8 points;
upgrade 4 – 2.4 points;
upgrade 5 – 3 points;
TRAINING
In order to win a match, your players train in advance and be prepared forehand. The players need an extra Training Field, to be fit and to exercise the tactics conceived by the coach.
The Training Field will help the players and the youths to train faster, depending on the upgrade, as following:
upgrade 1 – 20% faster;
upgrade 2 – 40% faster;
upgrade 3 – 60% faster;
upgrade 4 – 80% faster;
upgrade 5 – 100% faster;
From here you can also purchase new players, Youths and Trainers, choose their skill level and their type.

JOIN NOW!!!
FUNDS
FEDERATION FUND
The Federation Fund consists of the trainers sale made by the Federation, 50% of the bidding price for a position in the league, 25% of the starting price of the referral auction + an additional 25% from the difference between the final price and the starting price of the referral auction, taxes from the incomes of the each user (15%), withdrawal of funds from the club (5%), incomes from the ticket sales to supporters (25%).
DAILY FUND
The Daily Fund consists of all the incomes of a day, which at the end are distributed: 50% to the Federation Fund, 15% to the Affiliates Fund, 15% to the Referral Fund, 15% to the Continental Championship and 5% to the National Cup.
CHAMPIONSHIP FUND
The Championship Fund is divided into two sections, the Current Championship Fund and the Future Championship Fund. This fund is collected from the Federation Fund and the championship bonuses are paid from it at the end of every season.
The percentage for the Championship Fund is set by the Federation Committee.
VICTORY FUND
The Victory Fund is divided into two sections, the Current Victory Fund and the Future Victory Fund. The incomes of this fund are received from the Federation and are distributed to the teams according to the League they are in.
The percentage for the Victory Fund is set by the Federation Committee.

PARTNERS FUND
Whenever the Managers upgrade buildings, transfer players, upgrade the Stadiums or elements of the Stadium, exchange money on the Financial Market, buy youths or pay the taxes for buying referrals, buy shares from the Partners’ Fund, the Partners’ Fund is being capitalized. The Partners Fund Gold balance will be regularly exchanged in euro.
When this fund reaches 10.000 Euro, it is distributed to shareholders as dividends, depending on the amount of their own shares, 0.01 Euro/ share. The shares can be transacted on the Share Market.
Share Market
In this menu you can see the offers on the share market. The prices are set in Euros.
Shareholders
In this menu you have a list of all the shareholders and the exact amount of shares they posses. Also you have available the Euro and Gold balance in the Partner’s Fund.
My shares
He you can see the amount of share you purchased.
AFFILIATES
Place this link on forums, blogs, message board of different chat or IM application, or send it by e-mail. All the users who register on your link become your referrals. They will pay a tax of 10% from the bonus incomes (victory, championship, cup or national cup), as well as from the incomes gained through the referral or player sale.
Remember that for each referral who signed up on your Affiliates link, you will receive 0.1 Affiliates points per day, if the respective referral is active. In the Top subsection you can see the current point value, which is updated upon current user points and may vary according to the total number of points. The Affiliates Fund is distributed once a month and you will receive this bonus in Euro for the integer points obtained in the respective month. When the fund is distributed the points are reset.
REFERRALS
Here you can see a list of all your the referrals. All the referrals you obtain are permanent. You can put for auction any referral from your referrals list, who has logged in the last 3 days and who is not currently put for auction. When you register a referral for auction, you will pay a registration tax of 25% out of the starting price, to the Partners’ Fund.
When the auction ends, a tax on the transaction income of 25% out of the difference between the final price and the starting price is paid to the Partners’ Fund. Every day you will receive a Referral Bonus of maximum 3 Gold for every active referral, depending on their popularity.
Basic Tips
* Check before you buy core shares for 55 cents that there aren’t cheaper ones on offer from players, there’s often many at 54 cents and sometimes some for 53 and lower (most were bought at 35 cents and have paid a dividend so anything above 35 cents is profit to many).
* Unless you’re going to invest money in early you may be limited to which formations you can field an effective team with, all players have a preferred position and if they are not in they play at for example 75% efficiency.
* Wouldn’t advise being an idiot like me and activating the xfer license, save your euros.
I’ve transferred a fair bit of money from Market Glory to GT, I didn’t spend a huge amount on the club, most going on cheap shares, however I did buy a fairly expensive coach (passing, thought the midfield was awful in this regard) plus quite a few lvl 2 ones, plus a few lvl 3 youths and a bunch of lvl 2 ones, not built any buildings yet though gathering the resources, oh I also spent 100 gold on placement in the top league by accident, my vague strategy I thought on the first few days was to invest in shares then put dividend money into the club however at both dividend payments there were shares at decent prices to buy.

Monday, 5 May 2014

opening you own company ?

you will need this to help you calculate costs and profit,

its a simple excel sheet to show production costs, how much productivity u need.

it takes into account the new tax amounts.

https://skydrive.live.com/redir?page=view&resid=539DFE1D15536847!130&authkey=!AEpG3E7Pj5yUXng

Sunday, 4 May 2014

marketglory is a business simulation that offers player to  make money from this game , but it's certainly not easy . you must have an account that has a strong basic foundation , and the best foundation is PRODUCTIVITY .  

For certain strong productivity , you have to make an investment . but consider this game as a form of long-term investment that even!! exceeds the profit in stock investment of real world ! ( profit in marketglory can reach 40 % per year ) 

There are two ways to increase productivity , which increases the experience or knowledge . let's say you invest 40 euros in this business simulation . with 20 euro you will reach 100 points of experience , and  100 points knowledge , so that your productivity will reach about 67 pointslet's count your salary every time  you work:67 * 200 ( displayed wage ) / 1000 * 0.65 ( tax ) = 8.71 IDRwhen converted into euro = 8.71/10/8 = 0.108 euroTotal per month : 0.108 * 30 = 3.24 The eurobonuses work 3 days :67 * 500/1000 * 0.65 = 21,775 IDRwhen converted into euro = euro 21.775/10/8 = 0:27total of each month : 0:27 * 10 = 2.7 euroso TOTAL INCOME YOU EACH MONTH +2.7 = 5.94 = 3.24 The euroTOTAL INCOME YOU IN 1 YEAR = 5.94 * 12 = 71.28 EUROIf you withdraw will be taxed 20 % so = 71.28 * 0.80 = 57 EUROTOTAL PROFIT EACH YEAR ARE YOU 57-40 ( INITIAL CAPITAL ) = 17 EUROIF THE PERCENTAGE GAIN SHAPE changed to :17/40 = 42 % ! !PRODUCT CAN FIND TIME TO GAIN 42 % ? ? ? WHAT IS GOLD , INVESTMENT OR STOCK CAN ACHIEVE PROFITS 42 % ? ? ? ? 

Thus the tips of mycourse according to the principles of investment , use of the investment costs for more money , or about 20 % of your total monthly incomenote : ~ The calculations vary according to the condition of MGI~ The calculation applies if you play the honest , safe , anddo not get banned~ these calculations can still grow , because each and a true work exp you will increase , so the percentage of profit is above 42 %

Thursday, 1 May 2014

THE WAR OF MARKETGLORY



When you join the war in marketglory, it's already mean that you have a financial strength in this game. Because if you already reach a high level in war. you can do withdraw every completion of a war.
Here I will explain everything about the war in marketglory so that those who want to plunge in the war. you will be fully prepared mentally and have good strategy to gain a big advantage in any war  in MarketGlory.

Before you dive as a war fighter is useful to know the basic - basic as arena fighter. This is because, the arena is one of the way to begin to understand of damage calculation,  weapons, and energy in the war. Or may be said to be a fighter in arena is a good way to join war more efficient and also cheaper

If you have never become an arena fighter I suggest you to first understand how to be a  arena
fighter before plunging further into a war fighter. You can read my previous tutorial on how to fight in the arena below:
ARENA GUIDE





There are some basic things that you must meet before you can join into a war:

  •      - Have at least 20 points Energy.
  •      - Has one (1) Weapon Attack
  •      - Has one (1) Weapon Defend
You can begin the battle with opening the link below:

http://www.marketglory.com/account/wars








After it there will be a new window where you can start to attack
 
 
 
In the picture above you can see the amount of damage you can get is 1656 Damage. But you need to know for each of the first blow in the war, each player will get a bonus of 10,000 Damage.


So your  damage on the first time you make an attack. Is 10,000 + 1656 = 11,656 Damage. Furthermore, every Hits will continue to follow the scale corresponding to the scale without Damage Bonus.
For the first time players plunge into war, it's good to only do one Hit . Because each you attack, the energy will be reduced by 10% from the previous.
.
 
 MILITARY RANK AND WAR MEDAL


Any player who does attack will get the Medal of War and Military Power. War medal obtained will depend on the amount of damage done by player in every war. And Military Rank will obtained by the players according to the number of hit.
 
 
 
From the picture above we can see the system acquisition and Powers of War Military Medal . For example , if a player wants to Private Military Rank a player must collect three (3 ) Private Medal . And to get 3 ( medals ) Private.  players must follow a three (3 ) times with a minimum war at least 10,000 Damage
 
Here I will explain in more detail how to obtain war medals and military rank on each level rank :
 
Military rank of "Soldier " ( + 10 % Bonus Attack / Defence )
  • - Following three (3 ) War
  • - Conduct a minimum of 10,000 Damage every war
  • - Obtain three (3 ) Private Medal
 Military rank of " Corporal " ( + 20 % Bonus Attack / Defence )
  • - Following five (5) War
  • - Conduct a minimum of 20,000 Damage every war
  • - Get a 5 ( five ) Corporal Medal
 Military rank of " Sergeant " ( + 30 % Bonus Attack / Defence )
  • - Following 7 ( seven ) War
  • - Conduct a minimum of 50,000 Damage every war
  • - Getting the 7 ( seven ) Sergeant Medal
  •  
Military rank of " Lieutenant " ( + 40 % Bonus Attack / Defence )
  • - Following the 9 ( nine ) War
  • - Conduct a minimum of 100,000 Damage every war
  • - Getting the 9 ( nine ) Medal Lt.
 Military rank of " Captain " ( + 50 % Bonus Attack / Defence )
  • - Following the 10 ( ten ) War
  • - Conduct a minimum of 200,000 Damage every war
  • - Getting 10 ( ten ) Captain Medal
 Military rank of " Major " ( + 60 % Bonus Attack / Defence )
  • - Following the 11 ( eleven ) War
  • - Do 400,000 Damage Minimal every war
  • - Getting 11 ( eleven ) Major Medal
Military rank " Let . Colonel " ( + 70 % Bonus Attack / Defence )
  • - Following the 12 (twelve ) War
  • - Conduct a minimum of 800,000 Damage every war
  • - Getting 12 (twelve ) Let colonel Medal .
 Military rank of " Colonel " ( + 80 % Bonus Attack / Defence )
  • - Following the 13 (thirteen ) War
  • - Perform 1,500,000 Minimum Damage every war
  • - Getting 10 (thirteen ) Colonel Medal
  •  
Military rank of " General " ( + 90 % Bonus Attack / Defence )
  • - Following the 14 ( twelve to four ) War
  • - Conduct a minimum of 3,000,000 Damage every war
  • - Getting 14 (fourteen ) General Medal
 Military rank of " Commander of War " ( + 100 % Bonus Attack / Defence )
  • - Following the 15 (fifteen ) War
  • - Perform 5,000,000 Minimum Damage every war
  • - Getting 15 (fifteen ) Field Marshall Medal

 
It is important for every war fighter ! ! ! If you lose in a war then 1 ( one ) highest medal will be lost .
 
Similarly, if an organization loses its colonies then 1 ( one ) possessed  highest medal of leader of the organization will be lost . But do not fear , only the head of the organization will lose its highest medal , members of the organization will remain safe . so for the war fighter , be - careful in following a battle , make sure that you follow the war you are certainly will win .
 
 
MEDAL FUNDS

 the most lucrative in becoming the War Fighter is Medal Fund . Because every medal that you can be sold , and the higher the war medal , the higher the price . You can also convert low
medal into medal high .
 
To convert the medal can be done here
 
http://www.marketglory.com/account/medals_fund/medals_conversion
 
To sell the medal can be done here :
 
http://www.marketglory.com/account/medals_fund/sell_medals
 
 the price of the medal will change - change according to the extent of selling players . Here the value of sales in October this  .
 
  • - Medal Private = 0.3 Euro / medal
  • - Medal Corporal = 0.6 Euro / medal
  • - Medal Sergeant = 1.5 Euro / medal
  • - Medal Lt. = 3 euros / medal
  • - Medal Captain = 6 Euro / medal
  • - Medal Major = 12 Euro / medal
  • - Let Medal . Colonel = 24 Euro / medal
  • - Medal Colonel = 45 Euro / medal
  • - Medal General = 90 Euro / medal
  • - Medal Warlord = 150 Euro / medal 



    To be able to sell a certain medal you have to get military rank that corresponds to a war medal. Suppose you want to sell Medal Major, then you should first reach that rank  before you can sell Medal Major.


    Suppose you need to know if you have a military rank of Major, you will do the 400,000 Damage. You will receive 6 (six) War Medal at once. And you can directly sell to the 6 (six)  medal.

    or if we count from the above price, you will get
    (0.3 + 0.6 + 1.5 + 3 + 6 +12) = 23.40 Euro (minus taxes).

    Obviously if a player has had a military rank of colonel? Surely the player will instantly be able to withdraw after completion of war.
     
    WAR FUNDS

    To calculate the income of warfund in a war  we can multiply the number of his damage by the percentage of warfunds at a country after the war ended. But only fighter who is in a position the winner of  war.
     




From the picture above  we can try to calculate how many mr.Henrysalvo will get warfund. In the picture we get Henrysalvohas done 3.413.999.54 damage, or 17.73% of the total amount of damage

The calculations are:

     89.78 Euro * 17.73% = 15.92 Euro

     68.92 * 17.73% = Gold Gold 12:22

     9075.39 IDR * 17.73% = 1609.07 IDR



So Mr. Henrysalvo will get 15.92 euro, 12:22 Gold, and 1609.07 IDR.

Need to remember!!! if a war fighter is a member of the organization, all income will be entered into a cash of war organization.





THE CALCULATION OF WAR DAMAGE 
 
To calculate how much damage / damage can a player on each attack / hit in war of MarketGlory determined by several things , namely :


    
- Total Energy ( Energy )
    
- Weapon Attack Points ( Point Weapon Attack )
    
- Arena Level  ( Arena Attack Bonus )
    
- Military Rank ( Rank Military Attack Bonus )
    
- Upgrade Level Organitation ( Organisation Attack Bonus )
    
- Number of Colonies  ( Minus Attack colony )

 
Before you get the value of the damage of each blow in the war , you must know some basic formula of attack damage calculation in the arena then add them together to get the value of war damage .
 
I 'll try to explain it to create multilevel formula , and divide it into 4 ( four ) levels so that you will get the formula war damage later . What I mean by multilevel formula is you have to calculate the formula sequentially from the first , second , and so on . The fourth level of the multilevel formula is :


  1.     .Formulas Weapon Attack
  2.      Formula Bonus Personal Attack
  3.     Organizations Formula Bonus Attack
  4.     Formulas War Damage

Weapon Attack Formula
Weapon Attack / Defence based on the type and quality :
 
· Attack Weapon LQ ( Attack 50 / 20 Defence )· Normal Weapon Attack ( Attack 150 / Defence 60 )· Weapon Attack HQ ( 250 Attack / Defence 100 )· Defend LQ Weapon ( Attack 20 / 50 Defence )· Defend Normal Weapon ( 60 Attack / Defence 150 )· Defend Weapon HQ ( 100 Attack / Defence 250 )
 
FORMULA :
 
Attack Weapon = ( ( number of attacks of all weapon owned ) + 1 ) * ( Energy / 100 )
 

 
Formula of  Personal Attack
 
FORMULA :
 
Personal Attack = Weapon Attack * (
Bonus attack of Arena  +  BonusAttack of Military Rank )
 
Formula of Organizations Bonus Attack
 
Any organization that has a colony of more than 1 ( one ) , then the bonus attack / defense will be reduced by 5 % , and continued to decrease for each subsequent colony .
 
FORMULA :
 
Organizations Attack = ( Weapon Atk + Atk Personal ) * ( Attack Bonus Organization - Minus Colonies )
 

 
WAR DAMAGE FORMULA:
 
Personal Weapon Attack + Attack + Attack Organizations




 
Example :
 
Energy = 50Point Weapon Attack = 420 ( Full Equip Weapon LQ , 6 Attack / Defence Weapon )Attack Bonus Arena = 4 % ( Novice Level 2 )Military Rank Attack Bonus = 30 % ( Rank Sergeant )Attack bonus = 30 % Organisation ( Organisation Upgrade VI )Colonies minus Organization = 10 % ( the organization has three (3 ) colony )

 
Attack Weapon= ( ( Number of attacks of all weapon owned) + 1 ) * ( Energy / 100 )= ( 420 + 1 ) * ( 50/100 )= 210.50 Damage
 
Personal Attack* Weapon Attack = ( Attack Bonus + Bonus Arena Attack Military Rank )= 210.50 * ( 4 % + 30 % )= 210.50 * 34 %= 71.57 Damage
 
Organization Attack = ( Weapon Attack + Personal Attack ) * ( Attack Bonus Organization - Minus Colonies )= ( 219.50 + 71.57 ) * ( 30 % - 10 % )= 282.07 * 20 %= 56.41 Damage

 
War Damage = Weapon Attack + Personal Attack +  Organization AttackWar Damage = 210.50 + 71.57 + 56.41War Damage = 338.48 Damage

 
From the above example of a player we will get 338.48 damage / hit . Keep in mind for every fight in marketglory energy will be reduced by 10 % . So  damage above of course will be reduced after a player making an attack .

The following  requirement of war :

  1.      Has a minimum of 20 points Energy .
  2.      Having a 1 ( one ) Weapon Attack LQ
  3.      Has a 1 ( one ) Weapon Defend LQ

 WAR STRATEGY - “FULL FIGHTER” -
 
" Full Fighter " Strategy  can be used by player who want to instantly get a high military rank . If you have enough money you can use this strategy . suppose that a new player will be plunged into war could directly target the military rank of Sergeant .
 
Conditions required to implement a 
FullFighter  Strategy are :


    
1 . Player must have a maximum energy ( 100 points ) in each attack .
    
2 . Player must have Full Weapon HQ in every attack.


When
a player targetting the military rank of sergeant directly by using the strategy of Full Fighter . Player should prepare money gradually to follow the 7 ( seven ) war with at least 50,000 Damage on every war .

 
How to do it:
 
To  first join in war  using
strategy full  Fighter players must have a great preparation for the blow of 50,000 damage , namely :


    
- 1 ( one ) set of full weapon attack / defense HQ
    
- 1 Cheese
    
- 40 Coffee HQ ( less)


 
Before performing the first punch , use HQ Cheese and coffee to boost your energy into a 100 Point . After reach energy into 100 points , begin the first punch .
 
Before performing a second punch , use two (2 ) buc of coffee HQ to increase back you energy to 100 points  . Use this strategy until you reach 50,000 damage then stop doing attack , and stop fighting for now .
 
In Full Strategy Fighter above of course you will have the rest of the energy is large enough , the rest of the energy you can use to work / work . I suggest not using this energy in Referral Fight or Arena , because the durability of weapons will be reduced . Though you still have to follow the 6 ( six ) battle again to get military rank Sergeant next week . So conserve your weapon , because it is more efficient than having to save your energy