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Commercial Guild. Historical predecessors of joint-stock companies. The historical role of the securities market

organizational and legal basis The development of joint-stock companies was served by the experience of conducting joint affairs, which was developed in their centuries-old activities by various types of business associations that existed in many European countries.

The main predecessors of modern joint-stock companies are considered to be:

    medieval flour-grinding associations of France;

    mining associations of Germany;

    maritime partnerships;

    trade guilds and other similar associations.

Each of the medieval forms of association of entrepreneurs and their capital put into the common piggy bank its own particle of that invaluable experience, on the basis of which, evolving, the modern design of a joint-stock company appeared.

The historical role of the securities market

If various types of commercial partnerships gave rise to the organizational and legal foundations of a corporate structure, then the market valuable papers proposed a mechanism for the exchange of shares and shares for cash and vice versa, thereby creating conditions for the free circulation of private capital while simultaneously involving them in the production process itself. The contradiction between production and circulation of capital was resolved by the securities market, insofar as capital was divided into capital permanently engaged in production and capital permanently in circulation.

The securities market itself developed from its simplest forms, which were the activities of bill markets, medieval bill fairs, and later the emergence of professional intermediaries of the securities market and the first exchanges where transactions with goods and bills were made. The market of debt financial instruments and banking services, which had fully developed by that time, prepared the necessary conditions for the functioning of the stock market.

The securities market received its true development only as a stock market, that is, with the emergence of joint-stock companies based on the shares they issue.

merchant guilds

Merchant guilds are considered one of the initial origins of corporations. They laid the foundation for doing business together. In the merchant guilds, the process of developing relations regarding the combination of personal labor and capital and ways to manage them begins.

Commercial capital arises earlier than industrial capital, but it is precisely for this reason that the forms of association of commercial capital are the very first.

The trading guilds that arose in the Middle Ages had various types and forms of organization:

    associations of merchants who had exclusive rights to trade in a certain territory;

    associations of merchants to conduct joint business in trade with other states;

    associations of trade guilds (hanse).

If the former were created mostly to obtain monopoly rights to conduct trade operations in the controlled territories, then for the latter, the need for unification was dictated by the risks and difficulties that merchants had to face during long-term movements of trade caravans. There was no way to deal with the dangers that lay in wait for them alone. Therefore, joint activities were aimed at protecting goods in transit and in places of their storage, pursuing a single pricing policy and establishing uniform rules for trade by guild members.

The guilds of merchants did not participate in trade transactions and did not conduct trade affairs on their own. Their overall costs were covered by membership dues paid by the participants. Trade guilds of foreign trade had common property in the form of warehouses or representative offices, but at the same time there was no common capital, and each of the participants conducted business at their own expense, at their own peril and risk. In some cases, members of the guild were collectively responsible for the obligations of its individual members. The trade guild is an association that had the same management structure in almost all countries, represented by a leader and a council from among the guild members, which resolved the most important issues, organized general meetings of the guild members.

Trade guilds as associations of merchants are not a prototype joint-stock companies, since they were more a union of merchants than a legally independent organization.

Merchant guilds are the basis on which the first colonial companies subsequently arise, which are already the immediate predecessors of joint-stock companies.

The spirit of trade, which sooner or later will take possession of every people, is what is incompatible with war. Immanuel Kant

Emblem of the Trade Guild

Story

The Merchant Guild is the youngest Guild of Numenor, founded by order of King Aldarion about 150 years ago.

The guild was created for two purposes.

First, to effectively manage the resources and production of the Isle of Numenor itself, in order to ensure the ability to send expeditions to Middle-earth.

Secondly, to establish trade and economic relations with the peoples of Middle-earth, to provide them with all kinds of assistance and peacefully lead them to the path of Light.

Over the years, the first task of the Guild has been almost completely completed, and now its masters only maintain the established order.

But the achievement of the second goal is in full swing. Masters and students of the Guild diligently connect the peoples inhabiting Middle-earth with trade unions, teach them to resolve the matter by peace, not war, and help the Embassy Service to the best of their ability in establishing contacts with the Younger People.

Characteristic

The Trade Guild is a structure designed to solve a very wide range of tasks. This and forging economic relations, and negotiation, and the search for new sources of prosperity in Middle-earth and Numenor, and systematization and analysis current situation, and optimization of any production processes.

The Trade Guild teaches breadth of thinking, a systematic approach and the ability to find points of mutual interest.

Each member of the guild during his training learns both communication skills and the beginnings of logic, analysis, and effective management.

Each member of the guild is absolutely universal - he can perform any of the tasks facing the Guild with one degree or another of efficiency.

Structure

The Guild is headed Keeper of the Keys.

Masters are engaged in training students and managing individual guild projects. Guild students learn and do their best to help the masters in the implementation of projects.

An apprentice becomes a full member of the guild when he successfully completes 3 tasks assigned to him by his Master. These are tasks for the ability to negotiate, make the right decisions and think analytically. After that, the student can pass the Test and join the guild.

All issues of the guild are decided by its Head and the Council of Masters. At Guild meetings, students have the status of observers. All operational decisions, when it is not possible to assemble the Council of Masters, are made by the Head of the Guild.

Compound

The permanent head of the Trade Guild, the Keeper of the Keys - Farazhor from the Forrostar clan (Ivan Kuzmin)

Guild Masters

  1. "Master of Numenor" - (Alveron)
  2. "Master of Middle-earth" - (Saruyoshi)
  3. (Thorgrim)
  4. (chahlik)
  5. (Yarik)
  6. (Manasov M.D.)

Guild "Guardians" opens a set of players.

The guild focuses on current raids of heroic difficulty in 10 and 25 player formats.

Raid time:

  • 25th - Wednesday, Thursday, Monday 20.30 Moscow time - 23.00 (24.00) Moscow time. On the development of a new raid, a mandatory visit IN TIME all 3 days, on the farm 1-2 days.
  • 10ka - for the most skilled players (because 10 is hardcore), 13-15 ppl depending on the boss. Time is discussed separately.

Current guild progress:

  • PMSh 10 and 25 heroic 6/6
  • SS 10 and 25 Heroic 6/6
  • TVV 10 and 25 heroic 4/4
  • PG 25 about 6/12

The task of the guild is to quickly close the content, while having a good time. The guild does not seek to become the first on the server at any cost. This is due to the lack of experience of most raiders in Pandas. And the fact that people work (some on shift - which is also possible).

We also actively participate in the pvp life of the server. In addition to the standard BG and the arena, evening trips around Moscow time to the capitals of the Alliance in Pandaria and the Old World. Gatherings in Discord, achiffki and other WoW suffering.

Requirements:

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  • Knowing your spec and understanding that there is always room for improvement.
  • The desire to learn something new and the time for it.
  • Listen to what they say and respond immediately. If you are told to run or change target, you run or change target. At once. Not after the cast. Not after something else. Straightaway. And don't care what you got wrong. Or passed BL. The dead don't damage/heal.
  • You must know all the tactics on the nearest bosses in detail. Better knowledge of tactics - fewer wipes due to stupidity. Try to get as much information as possible.Raids of Pandaria are already 5 years old. Information is available from open sources. For example sitesnoob-club.ru and youtube.com.
  • Ability to speak when needed - microphone. Raiding on Discord.
  • Punctuality. The beginning of the raid means exactly the beginning of the raid, and not the beginning of the gathering. Therefore, please be online and ready to clean the trash in at least 10 minutes. Appreciate others and their time.
  • If you visit a raid every other time and leave after two months, no one needs you. Yes, there are force majeure situations. Yes, I understand that sometimes you want to take a walk. Some work in shifts.
  • Always be ready for substitutions (the composition of the 25 ppl raid is 35-40 players).

Useful addons:

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  • DBM / BigWigs.- No one will announce the main abilities of the bosses to you. To do this, there are add-ons with inscriptions in the middle of the screen, voice acting and boss ability timers.
  • Pts useful weight, as they say, for advanced raiders. For example, Wednesday huge amount features of this addon, you can see the raid CDs of other raid members (and not only saves).

Loot distribution:

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We have a consul lut. The priority is always usefulness for the raid, and not any friends / relatives / mistresses and other crap that only hinders progress. I always try to distribute the loot in the best way for the progress of the guild, and not for anyone in particular. For higher progress = more gear highest quality for all.Priorities for stable players (not necessarily tested for months). For players who survive until the end of the battle, follow tactics and give out HPS / DPS according to their gear. Also references to the general situation of the static - healers, tanks, damage dealers: who is clearly not dressed for the nearest bosses / raids.

Forbidden:

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  • Srach between members of the guild. If there are any problems, they can be solved without srach in personal correspondence or a separate Discord channel.
  • Trading within the guild. If you need crafting gear, or something else, then provide reagents and they will do it for you, if possible.
  • Everything that is not forbidden, oddly enough, is allowed.


And now, after so many horrors, a little positive. We can explain where to farm 20k gold+ per week and various reagents prof. We have a master class for all server newbies. Even if you are a professional offa - the server has its own nuances.

I understand that players with current Pandaria heroic experience in the off-line are an exception. Therefore, there will be help - for those who want to develop themselves.

On Saturdays from 15.00 Moscow time there will be raids with allied guilds in the Throne of Thunder with a difficulty of 25 v/ger.

We are recruiting all who want healers and damage dealers, even those who just came to the server, if you are aimed at progress and want to develop, or if you are already a top raider from Lich, other Pandas servers or the official WoW server. Dressing and finishing education of very interested people is not a problem. But no one will babysit and drive you.

The Guild is not a training center. We are already looking for humans/orcs with spec/tactic skills. Or those who are able to study it all on their own in a short time.

Write in the game Vidgri, Murmurmyau, Kolkraft, Milk, Hayk, Valnunakh, Smeared.

MMORPG is a collective game by definition. In addition to temporary associations such as groups for completing quests and passing instances, players unite in permanent communities - guilds. The question of whether it is worth joining a gang in an MMORPG sooner or later confronts every player. Is it worth it? For a newcomer to the game, definitely yes. Membership in a guild provides many advantages that can make the game process more enjoyable and comfortable. They can, because if you choose the wrong guild, you will find yourself in the position of a “white crow” and there will be enough minuses.

Rewards related to the guild level and the player's reputation in the guild:

Heirloom Armor (for characters level 1-85)
Required reputation level with guild: respect

Non-Combat Companions and Mounts

Reins of the Golden Lion /Reins of the Kor'kron Destroyer
Criteria:
Player reputation level with the guild: exaltation
Guild level 25

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