# KAIOS V8.2 Business Standard

## Definition

Business is a civilization economy organism. It connects owner, employees, required profession, required building, production, consumption, inventory, revenue, expense, growth, level and upgrade path.

## Required Business Fields

| Field | Meaning |
|---|---|
| usiness_id | Unique Business ID. |
| usiness_type | Library type such as Farm, Restaurant, Bank or Exchange. |
| owner | Player, citizen, temple, civilization, AI or system owner. |
| employees | Citizen, NPC, AI or App worker links. |
| equired_profession | Profession requirements. |
| equired_building | Building or facility requirements. |
| production | Goods, services, data, points or liquidity produced. |
| consumption | Resources, energy, materials, staff, data or compliance consumed. |
| inventory | Stock, service capacity, listings, rooms, routes, compute slots or account records. |
| evenue | Simulation revenue signal. |
| expense | Simulation expense signal. |
| growth | Growth metric and driver. |
| level | Current business level. |
| upgrade_path | Evolution path. |
| status | Concept, Prototype, Simulation, Production, Regulated or Archived. |

## Business Library

| Business | Production | Required Profession | Required Building | Economic Output | Consumption | Inventory | Revenue | Expense | Growth | Upgrade Path |
|---|---|---|---|---|---|---|---|---|---|---|
| Temple | Temple service, missions, belief economy | Temple Keeper, Teacher, AI Operator | Temple, Service Station | Temple Point, Mission, Reputation | Food, Materials, Data | Service queue, App license | Donation signal, service fee | Maintenance, staff, materials | Temple Activity | Temple -> Temple Service Node -> Civilization Temple |
| Farm | Food and biological materials | Farmer, Engineer | Farm, Warehouse | Food, Wood, Fiber | Energy, Water, Tools | Crops, seed, tools | Crop sale, supply contract | Labor, logistics, storage | Yield and quality | Farm -> Agronomy Center -> Food Guild |
| Mine | Stone, metal, gold extraction | Miner, Engineer, Guard | Mine, Warehouse | Stone, Metal, Gold | Energy, Tools, Security | Ore, tools, safety stock | Material sale | Equipment, guards, logistics | Reserve and output | Mine -> Deep Mine -> Resource Guild |
| Factory | Manufacturing and assembly | Engineer, Builder, Programmer | Factory, Energy Station | Goods, Equipment, App hardware concept | Materials, Energy, AI Compute | Components, finished goods | Product sale | Energy, materials, maintenance | Capacity and automation | Factory -> Smart Factory -> Industrial Node |
| Restaurant | Food service and social economy | Cook, Merchant, Doctor | Restaurant, Store | Meals, Health, Reputation | Food, Energy, Staff | Food inventory | Meal sale, service fee | Ingredients, wages, rent | Customer count | Restaurant -> Chain -> Hospitality Guild |
| Clothing Store | Clothing and identity goods | Merchant, Designer, Artist | Store, Warehouse | Clothing, Style, Reputation | Fiber, Data, Design | Clothing inventory | Retail sale, customization | Inventory, rent, marketing | Style demand | Store -> Brand Shop -> Fashion House |
| Weapon Shop | Equipment and defense goods | Blacksmith, Merchant, Guard | Weapon Shop, Workshop | Weapons, Tools, Defense Score | Metal, Energy, Schematics | Equipment inventory | Equipment sale, repair fee | Materials, safety, permits concept | Quality and demand | Weapon Shop -> Armory -> Defense Guild |
| Potion Shop | Healing and enhancement goods | Doctor, Merchant, Scientist | Potion Shop, Lab | Potion, Medicine, Recovery | Herbs, Knowledge, Data | Potion inventory | Potion sale, service fee | Ingredients, research, audit | Health demand | Potion Shop -> Apothecary -> Bio Service Node |
| Book Store | Knowledge and culture | Teacher, Artist, Merchant | Book Store, School | Knowledge, Culture, Skill XP | Paper, Data, Writing | Books, manuals, scrolls | Book sale, class fee | Content, storage, staff | Knowledge demand | Book Store -> Library -> Knowledge Guild |
| Hospital | Health recovery and care | Doctor, Teacher, AI Operator | Hospital, Clinic | Health, Insurance Signal, Reputation | Medicine, Data, Energy | Medical supplies | Service fee simulation | Staff, supplies, compliance | Health index | Hospital -> Medical Center -> Health Network |
| School | Education and profession growth | Teacher, Scientist, Designer | School, Academy | Skill XP, Knowledge, Profession readiness | Knowledge, Data, Teachers | Courses, materials | Tuition simulation, grant | Staff, materials, facilities | Graduation rate | School -> Academy -> Civilization University |
| Hotel | Rest, travel and tourism economy | Merchant, Guard, Doctor | Hotel, Residence Cluster | Rest, Reputation, Travel service | Food, Energy, Staff | Rooms, supplies | Room fee simulation | Maintenance, staff, supplies | Occupancy | Hotel -> Resort -> Travel Guild |
| Museum | Culture and archive economy | Artist, Teacher, Scientist | Museum, Gallery | Culture, Reputation, Knowledge | Artifacts, Data, Security | Exhibits | Ticket simulation, donation signal | Security, curation, storage | Visitor count | Museum -> Archive Palace -> Culture Node |
| Convenience Store | Daily goods and quick logistics | Merchant, Logistics Operator | Store, Logistics Node | Food, Goods, Local liquidity | Inventory, Energy, Data | Daily goods | Retail sale | Inventory, rent, logistics | Foot traffic | Convenience Store -> Chain Store -> City Retail Node |
| Shopping Mall | Multi-business aggregation | Merchant, Designer, Guard, Logistics Operator | Shopping Mall | Retail mix, rent, traffic | Energy, Data, Security | Store slots, inventory | Rent, service fee simulation | Maintenance, security, marketing | Traffic and occupancy | Mall -> Commerce Hub -> City Node |
| Logistics Center | Movement and delivery | Explorer, Engineer, Guard | Logistics Center | Route capacity, delivery service | Energy, Vehicles concept, Data | Routes, parcels | Delivery fee simulation | Energy, labor, maintenance | Delivery completion | Logistics -> Regional Hub -> Supply Chain Network |
| Warehouse | Storage and inventory control | Merchant, Engineer, Guard | Warehouse | Storage capacity, inventory stability | Energy, Security, Data | Stored resources | Storage fee simulation | Security, rent, maintenance | Occupancy and loss rate | Warehouse -> Smart Warehouse -> Inventory Network |
| Energy Station | Energy production and distribution | Engineer, Scientist, Guard | Energy Station | Energy, stability | Fuel concept, Equipment, Data | Energy units | Energy fee simulation | Maintenance, safety, staff | Uptime and output | Energy Station -> Grid Node -> Civilization Utility |
| Data Center | Data and compute infrastructure | Programmer, Engineer, Scientist | Data Center | Data, AI Compute | Energy, Hardware concept, Security | Data capacity, compute slots | Compute fee simulation | Energy, cooling, security | Compute utilization | Data Center -> Cloud Node -> AI Infrastructure |
| AI Center | AI service and model operations | AI Operator, Programmer, Scientist | AI Center, Data Center | AI Activity, Validation, Automation | Data, AI Compute, Knowledge | AI service slots | Service fee simulation | Compute, review, governance | AI activity | AI Center -> Runtime Lab -> Intelligence Network |
| Marketplace | App, item and service listing hub | Merchant, Exchange Operator, Programmer | Marketplace, Exchange Node | Listings, liquidity, discovery | Data, Trust, Inventory | Listing slots | Listing fee simulation | Moderation, infrastructure | Listing count and conversion | Marketplace -> Regional Market -> Civilization Market |
| Bank | Treasury and reserve simulation | Bank Manager, Risk Officer | Bank Branch, Treasury Office | Deposit signal, reserve, credit concept | KGEN reference, Data, Audit | Account records | Service fee simulation | Reserve, audit, risk | Reserve health | Bank -> Treasury Bank -> Civilization Treasury |
| Exchange | Market settlement and asset routing | Exchange Operator, Risk Officer, Programmer | Exchange Node | Price discovery, settlement, liquidity concept | Data, Listings, Audit | Order records | Fee simulation | Risk, audit, infrastructure | Volume and dispute rate | Exchange -> Huaguo 11520 -> Civilization Exchange |

## Business Rules

1. One Economy contains many Businesses.
2. One Business may employ many Citizens.
3. A Business cannot become Production until required profession, building, resource and compliance dependencies are satisfied.
4. Regulated businesses such as Bank, Exchange, Hospital, Insurance, securities, payment or real-world logistics require legal and compliance review before Production.
5. Business ranking in V8.2 is a simulation score based on revenue, expense, growth, employment, reputation, market activity and risk.