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mrmitchell is offline mrmitchell
King

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Sep 2002
time: 23:36
  Old Post 22-06-2004 06:30
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Roleplay $Mini, anybody? Suffering from ads?

Introduction
Yeah, yeah, yeah. I know. "We can't win!!!11" So we're not coming in first, we're still required to play and send the save every time it comes around. We might as well make it fun right? I'll try to contact all the old fogies that rarely come here any more.

How it Works
Basically, just like the $Mini and now the Feudal DG. You buy tiles and they accumulate foods and more.

Tile Codes
Tiles will be named by this system:
LETTER OF CITY - WORKFORCE NUMBER
For example:
A9

City Letters:
A Monterrey
B El Paso
C San Antonio
D San Diego
E Santa Barbara

In the event two cities share a tile within their borders, precedence is given to the city that has a lower letter (A being the lowest and E the highest).

Purchasing Land
Land will be auctioned off at a date that will be set later. You may purchase one tile on money borrowed from the Guv'ment, and after it is paid off you may purchase more tiles (no more debt buying allowed, though.)

Production
Each tile produces as much food, shields, gold per turn as it does in the game.

Wasn't that easy?

The slightly harder part is that it costs $2 to produce food, $3 to produce shields, and $4 to produce gold.

Consumption
Tiles' production are, obviously, consumed by cities. City managers (or mrmitchell) will be appointed to control purchase of the production by the cities.

Although goods produced anywhere can be transported to any city, as they travel "one turn" for a slow unit (three tiles, in other words), their cost goes up by $1 for the city. The $1 is lost forever (unless someone comes up with a better suggestion of what to do for it.)

Cities consume:
Food Their population * 2
Shields From 1 to the number being consumed in game
Gold From 1 to the number being consumed in game

Transactions
...can be initiated between players, other players, and cities. A given good can move once per turn.

Basic Price
On the first turn, the prices are:
Food $3
Shields $4
Gold $5
(per unit.)

However, after that, players may sell for as much as they want, and cities may buy for as much as they want.

The Goal
To be the richest jackass when the real Game ends!

Comments, Suggestions, and Questions are ENCOURAGED

Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:36
  Old Post 22-06-2004 07:28
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My personal suggestion would be the same one I made for setting up our $mini-game for the Morgan Industries faction in the ACDG:

The mini-game should allow players to take advantage of situations in the real game and trade, purchase, etc. as if they were capitalists in that empire. HOWEVER, the mini-game should not have a direct impact on the play of the real game.

The reasoning here is less solid, but remains in existence: it is still vitally important that we run our empire at the maximum of all available efficiency so that we can play as much of a role in this game (primarily through finances, but soon enough through production) as we can.

So what I would suggest is that for a mini-game, you establish a system for people owning tiles or whatever you want, but that it not impact the real game itself.

The mini-game system I worked up for the Morgan Industries faction won't work here since we won't be treating each of the cities as subsidiary corporations in which we can buy stock (this isn't Morgan Industries ). However, we could establish a difference between corporations, whose job it would be to buy and manage tiles, and individual capitalists (players), who can invest in corporations by buying their stock, sell their stock, and be chosen by other stockholders to manage that corporation's finances.

mrmitchell is offline mrmitchell
King

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Sep 2002
time: 23:36
  Old Post 22-06-2004 07:31
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That sounds like a good proposal as well.

I suggest we draw up a ballot and poll it between me, Arnelos, Togas, God King if he's here, and then the bum that won't leave Monterrey.

Nuclear Winter is offline Nuclear Winter
Prince

Oct 2002
time: 02:36
  Old Post 22-06-2004 22:20
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Yeah, might as well work. Just keep it simple and we can see that it works

mrmitchell is offline mrmitchell
King

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Sep 2002
time: 23:36
  Old Post 23-06-2004 00:14
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About Consumption.
I said Cities don't have to purchase their full implement of production and gold consumption, but they go into a Shortage, and become willing to pay more for the shields or gold. At the end of the game, market prices will be used to cash out all players' inventories of Gold and Shields and Food.

Cities only have to consume as much food as they are eating, however. Nonetheless, if they can't buy all of it, they still get a shortage. (But a city MUST purchase as much food as it can except past shortages )

Excess food, shields, and gold purchased will be kept in the City for use to cover a future shortage (or would y'all rather have City Managers be the greedy Capitalists of the game as well? )

EDIT:
Purchasing Tiles
Just to make it clearer, here is the current proposal for purchasing tiles (so long as we don't use Arnelos's suggestion, although I figure Corporations will work the same way, right?):

-Turn 1 of $Mini. Tiles are auctioned off. Each player may bid on 1 tile (I may modify this later if we get more or less turnout ).
-The highest bidder for each tile gets his tile.
-The bids were made using BORROWED MONEY from the government. The players must now sell their production until they can pay off their debts (or they can just keep the debt and remain limited to one tile. )
-Once all players' debts are paid off, a second Auction is held. More than one tile may be bid on, and Players may borrow money from the government to bid on one tile, but not more than one. They may use their existing treasuries to bid on more tiles.
-As players' debts are paid off, Auctions are held every 10 turns until no more tiles remain.

NOTE: At any point, players may buy, trade, and sell tiles to and from each other, and they may very well get loans from other Players instead of the Government to do it.

EDIT: I realize all the rules may seem like a lot.

Don't get overwhelmed by the rules! The game is far easier in practice than in writing

Last edited by mrmitchell on 23-06-2004 at 00:45

Aidun is offline Aidun
King
The Hague, the capital of the civilized world
Nov 2002
time: 06:36
  Old Post 23-06-2004 03:44
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I've sent Mitchell a few other ideas of which he can decide which to implement and which not. They are a bit Colonists of Catan-ish (do you know that board game?)

Aidun

mrmitchell is offline mrmitchell
King

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Sep 2002
time: 23:36
  Old Post 23-06-2004 23:02
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quote:
They are a bit Colonists of Catan-ish (do you know that board game?)

No

One of the ideas Aidun discussed in his e-mail and in the chat was robbery--as goods travel more tiles to get to their destination, there's a chance they will be stolen. It sounds great. We came up with two different methods of robbery prevention:

-Based on the City they're in: cities with nothing have a 15% chance, Courthouse = 10% chance, Police Station = 5% chance.

The disadvantage of this proposal is that the player has no way of controlling their chances.

-Use a Midieval map for this $Mini, and allow 'Castles' to be built on tiles, which significantly reduce the risk of robbery for goods ending their turns on those tiles.

The disadvantage of this proposal is that it diverts attention away from the "Roleplay World", which is what I was kind of hoping to do in the first place--drum up attention among old members to our current Empire in the current game.

So what to do? Robbery was a great idea, as well as robbery prevention. Then I realized "prevention" could be solved with an existing facet of the game: bribery. Players could bribe the City Manager to have his police keep a closer eye on their own shipments, lowering the risk for himself and raising it for everyone else (the cops can only keep closer eyes on so many shipments.)

Is this plan suitable?

mrmitchell is offline mrmitchell
King

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Sep 2002
time: 23:36
  Old Post 24-06-2004 06:37
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Signup
Initial Signup will be open until Jun 30 or the rules are finalized--whichever happens last.

Members in bold are confirmed. Underlined are ones I'm guessing yes. No formatting means they haven't even posted here but post in the RP forum regularly enough to be possible.

mrmitchell
Arnelos
Aidun
Nuclear Winter

Togas

Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:36
  Old Post 24-06-2004 08:04
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I've played the Settlers of Catan. Cool game, including the expansions, but I don't like the robbery idea for this.

mrmitchell is offline mrmitchell
King

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Sep 2002
time: 23:36
  Old Post 24-06-2004 08:10
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quote:
I've played the Settlers of Catan. Cool game, including the expansions, but I don't like the robbery idea for this.

Why not? **it happens.

Togas is offline Togas
Emperor
California
Jun 2002
time: 21:36
  Old Post 24-06-2004 08:29
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Got spare money?

I'll play, but this does seem a bit too complicated. I could never get into the demogame's feudal rules. I'd prefer something simple and Catan-esque

--Togas

mrmitchell is offline mrmitchell
King

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Sep 2002
time: 23:36
  Old Post 24-06-2004 09:30
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Great, are you guys gonna make me learn Catan?

Trust me. It's easier than it looks.

mrmitchell is offline mrmitchell
King

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Sep 2002
time: 23:36
  Old Post 28-06-2004 07:33
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Since everyone seems to be in agreement

The auction will start on June 30 and end on July 2

probably at noon CST (1800GMT) both days

Nuclear Winter is offline Nuclear Winter
Prince

Oct 2002
time: 02:36
  Old Post 28-06-2004 08:04
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Hey guy, won´t this get overshadowed (or overshadow) the feudal/civil war PBEM?

mrmitchell is offline mrmitchell
King

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Sep 2002
time: 23:36
  Old Post 28-06-2004 08:38
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Suffering from ads?

What, y'all can't run both at once?

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