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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:36
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I haven't seen anyone opposed, so in the interests of alleviating confusion I think we can run with the following:
CURRENTLY:
SECTION ONE
Each city is operating under a Guild Pricing system.
A.
This means each city has a total market of ((Pop X Per Capita Income) + City Commerce APPLIED TO TREASURY))
B.
This money will be allocated to each of the 3 goods (Food/Shields/Commerce) each round by vote of the the landowners of each city.
C.
Each player then buys/sells good in a trade thread which will be open for 72 hours. At the end of the 72 hours the session is over and all transactions recorded.
D.
Each player is considered to have a Manor that can store up to 10 goods of any combination.
E.
On discovery of The Wheel a player may buy/sell goods in any citystate whose radius borders the citystate his tile is in and is connected to that citystate by a road.
F.
On discover of Horseback Riding a player may buy/sell goods in any citystate whose radius borders the citystate his tile is in regardless of road connections.
SECTION TWO
SPECIAL RESOURCES
A.
Gems - Commerce from a tile that has Gems is considered to be "Gems" which are sold as standard commerce but get a 25% bonus to their final sale price.
B.
Coconuts - Food from a tile that has an Oasis is considered to be Coconuts and gets a 25% bonus to its final sale price.
C.
Sugar - Food from a tile that has Sugar is considered to be Sugar and gets a 15% bonus to its final sale price.
Molasses - Commerce from a tile that has Sugar is considered to be Molasses and gets a 10% bonus to its final sale price.
Typically any tile with a resource gets a 25% bonus divided amongst the prodution types that receive a bonus from the resource.
SECTION THREE
Auctions and land tiles.
A.
Each Player is entitled to choose his first tile for free.
B.1
Players are allowed to bid on unclaimed tiles during land auctions held by the government. They must meet the minimum bid price as set by the government for those tiles.
B.2
They must make a downpayment of the tile's minimum bid price if they win the auction for the tile.
C.
A player may go into debt in bidding for one item only. Once in debt the player cannot participate in in auctions or bidding until they are out of debt.
D.
Players are allowed to bid on units that are put up for auction by Cities. Settlers are entitled to ownership of the eight tiles they initially bring into the empire from their founding of a city.
E.
Water tiles are not ownable but their production may be leased out by the citystate they are in the radius of upon discovery of The Alphabet (first tech to allow a naval unit).
Last edited by GhengisFarb on 12-07-2004 at 03:34
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:36
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quote: Originally posted by TORARADICAL
How aboot instead things automatically get changed into money, and then it will be easier to keep track of. Also would be unlimited as well. Cause if they don't sell for a turn, demand goes up as supply goes down, and then everyone else should be getting more money. |
There is no way I would support that. Then no one ever needs to show up. There's no one playing anymore, there's no game, just some one making calculations.
The key part of this is whether or not you sell or hold, or buy up other products, etc. It was exactly a form of what you are proposing that KILLED the $MiniGame.
(Literally killed it. It went from around 30 players to 12, to 5, to 2 in a matter of weeks.)
You can work out a deal for someone to manage your estate if needed though. Everyone missed a trading session here and there. You lost out on money that turn, but then had your storehouse and could flood the market later and screw someone else's selling plans. You always have a shot at trying to manipulate the market in your favor.
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TORARADICAL
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Centennial, Colorado
May 2004 time: 22:36
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quote: There is no way I would support that. Then no one ever needs to show up. There's no one playing anymore, there's no game, just some one making calculations.
The key part of this is whether or not you sell or hold, or buy up other products, etc. It was exactly a form of what you are proposing that KILLED the $MiniGame.
(Literally killed it. It went from around 30 players to 12, to 5, to 2 in a matter of weeks.)
You can work out a deal for someone to manage your estate if needed though. Everyone missed a trading session here and there. You lost out on money that turn, but then had your storehouse and could flood the market later and screw someone else's selling plans. You always have a shot at trying to manipulate the market in your favor. | True their money would just add up. But to do anything with it they would have to show up. It's not like this is monopoly where the person with the most money wins. The person with the most units, land, and money will win.
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:36
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ALCOHOL MARKETS
There are many different types of Alcohol. Each city's alcohol market is a separate market from the other basic markets.
Alcohol Markets operate on a supply and demand system.
The Demand in any city is determined by the following formula:
For Towns there is 1 Acohol demanded for each Pop.
For Cities 2 Alcohol are demanded for each Pop.
For Metropolis' there are 3 Acohol demanded for each Pop.
(So a city with 2 pop would demand 2 Alcohol and city with 7 pop would demand 14 Alcohol.)
Alcohol has a base price of $100.
The price is determined as follows.
Demand/Supply * Base Price
(So if a city that demanded 3 Alcohol had 2 Alcohol sold in it the Alcohol would have sold for (3/2*100) $150 each.)
Types of Alcohol.
Wine - (Commerce from a tile with the Wine resource.) Sells for a 15% bonus of the final sale price.
Beer - (Converted from Food) Sells with no bonus, must be sold upon completion (cannot be stored until discovery of Electricity).
Rum - (Converted from Molasses) Sells best in coastal cities.
Moonshine - (Converted from Food and Sugar)
Whiskey - (Converted from Moonshine)
******* LABOR *******
Source for labor on estates can be vassals or city Labor from any city with the estate in its radius. For businesses in cities the Labor must come from the city labor pool and/or vassals of landowners who own land within the city's radius. However, when building IN a city at least one Labor MUST be hired from the city for each building you are building there.
Under Despotism/Anarchy/Monarchy each player has one Vassal. The central government will auction off an additional Vassal for each foreign Worker captured.
To build a building a player must use Labor to convert Shields into the building. 1 Labor can convert 1 Shield each turn.
******* BULDINGS *******
RETAIL BUSINESSES
{city only} (Costs 3 shields/labor)
A Retail Business gives you a 50% bonus to the final sale price of specific product/goods in the city it is built/operated in.
Any "Retail Business" can be expanded into a "Chain Retail Business" for an additional cost of 2 shield/labor which removes the 6 product max (so if the city was size 14 a "retail business" only allows you to sell 6 product at a bonus, but a "chain retail business" would allow you to sell 14)
When built, you must choose the type of "retail business" it is:
1) "Shoppe" -bonus applies to commerce (same as current Shoppe)
2) "Eatery" -bonus applies to food (same as current Tavern)
3) "Tavern" -bonus applies to food AND alcohol, but must sell at least 1 of each to receive bonus
4) "Bar" -bonus applies to alcohol
5) "Steak House" bonus only applies to Beef (food from tiles with the Cattle resource) but bonus is 75%, not 50%
6) "Hardware Store" 50% bonus applies to shields and halfShields.
7) "Specialty Shoppe" bonus applies to a specific type of commerce (ie, Horses, Dye, Spice, etc) and only that commerce receives the bonus, but the bonus is 75%, not 50%.
Any Shoppe, Hardware Store, or Specialty Shoppe in a city with a Marketplace receives an additional 25% bonus, or 75/100% total bonus.
You can cease operations for 1 trading session and convert from one type of "retail business" to another type for a cost of 1 shield/labor.
INN {city only} (Costs 5 shields/labor) Requires CURRENCY Advance
Requires Eatery, Tavern, Bar, and/or Steakhouse in city chosen.
Doubles bonus on product sold in Eateries, Taverns, Bars and Steakhouses owned by player in city but IS NOT cumulative with the bonus from a Marketplace.
An Inn requires 1 local labor to operate.
Any Inn can be expanded into an Inn Chain in a specific city for an additional cost of 3 shield/labor which removes the 6 product max (so if the city was size 14 an "inn" only allows you to sell 6 product at a bonus, but an "inn chain" would allow you to sell 14)
An Inn Chain requires 1 local labor to operate.
STOREHOUSE {city or estate} (Costs 2 shields/labor) stores up to 20 commodities (including food). NOTE: you may store up to 10 nonfood items(shields/commerce) in addition to/instead of this 20 storage
BREWERY {city or estate} (Costs 5 shields/labor) Requires BRONZEWORKING advance
Allows up to 4 labor to convert up 2 food into 2 Beer per labor (1 to 1 conversion).
1) Breweries may only sell their product in a city which contains the source Brewery in its radius or are connected to the Brewery by railroad.
2) Until the discovery of Electricity, Ale and Beer MUST be sold the turn after it is produced, it cannot be stored.
Source for labor on estates can be vassals or city labor from any city with the brewery in its radius. For breweries in cities the labor must come from the city labor pool and/or vassals of landowners who own land within the city's radius.
RUM DISTILLERY{city or estate} (Costs 5 shields/labor) Requires BRONZEWORKING advance
Allows up to 4 labor to be used to convert 2 Molasses into 2 Rum per Labor used.
Rum sells with no bonus EXCEPT when it is sold in coastal cities where it sells at a 50% bonus.
The Molasses must be in the Distillery's possesion at the beginning of the trading session.
Source for labor on estates can be vassals or city labor from any city with the brewery in its radius. For breweries in cities the labor must come from the city labor pool and/or vassals of landowners who own land within the city's radius.
STILL{city or estate} (Costs 5 shields/labor) Requires BRONZEWORKING advance
Allows owner to convert Sugar and Food into Moonshine (1 Sugar and 1 Food covert to 1 Moonshine). Each Labor used can convert up to 2 Sugar/Food. A Still can only utilize a maximum of 5 Labor.
The Sugar/Food must be in the Distillery's possesion at the beginning of the trading session.
Source for labor on estates can be vassals or city labor from any city with the brewery in its radius. For breweries in cities the labor must come from the city labor pool and/or vassals of landowners who own land within the city's radius.
WHISKEY DISTILLERY{city or estate} (Costs 5 shields/labor) Requires BRONZEWORKING advance
Allows up to 4 labor to be used to convert 4 Moonshine into 4 Whiskey per Labor used.
Whiskey sells on the Alcohol Market with a 100% Bonus (or double its final sale price).
The Moonshine must be in the Distillery's possesion at the beginning of the trading session.
Source for labor on estates can be vassals or city labor from any city with the brewery in its radius. For breweries in cities the labor must come from the city labor pool and/or vassals of landowners who own land within the city's radius.
Last edited by GhengisFarb on 19-07-2004 at 04:49
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