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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:21
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quote: Originally posted by Captain
Well, again, the buildings ideas need work, but luckily it'll be a while before any of us can build them. keep posting suggestions! |
Proposed changes in bold
10) Revised Basic Buildings List:
because of questions and suggestions received
Silo (10 shields): Allows stockpiling up to 20 food.
Warehouse (10 shields): Allows stockpiling 20 items total of either shields or commerce.
Tavern (35 shields) Coverts 3 food into commerce(product) per turn. Requires 1 labor to operate.
Inn (40 shields): Converts 2 food into cash for 150% of the market price per turn*. Requires 1 labor to operate.
Shop (50 shields): Allows you to sell up to 3 commerce per turn for 20% more*.
Workshop (50 shields): Allows you to hire up to 3 labourers per turn for 20% less than the current rate*.
Bank (100 shields): Allows the owner to LEND and store CASH, in addition to the regular commissions earned as described in post above.
House: Houses are built in increments of 10 shields per level of splendour. Increases Property Value of tiles. Can be mortgaged for cash if a banker is willing.
*Means you post prices and offers in accordance with the rates, but if your deal goes through, at that time, you add your bonuses.
Last edited by GhengisFarb on 22-08-2002 at 04:17
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Franses
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quote: Originally posted by Captain
sounds like a good idea, except are we trying to arm ourselves in this game? If so, what for? To fight wars? I'm not sure we have a mechanism for using military force against other players (do we even want something like that? why not let business savy be the rule, instead of military prowess?)
Every product must have a reason to exist... we need to be able to do something with it. I am just not sure I like the idea of what we might be able to do if we start trading weapons as commodities... but I'm open to solutions.
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What I meant was that if in the real game horses are build their is a demand for military gear, which in our mini game may then be supplied by the black smith.
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Captain
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by Divine Right
May 2001 time: 00:21
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GhengisFarb,
although in general we should stay away from the city markets we only have 4 cities in the beta so it wouldn't be that confusing if we did use them.
how about this?
Proposed Revised Building List
Estate Buildings:
Silo (6s): stores up to 20 food
Warehouse (10s): stores up to 20 non-food items
Brewery (20s): converts up to 4 food per turn into 4 beer; operating cost = 1 labour per turn (beer is a new market)
Workshop (20s): converts up to 2 shields per turn into 6 commodities, a 1:3 ratio; operating cost = 1 labour per turn
City buildings:
Tavern (12s): Sells beer to townspeople at a 20% bonus*, demand=1 per head in town, base rate $100
Inn (20s): Sells food and beer to townspeople at a 20% bonus*. Capacity 6 heads of demand.
Hostel (35s): Sells food and beer to townspeople at 20% bonus*, capacity 12 heads of demand. Takes precedence over inns in market share. Requires 1 labour to operate.
Shop (20s): Receive a bonus 20%* on whatever commodities you manage to sell.
Blacksmith/Armoury (30s): Converts 1 shield or 1 commodity into 1 weapons for 1 labour per turn. Demand for weapons = 1 per military unit in region. not sure about this, suggestions? what do you think, Franses?
*In your proposed deals, offer your regular prices. If your deal goes through at the end of the turn, then add on your bonus.
I foresee that as we progress in this game, there'll be more and more specialty goods. I suggest a general rule that any generic good can be made into a specialty good with labour, and equipment & knowhow (represented by a building, or something). Specialty goods should always have lower demand than generic goods.
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Franses
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Posted by Captain
Blacksmith/Armoury (30s): Converts 1 shield or 1 commodity into 1 weapons for 1 labour per turn. Demand for weapons = 1 per military unit in region. not sure about this, suggestions? what do you think, Franses?
How about :
Blacksmith/Armoury (30s): Converts 1 shield or 1 commodity into 1 weapons for 1 labour per turn. Demand is equal to number of military units build in the last turn. Sells at $300,- each
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Franses
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OK, I can not attach a file in edit mode nor can I directly upload an Excel or htm file, so here is a zipped version of the Excel file.
Attachment: mini-game.zip
This has been downloaded 6 time(s).
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rendelnep
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out in the boonies
Jun 2002 time: 17:21
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franses my name isn't on there -I think I own tile 11
Last edited by rendelnep on 22-08-2002 at 19:46
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Franses
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Rendelnep, you are right of course. I added that in the new version that I will upload later (more errors might come in).
Epistax, I did make the (what I think) necessary corrections already in the version two posts above being:
12 1-0-0
13 1-0-1
14 1-0-1
15 1-0-1
13 - 15 are along a river that's why. Although, UOOO nor GF seem to realise this. So do I have the wrong tiles here?
By the way UOOO's proposed deal is for 12 and 13. This should be 13 and 14, right?
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