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Franses
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Sounds good to me. I was already trying to define a simple alternative that offers an integrated solution. I will post that soon and then we can compare and discuss with the nobles. I think we should keep the changes to a minimum, concentrating only on the current issues. Otherwise we get similar but different problems and will not make progress.
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GhengisFarb
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I want my HAMBURGERS!!
May 2002 time: 23:21
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HERE ARE MY IDEAS FOR AN ALTERNATE MARKET SYSTEM
PRODUCTION IS TO BE DIVIDED INTO SUB PRODUCTS
All subProducts compete against one another in the same Market, that is Bananas, Grain, and Venison all affect the Food Market Demand:Supply line.
The only difference between them is the bonus to the final sale price.
SubProduct(Market)
FOOD MARKET
Bananas(Food) - food produced from Jungle tiles(receives a 10% bonus to final sell price)
Grain(Food) - food produced from Grassland/Plains tiles
Venison(Food) - food produced from Forest tiles (receives a 25% bonus to final sell price)
SHIELD MARKET
Timber(Shield) - shields produced from Forest tiles
Bricks(Shield) - shields produced from Grassland/Plains tiles
Stone(Shield) - shields produced from Mountain/Hills tiles
*Bonus on these products varies based on what was built in the previous session of Democracy Gameplay.
COMMERCE MARKET
Commerce - All base commerce is generic, will introduce business that will convert it to refined commerce.
DEMAND AND SUPPLY LINES - BASE NUMBERS
The current system will not work as more members become involved and the game progresses. Basically our system isn't based on supply and demand, the demand number for food is correct, but the supply isn't and the sources for the other commodities aren't correct demand OR supply numbers (except Labor).
FOOD MARKET SYSTEM
I propose that the Food DEMAND source stay the same (2xPop). The Food SUPPLY base number be changed to represent the food generated from the city tiles, which I believe will be 2 for each city.
Secondly, there will be more food supplied than demanded. Therefore we could say that the government buys all excess food (food not sold, and that which did not meet contract conditions) at 50% of the closing price. It basically purchases the excess at a bulk discount and distributes it to the military ranks.
SHIELD MARKET SYSTEM
I will work out the exact specifics later and am open to suggestions, but as of right now the only examples I can think of are:
Timber gets a 10% bonus to final sale price for every wooden ship built or upgraded to during previous session of turn plays.
Brick and Stone get a 10% bonus for every temple/aqueduct built during previous session of turn plays.
This should represent the rise in price following a sudden demand for the product.
Have no idea where the Demand number should come from. The SUPPLY number should be the production from the city tile (1 shield per city I believe) and whatever the nobles sell.
COMMERCE MARKET SYSTEM
The DEMAND number is the Markets Pop (heads in cities) multiplied times our current Annual Income (Currently $3 per capita). The SUPPLY number is the production of the city tiles and whatever the players sell.
LABOR MARKET SYSTEM
Stays the same with the following twist:
Each noble has one labor, representing your servants, vassals, slaves whatever you want to think of them as. Remember, we're just entering the Middle Ages that's how society worked. The city squares are independent municipalities of freemen. They have labor you can hire to build projects faster (you have one free labor per turn from your servants) or to build in their city. Each labor market is specific to the city. You have to hire labor to build/operate your business from the city your building/operating in.
Support for Labor
You have to feed your private labor or they will starve. Each labor you own eats 1/2 of a food per turn. If you only have 1 labor then the effect is ignored and we simply assume they subsisted on scraps from your table and squirrels off your lands. YOU CAN OBTAIN ADDITIONAL LABOR, and thus build up your Labor supply. Where do they come from? Every time our forces capture an enemy settler/worker we will put up a new labor for sale in the next trading session. That's where the Romans got their workers, that's how the Normans treated the Saxons, it's historic. When we leave the Middle Ages we'll do something to emancipate the vassals and go to an alternate form of paying them, but by then we'll be making a heck of lot more money.
Comments/Suggestions?
I like Franses idea of anytime you offer a transaction it should be valid at the time you offered it. Examples:
JoJo offers to buy 3 shields at $1 (Increasing demand)
current D:S line is (D:S 30/60=$50)
Transaction is invalid as the JoJo can't buy shields for anything less than $50. Therefore his offer must be made for $50 or more. If the price goes up later and his offer can't be filled because the price is too low........well, then kudos to JoJo.
Note: you can always quote a previous offer you made and alter the quantity/price to make it valid. You CANNOT alter a previous proposed transaction to make it INVALID.
Last edited by GhengisFarb on 27-08-2002 at 01:34
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UnOrthOdOx
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Hello....
Jun 2002 time: 22:21
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Ok, I am confused on the offer thing then.
I offer to buy 2 shields at 50$ which is current market price, thus raising demand and price, correct?
Now, someone else offers to buy two more at $60 after me.
Does: A: my price get automatically moved up to $60?
B: negated and I get no shields?
C: I get mine at $50 because that was the current price?
D: You kidding? no one is selling shields. Build something.
Now. Everything but the automatic adjusting of price gives an unfair advantage to either the first to post, or the last to post. Let's say I want to prevent epistax from building that house. I just make sure I post after him, making his price invalid, so he can't get the shields.
OR, I make sure to post ASAP to get the lowest price.
Depending on the advantage. Either way opens itself to abuse and a prejudice to those who are online more, or following this closer, or are not commited to other things here.
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Franses
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quote: Originally posted by UnOrthOdOx
That making an offer thing. Is that for selling as well? Making the first one to post have an advantage in both buying AND selling? Geeze. There is room for abuse in that one either way...
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I suppose you refer to the proposal I made regarding the trade proposals. I am not sure it is interpreted correctly so I will give an example:
Market Assesment 4:4=$100
OneGuy offers one commerce and sets a minimum price of $70
SecondGuy offers two commerce and sets a minimum price of $0
ThirdGuy offers one commerce and sets a minimum price of $40
The turn is closed. Final D:S=4:8=$50
OneGuy does not sell his commerce at this price so he is taken out of the equation. New final D:S=4:7=$57
SecondGuy and Thirdguy now sell their commerce at $57.
So, it does not matter when you post at all. You will always get the D:S price unless you did not want to sell against such a low price. In that case you are taken out of the supply factor, which makes it no longer possible to influence the price as Epistax described is possible with the current system.
Edit: Unorthodox, I was preparing this post and when returned saw your selling example. I hope the above clarifies that too. If not, I will go into that further (tomorrow, I guess. Its getting late and I have some other things to do).
Ghengis,
I like the idea of "worker" auctions. I suggest we make them use 1 food instead of 0.5. 0.5 will always give a problem at uneven numbers. I suppose we can sell them to eachother? Might be fun.
I do not yet see the advantage of submarkets but do not mind using them either. It certainly will complicate things for the banker. Did you realise that? 
Limiting supply to the city tile is to drastic, in my opinion. It means that default prices will be something like 20/2=$1000. With everybody selling everything they still sell at about $100, which is to high in respect to the price of the land (and the buildings but they can still be adapted). I think the conversion buildings proposed will completely solve the demand/supply problem. Don't you?
Last edited by Franses on 27-08-2002 at 02:48
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Franses
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quote: Originally posted by Epistax
I have a tavern 2/10 complete. Are we going to be reducing the price or not? I only plan on working one more into it next turn so it doesn't matter right away, but it will eventually. If it stays at 10, I'll probably have to pay off my debt first. |
I am preparing a post that polls the players regarding current solutions. I hope to finish it in the next hour. Otherwise tomorrow morning.
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Franses
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To all:
Poll posted. You can find it here
Please post your opinion and give us directions on how to proceed.
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