RE: Trade in G2

Rodgers, Robert (rrodgers@unex.ucla.edu)
Tue, 27 Jan 1998 09:21:23 -0800

I like and support this idea. The Civ level improvement would act like
a tax, and would encourage trade.

> -----Original Message-----
> From: future!wsheppar@future.atlcom.net
> [SMTP:future!wsheppar@future.atlcom.net]
> Sent: Tuesday, January 27, 1998 8:54 AM
> To: g2-list@pbm.com
> Subject: RE: Trade in G2
>
> >Instead of a tax, why not make rare trade goods count toward the Civ.
> level
> >of the province. 1 trade good could count for .5 of a civ. level.
> And
> >keep the current 2 trade good level.
>
>
> This has sparked an idea in my head.
>
> Currently, when I occupy a city, I don't want to see other nobles
> there. All they do is use up resources that I might use. I build
> the inn, temple, and tower to bump up the civ level and garrison it.
> Then the city can never be improved (except for a castle or such).
>
>
> this current system leads to the hermit-like faction or groups of
> factions. I think most people would prefer the opposite. Player
> interaction is key to a multi-player game. The rules need to
> encourage interaction.
>
> Some quick and dirty changes:
> - each city can sell 2 tradegoods(*), but buy an unlimited number of
> tradegoods.
> - civ level is increased by .5 for each tradegood bought.
> - increase profits on tradegoods as more tradegoods are sold
>
> (*) maybe the number of tradegoods sold by a city should be based
> on the number of tradegoods bought.
> This encourages factions to allow other factions to trade in the city.
> Instead of the ruling faction losing a possible tradegood, it would
> gain civ-levels. This also encourages other factions to trade there,
> because they may make more money on each trade. As this area got
> richer, it would encourage bandit factions to raid the area. This
> would cause the ruling nobles to possible boost the defence in the
> area.
>
>
>
> Wayne

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