re:RE: Trade in G2

CHRIS BUTCHKO (cbutchko@cftc.gov)
Tue, 27 Jan 98 15:51:36 PST

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....
Wayne
=====================================================================
There's a lot of good thinking here, but I'm reluctant to mess with the
civ-level balance, because it has such an impact on the surrounding area.
(I do _completely_ agree with using the trade system to open up the map.
The way it is now, you have every incentive to bar everyone from your
territory., You get nothing positive from visitors, and you're just being
"cased." That said, let me point out that my proposal is flawed because
you could use your own nobles or allies to generate trade, and I see no
way out of that.)
Idea, ver. 3.45
There is a gain to the castle-owner through trade, but it's fabricated out
of the air, rather than through the trader's profits. Castle-owner sets a
tax rate, which is enforced by the city garrison: don't pay the tax, fight
the garrison. Wipe out the garrison, no tax. No castle- default tax
rate.
Now, the tax percentage does not come out of the trader's profits, per se,
but out of the availability of goods. The tax percentage is doubled, and
that percentage of goods, rounded up, is unavailable for trade. If 10
widgets are normally available for $5 each, a 15% tax rate would mean only
7 are available, and the castle owner gets $6 each time a full widget
buy/sell is executed. If there's a 20% tax, and 46 Camel pelts are
normally bought for $68 each, there would only be 27 available, and the
castle owner gets $367 if a full load are bought. (This is a semi-trivial
optimization problem, but it's there.) A tax rate of 50% means no trade.
Now, here's the part that's best thought deeply about: A city must
maintain a healthy trade or it withers and dies. Right? Right. In order
to support it's economy, a city must trade X$ or X# of tradegoods each
turn. Fail to do that, and the city slumps to some point, or winks out of
existence entirely. (Perhaps winking out of existence sprouts another
city on the continent- perhaps on the map....
New action: RUIN (city id) : 28 days, 50 soldiers, 10 catapults, 5 seige
towers, 50 workers [x engineers]- lay waste to an entire city, reducing it
to ruins. The order must complete, or the defenders are able to restore
the damage before the city foundation is broken.
That would sure make war a lot more memorable....
Run with it, guys.

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