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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