Re: re:RE: Trade in G2

milan1 (milan1@onslowonline.net)
Tue, 27 Jan 1998 18:37:50 -0500

I like the idea of destroying a city. Why not simply be able to use the
"pillage" command in the city to destroy it?

Marines
-----Original Message-----
From: CHRIS BUTCHKO <cbutchko@cftc.gov>
To: g2-list@pbm.com <g2-list@pbm.com>
Date: Tuesday, January 27, 1998 1:13 PM
Subject: re:RE: Trade in G2

>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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