Re: re:RE: Trade in G2

milan1 (milan1@onslowonline.net)
Tue, 27 Jan 1998 18:57:31 -0500

In response to the below e-mail discussion I have another thing to add. Why
not be able to create a city as well as destroy it? I think 500 stone plus
any number of pikemen between 31 and 150 should allow you to create a city.
The pikemen are for the city garrison. I don't believe the city garrison
should cost a noble point because you can't control them. The "form city"
command could only be used if you know construction.

Marines
-----Original Message-----
From: milan1 <milan1@onslowonline.net>
To: g2-list@pbm.com <g2-list@pbm.com>; CHRIS BUTCHKO <cbutchko@cftc.gov>
Date: Tuesday, January 27, 1998 6:37 PM
Subject: Re: re:RE: Trade in G2

>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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