RE: Trade in G2

Rodgers, Robert (rrodgers@unex.ucla.edu)
Wed, 28 Jan 1998 14:59:30 -0800

>Getting back to farms, though, and giving more thought to them, I've
begun
>to see a problem in any such system.
>As I understand it from reading the literature, most long-running,
>multi-player pbms and pbems before Olympia had the same problem. This
was
>that they allowed for some kind of "investment" system, whereby you
could
>put some of your resources into something which would get you a return
of
>something else. That sort of thing is vital to most boardgames, of
course,
>which are often based around who can invest and guard their resources
most
>efficiently while obtaining offensive power to steal the resources of
>opponents.
>But in open-ended games, ANY system that allows investment can be
abused.
>I don't care how careful you are, someone will get onto an upward
resource
>spiral, inflation will set in, and the game will crash. In g1 it was
only
>a few small slip-ups that doomed the game, but you ended up with every
>single AOO member out there breeding dragons.
>Olympia is designed for long-term stability. Thus, I think that
anything
>that disrupts that stability may have risks that are difficult to
foresee.

But, my dear Bruce, we can and do invest in Olympia. It's limited,
true, like it should be in any game, but it's there. For example, I
have a castle in a Civ-8 province. That's as far as I can go in that
province, and keeping there means I must keep an unused mine out of the
hands of savages, but I can do that. If I want to increase the size of
empire in an economically feasible manner, I want as few Civ-0 provinces
garrisoned as possible. So I go to a Civ-1 province three away from my
castle and build a temple, tower, inn, and mine in it, raising it to
Civ-4, and many of it's surroundings above Civ-0. This is investment,
it just is based on limited options. My ideas for farms (where one can
find oxen), villages, roads (which decrease movement and add to civ
level), etc. are just to increase the options, making for more variety.

As to your point about inflation, that was my initial worry way back at
the beginning of this concerning trade. I know of a certain faction
that has figured out how to do a two way trade in less than a month.
They are profiting in the neighborhood of 5,000 gold per turn. That's
inflation, way beyond what my little dream of a civ 12 or civ 16 castle
would bring. (Well, maybe not WAY beyond a fully developed Civ 16
castle, but that isn't going to happen, while the trade thing is real.)

Rob

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