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  • Any chance of us ending the auction before they "play the next 5 turns" tonight. It might have an effect on property values.

    Comment


    • Unless anyone has any further bids in the next hour, this auction is closed. Congratulations on your new properties! welcome to the ranks of the landowning gentry. Remind that your interest free-loan period ends in 10 turns, after which 10% interest will be charged.

      Anyone not winning their first choice can purchase remaining properties here in this thread according to the same rules. (Essentially, the auction is continual, it goes on, but the first batch of properties will be sold. In the future, we will continue to auction off properties so that more people may join at any time. However, their bids are subject to an initial minimum 24 hrs of competition so that anyone else who wants to bid on the same property has a chance to. Example: If MrWIA doesn't get his tile this time, he can bid on another - and assuming no contest within 24 hrs, it's his.)

      I'll be posting the first Market Assessment soon, which will mark the start of our 1st turn. If they play another 5 turns within 1 day, we'll have another Market Assessment tomorrow. Get your trading cap on!

      I may also reassess Land values if things change.
      Proud Citizen of the Civ 3 Demo Game
      Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
      Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
      Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.

      Comment


      • Here are the winning deals, along with the other offers. If no further replies within an hour, we'll assume they're confirmed.

        NOTE: I renamed the 3's: 3a and 3b.
        Winning bidder in bold green.[/b]

        001 Apolyton N (horse, grass, rd), $1000
        ....$1000...NYE

        ...$1100... Genghis Farb - withdrawn

        002 Apolyton NE (mined grass rd), $1000
        ....$1100...Franses

        ....$1000...MrWIA

        003a Apolyton SW (forest, rd), $1200
        ....$1200...Jonny


        003b Apolyton W (forest, rd), $1200
        ....$1200...Spiffor


        004 Apolyton NW (grass), $500
        ....$550...GhengisFarb

        ...$500...Spiffor (withdrawn)

        005 Apolyton NW10 (mined grass rd), $1000
        ....$1200...adaMada


        006 Apolyton NW11 (mined grass rd), $1000
        ....$1400...Kloreep

        ....$1320...Darth Viper (agent for Franses)
        ...$1300...Kloreep
        ...$1200...Franses
        ...$1100... Kloreep
        ...$1000....Franses

        007 Apolyton NW12 (mined grass rd), $1000

        008 Apolyton NE1 (mined grass rd), $1000
        ....$1000...civman2000


        009 Termina N (jungle), $200
        ....$500...Epistax

        ....$450...GhengisFarb...(withdrawn)
        ...$350...Epistax

        010 Termina NE (mined grass rd), $1000

        011 Termina E (mined grass rd), $1000
        ....$1020...Rendelnep


        012 Termina NW (jungle), $200
        ....$250...Epistax

        ... $200...jdd2007 (withdrawn)

        013 Termina NE1 (jungle), $200
        ....$250...UnOrthOdOx

        ... $200...jdd2007 (withdrawn)

        014 Termina NE2 (jungle), $200
        ....$200...UnOrthOdOx

        ... $200...jdd2007 (withdrawn)

        015 Termina NE3 (jungle), $200
        ....$225...GhengisFarb


        016 Tassagrad N (mined grass rd), $1000
        017 Tassagrad NE (jungle), $200

        018 Tassagrad SE (jungle), $200
        ....$200...Sheik


        019 Tassagrad S (mined grass rd), $1000
        020 Tassagrad SW (mined grass rd), $1000

        021 Tassagrad W (jungle), $200
        ....$200...Sheik


        022 Tassagrad NW (jungle), $200
        ....$225...GhengisFarb


        023 Tassagrad NW10 (jungle), $200
        ....$250...jdd2007


        024 Tassagrad NW11 (jungle), $200
        ....$250...jdd2007


        025 Tassagrad NW12 (jungle), $200
        ....$250...jdd2007


        026 BHQ N (mountain), $200
        ... $225...GenghisFarb...withdrawn

        027 BHQ NE (jungle), $200
        ... $225...GenghisFarb...withdrawn

        028 BHQ S (jungle), $200

        029 BHQ SW (mined grass rd river), $1500
        ....$1500...Kman


        [b]030 BHQ W (mined grass rd river), $1500
        ...$1500... Captain (conflict of interest as Gov't Agent, withdrawn)

        031 BHQ NW (mined grass river), $1500
        Last edited by Captain; August 21, 2002, 14:29.
        Proud Citizen of the Civ 3 Demo Game
        Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
        Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
        Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.

        Comment


        • 10 econ turns (every 2 days) or 2 game turns? (no one has a clue)

          Comment


          • Originally posted by Franses
            If I understand it correctly there will always be more food then needed. Why not add a brewery (building, cost: 60 shields) that converts 1 food into one barrel of beer. Demand will be 1 barrel per head count.
            Idea sounds good to me! Let me offer this instead:
            Brewery (20 shields) converts up to 3 food into 3 barrels of beer at a 1 food:1 beer ratio. Requires 1 labour to operate brewery. Beer demand will be 1 barrel per head count. Base price for beer will be $250.

            Similarly we could add a black smith. A black smith requires a building and one unit of labor. The black smith provides horseshoes and gear for knights, spearman, swordsman etc. Of course the black smith is no longer needed in case we get more advanced and do not longer use horses. Instead we build infantery and tanks. In that case ammunition factories are needed.
            sounds like a good idea, except are we trying to arm ourselves in this game? If so, what for? To fight wars? I'm not sure we have a mechanism for using military force against other players (do we even want something like that? why not let business savy be the rule, instead of military prowess?)

            Every product must have a reason to exist... we need to be able to do something with it. I am just not sure I like the idea of what we might be able to do if we start trading weapons as commodities... but I'm open to solutions.


            We could also add extra production facilities to the tiles. For example you might plant banana trees in jungle tiles, sheep on grasslans etc. You have to buy the banana trees/sheep first and after that the banana's/wool can be sold to the people. Or will it become to complicated this way?
            I think we should leave tile production as it is. Otherwise it gets too confusing.

            What we could do, is that these facilities transform our basic generic commodities into more valuable, specific commodities. For example: we already have shields being converted by labour into more valuable buildings. We have food converted by labour into more valuable beer. What can we do with commerce/merchandise/trade goods?


            (Note: beer may be more worthwhile, but if everyone has a brewery and floods the market with supply... and if labour prices skyrocket... it may cost more to produce the beer than you'd get in return. So I think the "invisible hand" will guide our market to just the right balance. people will have to think up new industries, new products, and new buildings as we go along. But let's not get TOO far ahead of ourselves yet. Let's just make sure what we have now works, and add a bit at a time.)
            Proud Citizen of the Civ 3 Demo Game
            Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
            Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
            Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.

            Comment


            • 10 Econ turns.

              1 Econ turn every 2 days, unless there are game turns played in between. Whenever there is a change in the game, there will be a new turn, to a maximum of 1 turn per day.

              Does that make sense? If not, let me know and I'll try to rephrase.
              Proud Citizen of the Civ 3 Demo Game
              Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
              Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
              Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.

              Comment


              • Originally posted by civman2000
                2 Questions:
                1. Must warehouses be declared to be for commerce or shields when built, or do they work for either?
                2. Is one laborer able to turn one shield to production per turn or do you have to hire new ones every turn? Because gettting say 10 laborers to build a warehouse is pretty much impossible at this stage of the game. FOr example, I will have 5 shields in 5 turns. Say then I hire 2 laborers. In 5 more turns I would have a warehouse, each turn one laborer would use a shield from the 5 i had stored and the other would use the new one that is produced that turn.
                1. No. 20 spaces for any product. You can store 20 shields, or 20 commerce, or 10 of each, or 15 of one and 5 of the other, or whatever. The total is 20. You do not need to declare anything.

                Cash is automatically stored. No warehouse space is needed for cash.

                2. Each labourer provides 1 unit of labour per turn. 1 Unit of labour is required to turn 1 shield into part of a building.

                Say you want to build a silo. It costs 10 shields. Assume you produce 1 shield per turn. You can hire 1 labourer for 10 turns and in ten turns your silo will be done.

                Or you can wait 5 turns until you have 5 shields, and then hire 2 labourers for the remaining five turns to complete your silo.

                Or to rush it, maybe you buy 10 shields on the market. Then to build the silo immediately, you'd need to hire 10 labourers that turn. You can imagine how rushing projects might be more expensive... but then again, you have an advantage sooner than your rivals, and maybe you could make more profit that way. Who knows. That's the challenge.

                Hope that helps.
                Proud Citizen of the Civ 3 Demo Game
                Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
                Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
                Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.

                Comment


                • one point to clear up

                  we dont manually have to auction off our food every day, do we?

                  Comment


                  • yes and no.

                    you can hire the banker to do that work for you. if you know you're going to be away, I suggest you hire someone to act in your interest.

                    or if someone knows how to program it... they would be entitled to a lot of compensation.

                    otherwise, it's the honour system. if you didn't offer to sell food in that turn, then there's no such deal. remember that food is almost always going to be in high supply, and that only a certain amount of buyers are available.

                    say there's 13 heads = 26 demand and 31 food supplied by default. If all of you decide to sell your food, say ballpark another 24 food, that makes it 50 food supplied in total. The default price drops to 13:55 = $24 per unit. Remember that only 26 food are demanded, so 29 (=55-26) food units won't be sold. To make sure it's your food that gets sold, you need to be selling amongst the 26 lowest prices.

                    looks like at the start, you'll all be poor!

                    good thing shields and commerce sell for more... and can be stockpiled.
                    Proud Citizen of the Civ 3 Demo Game
                    Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
                    Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
                    Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.

                    Comment


                    • ok. i will hire anyone who can do the trades for me everyday. u get 5% (can be negotiated)

                      Comment


                      • jdd2007, you may as well start your own first turn though. the trades thread is up.
                        Proud Citizen of the Civ 3 Demo Game
                        Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
                        Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
                        Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.

                        Comment


                        • Your status:

                          notyoueither
                          Land acquired: 001 Apolyton N (horse, grass, rd)
                          Debt: $1000

                          Franses
                          Land acquired: 002 Apolyton NE (mined grass rd)
                          Debt: $1100

                          Jonny
                          Land acquired: 003a Apolyton SW (forest, rd)
                          Debt: $1200

                          Spiffor
                          Land acquired: 003b Apolyton W (forest, rd)
                          Debt: $1200

                          GhengisFarb
                          Land acquired: 004 Apolyton NW (grass), 015 Termina NE3 (jungle), 022 Tassagrad NW (jungle)
                          Debt: $1000 (550+225+225)


                          adaMada:
                          Land acquired: 005 Apolyton NW10 (mined grass rd)
                          Debt: $1200

                          Kloreep
                          Land acquired: 006 Apolyton NW11 (mined grass rd)
                          Debt: $1400

                          civman2000
                          Land acquired: 008 Apolyton NE1 (mined grass rd), $1000
                          Debt: $1000

                          Epistax
                          Land acquired: 009 Termina N (jungle), 012 Termina NW (jungle)
                          Debt: $750 (500+250)

                          Rendelnep
                          011 Termina E (mined grass rd)
                          Debt: $1020

                          UnOrthOdOx
                          Land Acquired: 013 Termina NE1 (jungle), 014 Termina NE2 (jungle)
                          Debt: $450 (250+200)

                          Sheik:
                          018 Tassagrad SE (jungle), 021 Tassagrad W (jungle)
                          Debt: $400 (200+200)

                          jdd2007
                          Land acquired: 023 Tassagrad NW10 (jungle), 024 Tassagrad NW11 (jungle), 025 Tassagrad NW12 (jungle)
                          Debt: $750 (250+250+250)

                          Kramerman
                          Land acquired: 029 BHQ SW (mined grass rd river), $1500
                          Debt: $1500


                          In light of a slowing economy, the government hereby extends the grace period from 10 turns to 15 turns. Interest will accrue at a rate of 10% starting the 16th turn.
                          Proud Citizen of the Civ 3 Demo Game
                          Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
                          Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
                          Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.

                          Comment


                          • Trade thread located here:
                            Proud Citizen of the Civ 3 Demo Game
                            Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
                            Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
                            Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.

                            Comment


                            • Originally posted by Captain
                              10) Revised Basic Buildings List:

                              because of questions and suggestions received

                              Silo (10 shields): Allows stockpiling up to 20 food.
                              Warehouse (10 shields): Allows stockpiling 20 items total of either shields or commerce.
                              Inn (40 shields): Converts 1 food and 1 merchandise into cash for 150% of the market price per turn*.
                              Shop (50 shields): Allows you to sell up to 3 commerce per turn for 20% more*.
                              Workshop (50 shields): Allows you to hire up to 3 labourers per turn for 20% less than the current rate*.
                              Bank (100 shields): Allows the owner to LEND and store CASH, in addition to the regular commissions earned as described in post above.
                              House: Houses are built in increments of 10 shields per level of splendour. Increases Property Value of tiles. Can be mortgaged for cash if a banker is willing.


                              *Means you post prices and offers in accordance with the rates, but if your deal goes through, at that time, you add your bonuses.
                              What is the "merchandise" on the inn?

                              Comment


                              • uh... gift shop?



                                we can change that for sure. what should it be?
                                maybe inns convert up to 3 food per turn into some kind of cash? requires 1 labour (regardless of amount converted).
                                let's say innkeepers who also sell beer can increase the cash amount?

                                only thing is, how do we determine what the cash amount is?

                                well, again, the buildings ideas need work, but luckily it'll be a while before any of us can build them. keep posting suggestions!
                                Proud Citizen of the Civ 3 Demo Game
                                Retired Justice of the Court, Staff member of the War Academy, Staff member of the Machiavelli Institute
                                Join the Civ 3 Demo Game $Mini-Game! ~ Play the Civ 3 Demo Game $Mini-Game!
                                Voici mon secret. Il est très simple: on ne voit bien qu'avec le coeur. L'essentiel est invisible pour les yeux.

                                Comment

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