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  • Ok lets recap.


    Only Food to Building Silo

    1) Trade food for $$$
    2) Buy shields (10)
    3) Buy labor

    Now a silo takes 10 shields, so does it take 10 labor? That seems like an awful lot of money, so I'd like some sort of confirmation.

    Comment


    • Originally posted by Captain
      Well, again, the buildings ideas need work, but luckily it'll be a while before any of us can build them. keep posting suggestions!
      Proposed changes in bold

      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.

      Tavern (35 shields) Coverts 3 food into commerce(product) per turn. Requires 1 labor to operate.

      Inn (40 shields): Converts 2 food into cash for 150% of the market price per turn*. Requires 1 labor to operate.


      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.
      Last edited by GhengisFarbâ„¢; August 21, 2002, 19:17.

      Comment


      • NEW UPDATE

        Improvements in granary construction techniques means more storage space for less materials and work.

        Price of silo drops to 6 shields (6 labour).
        Stores up to 20 food!
        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


        • the inn doesn't really seem worth it, does it?
          2 food at 150% market price, for the cost of 1 labour? might be really expensive.

          how about an inn in a city receives $100 per head of population there per turn? costs 1 food per head and 1 labour to operate. maximum capacity 6 heads.

          if ther'e more than one inn per city, you have to split the market between you.

          next level: hotel
          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

            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.
            What I meant was that if in the real game horses are build their is a demand for military gear, which in our mini game may then be supplied by the black smith.
            Franses (like Ramses).

            Comment


            • Originally posted by Captain
              the inn doesn't really seem worth it, does it?
              2 food at 150% market price, for the cost of 1 labour? might be really expensive.

              how about an inn in a city receives $100 per head of population there per turn? costs 1 food per head and 1 labour to operate. maximum capacity 6 heads.

              if ther'e more than one inn per city, you have to split the market between you.

              next level: hotel
              Let's decrease the Inn's cost to 30 shields , requires no labor (all you need is an Innkeeper - we're just reaching the Middles Ages) and increases price of 2 food 150%.

              Add HOSTEL (same as inn only bigger) costs 50 shields can affects up to 5 food.

              Hostel is a better value for the money but you have to build it for a lot longer before you can use it. Inns cannot be upgraded to hostels.

              How about the Tavern, it takes grain (food) and converts it into liquor product (commerce). Maybe rename it Brewery.

              I'd like to avoid creating city markets for a while until the regional one is pretty routine.

              Comment


              • PUBLIC NOTICE:

                When I was doing all the bid postings I accidently switched one of bids I didn't mean to.



                I purchased tile 022 Tassagrad NW (jungle) and should have bid on 026 BHQ N (mountain) the prices were the same, and no one else bid on either one, but captain requested I post it here to see if anyone has a problem.

                Note: this would reduce me from the Food Magnate (I alone produce 4 food) to tying jdd2007 at 3 per turn.

                Comment


                • We could merge with each other, right? i might consider this, if anyone else is interested.

                  Comment


                  • I would be interested in a merger with someone to form either Flancrest Enterprise, or CompuGlobalMegaMart under these conditions of the merger:

                    Both subsidiaries remain separate aside from--
                    Heads sharing duties of oversight at times when RL is taxing game time (so that no one loses a turn),
                    and help eachother on large and small purchases, and debts. If either side seems to be digging itself in a hole, the deal is off.

                    Any takers? This is basically mutual insurance.


                    I have also thought of selling stock
                    Last edited by Epistax; August 21, 2002, 21:06.

                    Comment


                    • I agree. To your conditions as well. With one of my own. You have to do the day to day work...

                      Comment


                      • what should we call it?

                        not ... whatever you suggested ... maybe banana ... or jungle ... something ...

                        Comment


                        • I would be interested in a loose partnership as the 3 of us (jdd2007, Epistax, and me) are the only ones who will produce more than 2 food each (Epistax should be producing 3 by the end of tonight with his jungle getting cleared). Sorta like the Big 3 in America (GM, Ford, and Chrysler) we could look after each others interests when one of us can't be there.

                          Comment


                          • GhengisFarb,

                            although in general we should stay away from the city markets we only have 4 cities in the beta so it wouldn't be that confusing if we did use them.

                            how about this?

                            Proposed Revised Building List
                            Estate Buildings:
                            Silo (6s): stores up to 20 food
                            Warehouse (10s): stores up to 20 non-food items
                            Brewery (20s): converts up to 4 food per turn into 4 beer; operating cost = 1 labour per turn (beer is a new market)
                            Workshop (20s): converts up to 2 shields per turn into 6 commodities, a 1:3 ratio; operating cost = 1 labour per turn


                            City buildings:
                            Tavern (12s): Sells beer to townspeople at a 20% bonus*, demand=1 per head in town, base rate $100
                            Inn (20s): Sells food and beer to townspeople at a 20% bonus*. Capacity 6 heads of demand.
                            Hostel (35s): Sells food and beer to townspeople at 20% bonus*, capacity 12 heads of demand. Takes precedence over inns in market share. Requires 1 labour to operate.
                            Shop (20s): Receive a bonus 20%* on whatever commodities you manage to sell.
                            Blacksmith/Armoury (30s): Converts 1 shield or 1 commodity into 1 weapons for 1 labour per turn. Demand for weapons = 1 per military unit in region. not sure about this, suggestions? what do you think, Franses?

                            *In your proposed deals, offer your regular prices. If your deal goes through at the end of the turn, then add on your bonus.

                            I foresee that as we progress in this game, there'll be more and more specialty goods. I suggest a general rule that any generic good can be made into a specialty good with labour, and equipment & knowhow (represented by a building, or something). Specialty goods should always have lower demand than generic goods.
                            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


                            • Sadly my jungle square was only roaded (Although I remember it being chopped for some reason, oh well). I'll have 2 food and 1 trade. First thing I'll do is kill off my debt asap, then I'll see about reserving fishing rights SW of my plantation (and building a silo).

                              If we build silos and take turns selling larger amounts, do we somehow get more money? hmm gotta crunch numbers

                              Comment


                              • What happened to the 50 -150% bonus, at a 20% bonus I'll get a whole extra 8 gold per food it'd take me 100 to 200 turns to break even! No way is anbody going to waste money building that.

                                I can see 4 city markets but lets not keep adding all kinds of new products. Workshops converting shields to commerce and breweries converting food to commerce is simple. We can change it to something more complicated later.

                                How about a building to improves one's sell price:
                                Market-50% bonus on up to 2 food per turn.
                                Shop-50% bonus on up to 2 commerce per turn.
                                Smithy-50% bonus on up to 2 shields per turn.

                                Conversion buildings
                                Brewery-converts up to 2 food to 2 commerce per turn, requires 1 labor to operate.
                                Workshop-converts up to 2 shields to 4(2 each) commerce per turn, requires 1 labor to operate.

                                Make labor city specific, you have to hire labor from the city you're building in, that's also where you'll have to hire labor to operate your conversion buildings. Estate labor can come from anywhere as they have to be hauled to your estate to work anyway.

                                After the beta (grace period) we can expand into subcategories of commerce.

                                Comment

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