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$Mini-Game Building Approval List

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  • $Mini-Game Building Approval List

    This a list of proposed buildings for the $Mini-Game.
    NOTE: You have to choose the city you build these in, if that city is ever captured its assumed your businesses in the city are lost. Labor to build/operate has to be hired from the city you're building/operating in.

    Phase one will consist of buildings to modify the three basic commodities: food, shields, and commerce.

    I envision us opening a second market at the end of the grace period with new landowners (those not yet participating) allowed a 20% discount on the final bid price. Previously unsold land from Market 1 included.

    Then, introducing Phase 2 with buildings creating NEW products like liquor(Distillery), weapons(Armory), etc. Probably introducing caravans and trade fleets to allow intermarket trade.

    I hope that if we go step by step it will go more smoothly.

    ANYWAY PHASE ONE BUILDINGS:
    Storage
    SILO (Costs 6 shields/labor) stores up to 20 food.

    STOREHOUSE (Costs 10 shields/labor) stores up to 20 nonfood commodities.

    Profit Bonus
    TAVERN (Costs 10 shields/labor) allows you to sell up to 2 food per turn at a 50% bonus.

    SHOPPE (Costs 15 shields/labor) allows you to sell up to 2 commerce per turn at a 50% bonus.

    SMITHY (Costs 20 shields/labor) allows you to sell up to 2 shields per turn at a 50% bonus.

    Conversion
    BREWERY (Costs 15 shields/labor) Requires 1 labor to operate and converts up to 2 food into commerce. (1 food converts to 1 commerce)

    WORKSHOP (Costs 25 shields/labor) Requires 1 labor to operate and converts up to 2 shields into commerce. (1 shield converts to 2 commerce)


    You have to choose the city you build these in, if that city is ever captured its assumed your businesses in the city are lost. Labor has to be hired from the city you're building/operating in.

    The authorized jurisdiction for Market One as mapped by The Apolytonian Geographic Society.

    44
    SILO (Costs 6 shields/labor) stores up to 20 food.
    11.36%
    5
    STOREHOUSE (Costs 10 shields/labor) stores up to 20 nonfood commodities.
    9.09%
    4
    TAVERN (Costs 10 shields/labor) allows you to sell up to 2 food per turn at a 50% bonus.
    15.91%
    7
    SHOPPE (Costs 15 shields/labor) allows you to sell up to 2 commerce per turn at a 50% bonus.
    15.91%
    7
    SMITHY (Costs 20 shields/labor) allows you to sell up to 2 shields per turn at a 50% bonus.
    15.91%
    7
    BREWERY (Costs 15 shields/labor) converts up to 2 food into commerce.
    15.91%
    7
    WORKSHOP (Costs 25 shields/labor) converts up to 2 shields into commerce.
    15.91%
    7

    The poll is expired.

    Last edited by GhengisFarbâ„¢; August 24, 2002, 00:45.

  • #2
    There is no abstain. Hmm how to vote no? Simply don't vote yes for everything. If you hate EVERYTHING, just reply a no.

    I think we can do that civilized

    Comment


    • #3
      Originally posted by Epistax
      There is no abstain. Hmm how to vote no? Simply don't vote yes for everything. If you hate EVERYTHING, just reply a no.

      I think we can do that civilized
      ARGGH! I forgot a "NO" option.
      Here's a list of the "Old Money" families or "Blue Bloods".
      As long as we get a positive consensus from them we should be okay.

      Landowners
      adaMada
      Captain
      civman2000
      Epistax
      Franses
      GhengisFarb
      jdd2007
      Jonny
      Kloreep
      Kramerman
      notyoueither
      Rendelnep
      Shiek
      Spiffor
      UnOrthOdOx

      Comment


      • #4
        Oops, I only saw this after I made my post in the thread (join, bid, play). You were to fast for me. So I repeat it here. I suggest to use the new prices and add the trade post to the poll. Sorry for being late on this.

        The proposed cost for buildings is way to high. I made some calculations on this:

        A land owner bought his property for about $200 per commodity. Selling a commodity provides him about $50 return each turn. That means a gross profit of 25%, which seems reasonable.

        Building a Smithy costs 20 shields and 20 labour, which at the current prices for shields and labour amounts to a total price of about $2200.
        The owner gets a bonus of 20% on two commodities sold. which at the current prices is about $60 per turn for a total gross profit of approximately 3%. Who would ever want to do that?
        So I suggest to lower building costs substantially. My proposal is:

        Silo: 1 shields/labor
        Storehouse: 2 shields/labor
        Tavern: 3 shields/labor
        Shop: 3 shields/labor
        Smithy: 4 shields/labor
        Brewery: 6 shields/labor (does not require labor to operate)
        Workshop: 8 shields/labor (does not require labor to operate)

        I believe we must be able to convert the current commodities to something else. To keep it simple in phase one I want to add a trade post to the poll. A trade post converts up to 2 commerce in cash (1 commerce converts to $50). Proposed cost of the trade post: 10 shields/labor.
        Franses (like Ramses).

        Comment


        • #5
          VOted against storehouse and silo because I don't think they should have to be in the city.

          WIth Franses's vote of no to all (I assume that he means to reject the entire plan because of his post), storehouse has under 50%

          Comment


          • #6
            This may all change based on the discussion in Spiffor's Debate Thread

            I posted ideas there, but this should still give a general concept for the player's feelings.

            Comment

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