Turn 5 closes EXACTLY 96 hours from the post time of this message.
EDIT:Extended Market Time by 24 hours as it seems few members have had time to see the thread.
Use this thread for trade proposals only. So, NO DEBATES HERE (except relating to current session rules questions- TRYING SOMETHING NEW:NON-TRANSACTION COMMENTS, SUCH AS DEBATES AND QUESTIONS PLEASE POST IN COLOR=GREEN)
For rules, a directory of threads and debates see the thread Main thread and directory
Current Market Assessment:
Turn Number: 5
In Game year: 210 BC
"Market One": Apolyton, Termina, Tassagrad, BHQ, Port Rouge
Total population: 17
Available labour: 17
Food demand: 34
Food supplied: 10+10+10+7+6=43
D:S = 34/43 = 79%
Default price = $79
Shield Demand: 7+5+4+3+3=22
Shield Supply: 7+5+5+4+3=24
D:S: = 22/24 = 92%
Default price = $92
Commerce Demand: 9+7+4+4+4=28
Commerce Supplied: 10+9+6+5+5=35
D:S: = 28/35 =80%
Default price = $80
ALL COMMODITIES USE A BASE RATE OF $100.
THIS SESSION USES FRANCES' SOLUTION 1 RULES
Trade proposals
Solution 1:
The solution is generalized and is:
The nobles specify the amount of the commodity they want to sell/buy and their minimum/maximum price. The price they receive will be equal to the calculated D:S unless D:S is lower/higher than the minimum price in which case the commodity is not sold/bought.
example:
Market Assesment 4:4=$100
OneGuy offers one commerce and sets a minimum price of $70
SecondGuy offers two commerce and sets a minimum price of $0
ThirdGuy offers one commerce and sets a minimum price of $40
The turn is closed. Final D:S=4:8=$50
OneGuy does not sell his commerce at this price so he is taken out of the equation. New final D:S=4:7=$57
SecondGuy and Thirdguy now sell their commerce at $57.
Advantages:
1. Solves the problem of unacceptable price influencing as described by Epistax
2. Nobles only need to specify their deals once
3. System is fair to people that do not have the time to visit the forum at the end of the turn
4. The banker has a lot less work
5. D:S has to be calculated at the end of the turn only
6. Turn may close before the pre-specified time (as soon as all nobles have posted).
Buildings
Solution 1:
IMO, the main reason for the rejection of the proposed buildings was the cost. The payback time was just too high (see also my post in this thread and Epistax/UnOrthOdOx analysis in above posts. I suggest the following buildings (most of them equal to the original proposal of GhengisFarb):
STOREHOUSE (Costs 2 shields/labor) stores up to 20 commodities (including food).
TAVERN (Costs 3 shields/labor) allows you to sell up to 2 food per turn at a 50% bonus.
SHOPPE (Costs 3 shields/labor) allows you to sell up to 2 commerce per turn at a 50% bonus.
SMITHY (Costs 4 shields/labor) allows you to sell up to 2 shields per turn at a 50% bonus.
BAKERY (Cost 10 shields/labor) converts upto 2 food into 2 bread (1 food into 1 bread).
The default price of bread is $100.
Bread can not be stored.
Demand of bread is equal to the population of the city the bakery is build in.
Supply of bread is equal to the population of the city the bakery is build in.
Market assessment D:S = 100% = $100
The city a bakery is build in must be specified
BANK (Cost 10 shields/labor) converts upto 2 commerce into 2 loans (1 commerce into 1 loan).
A loan can not be stored.
Demand of a loan is equal to the population of the city the bank is build in.
Supply of a loan is equal to the population of the city the bank is build in.
Market assessment D:S = 100% = $100
The city a bank is build in must be specified.
Demand/Supply
Solution 1:
I propose to keep the current Demand/Supply system.
The existing problems can be solved by enabling the nobles to influence the supply chain. This is realized by defining buildings that convert food and commerce into other commodities. Many of the other proposals will fail if more land is auctioned to new players adding more supply to the process.
Short term problems will remain, so I suggest to provide one storehouse (see below) for free to all nobles. With it they can
anticipate on what will happen if the conversion buildings come on-line.
EDIT:Extended Market Time by 24 hours as it seems few members have had time to see the thread.
Use this thread for trade proposals only. So, NO DEBATES HERE (except relating to current session rules questions- TRYING SOMETHING NEW:NON-TRANSACTION COMMENTS, SUCH AS DEBATES AND QUESTIONS PLEASE POST IN COLOR=GREEN)
For rules, a directory of threads and debates see the thread Main thread and directory
Current Market Assessment:
Turn Number: 5
In Game year: 210 BC
"Market One": Apolyton, Termina, Tassagrad, BHQ, Port Rouge
Total population: 17
Available labour: 17
Food demand: 34
Food supplied: 10+10+10+7+6=43
D:S = 34/43 = 79%
Default price = $79
Shield Demand: 7+5+4+3+3=22
Shield Supply: 7+5+5+4+3=24
D:S: = 22/24 = 92%
Default price = $92
Commerce Demand: 9+7+4+4+4=28
Commerce Supplied: 10+9+6+5+5=35
D:S: = 28/35 =80%
Default price = $80
ALL COMMODITIES USE A BASE RATE OF $100.
THIS SESSION USES FRANCES' SOLUTION 1 RULES
Trade proposals
Solution 1:
The solution is generalized and is:
The nobles specify the amount of the commodity they want to sell/buy and their minimum/maximum price. The price they receive will be equal to the calculated D:S unless D:S is lower/higher than the minimum price in which case the commodity is not sold/bought.
example:
Market Assesment 4:4=$100
OneGuy offers one commerce and sets a minimum price of $70
SecondGuy offers two commerce and sets a minimum price of $0
ThirdGuy offers one commerce and sets a minimum price of $40
The turn is closed. Final D:S=4:8=$50
OneGuy does not sell his commerce at this price so he is taken out of the equation. New final D:S=4:7=$57
SecondGuy and Thirdguy now sell their commerce at $57.
Advantages:
1. Solves the problem of unacceptable price influencing as described by Epistax
2. Nobles only need to specify their deals once
3. System is fair to people that do not have the time to visit the forum at the end of the turn
4. The banker has a lot less work
5. D:S has to be calculated at the end of the turn only
6. Turn may close before the pre-specified time (as soon as all nobles have posted).
Buildings
Solution 1:
IMO, the main reason for the rejection of the proposed buildings was the cost. The payback time was just too high (see also my post in this thread and Epistax/UnOrthOdOx analysis in above posts. I suggest the following buildings (most of them equal to the original proposal of GhengisFarb):
STOREHOUSE (Costs 2 shields/labor) stores up to 20 commodities (including food).
TAVERN (Costs 3 shields/labor) allows you to sell up to 2 food per turn at a 50% bonus.
SHOPPE (Costs 3 shields/labor) allows you to sell up to 2 commerce per turn at a 50% bonus.
SMITHY (Costs 4 shields/labor) allows you to sell up to 2 shields per turn at a 50% bonus.
BAKERY (Cost 10 shields/labor) converts upto 2 food into 2 bread (1 food into 1 bread).
The default price of bread is $100.
Bread can not be stored.
Demand of bread is equal to the population of the city the bakery is build in.
Supply of bread is equal to the population of the city the bakery is build in.
Market assessment D:S = 100% = $100
The city a bakery is build in must be specified
BANK (Cost 10 shields/labor) converts upto 2 commerce into 2 loans (1 commerce into 1 loan).
A loan can not be stored.
Demand of a loan is equal to the population of the city the bank is build in.
Supply of a loan is equal to the population of the city the bank is build in.
Market assessment D:S = 100% = $100
The city a bank is build in must be specified.
Demand/Supply
Solution 1:
I propose to keep the current Demand/Supply system.
The existing problems can be solved by enabling the nobles to influence the supply chain. This is realized by defining buildings that convert food and commerce into other commodities. Many of the other proposals will fail if more land is auctioned to new players adding more supply to the process.
Short term problems will remain, so I suggest to provide one storehouse (see below) for free to all nobles. With it they can
anticipate on what will happen if the conversion buildings come on-line.
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