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$Mini-Game Format and Poll Discussion.

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  • #16
    Should the racetrack be chariot races for now and horseracing later?

    What happend to the Inns? I think they should cost 5 whatevers and be introduced next turn with those other thingies. Maybe they would increase the bonus of taverns to 100% so after you built a tavern you could build an Inn for 5 more to double its bonus.

    I like the idea of having taverns/inns work based on the population of the city their in versus simply 2. That way players will build more in higher population cities which is where most business would be anyway.
    Proud member of the Hawk Party.

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    • #17
      ("boot to the bum" or "bump" in American)
      Proud member of the Hawk Party.

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      • #18
        NOTE: Any conversion process takes the turn to complete, so at the end of turn you would have half-shields, Mead, Beer, or Flour, but wouldn't have sold them as they were being produced while other product was being sold. They would then be sold in the following turn.

        Originally posted by GhengisFarb
        I was thinking of putting the Brewery and Mills on estates:

        Brewery (5 shields/labor)
        Allows up to 4 labor to convert to 2 food into 2 Mead(alcohol) per labor (1 to 1 conversion).
        Allows up to 4 labor to convert up 2 Grain(only source is Wheat) into 2 Beer (1 to 1 conversion). Beer sells at 30% bonus.

        All alcohol can be sold on the food AND commerce markets, and is calculated with the alcohol subDemand bonus.

        Note that the only forseeable sources of wheat are American territory to the north and Uber Isle to the south.

        Wind Mill (5 shields/labor)
        Allows up to 4 labor to convert 2 food into 2 flour per labor. Flour sells on the food market at a 50% bonus.


        Lumber Mill (5 shields/labor)
        Requires tile to have river access.

        Allows up to 4 labor to convert 1 shield into 2 half-shields per labor. Half-shields function exactly like shields but sell at half the price, representing crafted construction supplies. (Your turning logs (used to build log cabins) into lumber (thinner strips of wood))


        Race Track (5 shields/labor)
        Requires 1 labor to operate per every 4 horses and must run at least 2 horses.
        Generates 1 commerce per pop of cities with the racetrack in their radius for each labor required and that commerce is considered sold at D:S. The commerce IS considered part of the supply in the D:S calculation (it was from the Pop's disposable income).

        (Example if you are running 4 horses, 1 labor, 1 commerce for each pop. Running 5 horses, requires 2 labor, generates 2 commerce for each pop.)

        Each horse must come from a different player, no player can enter more than one horse per racetrack. Its up to the racetrack owner on how they want to compensate or hire players to enter horses or amount of purse if offered.

        Race results will be determined by a Commisioner who CANNOT enter any horses.

        Note that the only source of horses is notyoueither. Horses can be kept on any tile that produces a food and as long as only one horse is kept on each tile it has no effect on the tiles food production. For each pair of horses on the same tile, 1 food is consumed.
        Okay and the following additions:

        Inn (5 shields/labor)
        Requires Tavern
        Increase Tavern bonus on food per city pop to 100%.


        b]Shoppe (Rule addition)[/b]
        Any Shoppe in a city with a Marketplace receives an additional 25% bonus, or 75% total bonus.
        Last edited by GhengisFarbâ„¢; September 17, 2002, 07:44.

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