Turn 7 closes EXACTLY 52 hours from the post time of this message.
This is a shorter session because, I noticed that in the last two sessions most posts had been completed in the first 48 hours, and I won't be available to end the market and compute results 72 hours from now.
Use this thread for trade proposals only. So, NO DEBATES HERE (except relating to current session rules questions)
For rules, a directory of threads and debates see the thread Main thread and directory
Current Market Assessment:
Turn Number: 7
In Game year: 70 AD
"Market One": Apolyton, Termina, Tassagrad, BHQ, Port Rouge
Total population: 6+5+4+2+1=18
Labor Market
Apolyton Available Labor: 6
Termina Available Labor: 2
Tassagrad Available Labor: 5
BHQ Available Labor: 4
Port Rouge Available Labor: 1
(The Labor market is now done on a per city basis. Simply state in the following format, "Hire 1 Labor in Apolyton @ $26 (D:S 1/4 = $25)". To use Vassal labor simply state "Use 1 of my Vassals on my estate.")
Vassals for Auction:
1 French
3 Persian
TOTAL OF FOUR (4) AVAILABLE
(To bid for a vassal simply state the following proposed transaction: "I wish to bid $20 each for 2 French Vassals". Unless not enough bids are received, all vassals will be sold to the highest bidders. Transfer of ownership takes place at end of session. Newly acquired vassals have been fed for this session by the state, and may commence work during the next trading session.
Commodity Markets
Food demand: 18x2=36
Food supplied: 2+2+2+2+2= 10
D:S = 36/10 = $360
Shield Demand: 9+6+5+3+2=25
Shield Supply: 9+6+6+3+3=27
D:S = 25/27 = $93
NOTE BASE RATE FOR COMMERCE IS $50
So multiply D:S by 50% for current market price.
Commerce Demand: 18x4=72
Commerce Supplied: 3+2+1+1+1=8
D:S = 72/8 x.50= $450
subDemands
Alcohol (Mead, Beer, and Wine) {Can be sold on the commerce or food market}
50% bonus if less than 8 alcohol products sold
100% bonus if less than 6 alcohol products sold
150% bonus if less than 4 alcohol products sold
200% bonus if less than 2 alcohol products sold
Use the format provided in the rules to post your proposals.
Check the LATEST trade post for the most current default price (D:S). If you are suspicious of an error, check the previous post and make sure they added properly.
THIS SESSION USES THE FOLLOWING RULES:
Each noble has 1 base Labor representing common vassals. Vassals consume 1 food for every 2 vassals. Odd numbered vassals do not consume any extra food as the vassals simply have to make do with less food. (Examples: 1 vassal consumes no food, 2 vassals consume 1 food, 3 vassals consume 1 food, etc.)
The following Buildings are available for construction:
STOREHOUSE {city or estate} (Costs 2 shields/labor) stores up to 20 commodities (including food). NOTE: you may store up to 10 nonfood items(shields/commerce) in addition to/instead of this 20 storage.
TAVERN {city only} (Costs 3 shields/labor) allows you to sell food at a 50% bonus. The number of food you may sell at that bonus is equal to the the city Pop of the city the workshop is located in. (Example: the building is located in Apolyton whose Pop is 4. The bonus applies to 4 units of the product.)
INN {city only} (Costs 5 shields/labor)
Requires Tavern
Increases Tavern bonus on food per city pop to 100%.
SHOPPE {city only} (Costs 3 shields/labor) allows you to sell commerce at a 50% bonus. The number of commerce you may sell at that bonus is equal to the the city Pop of the city the workshop is located in. (Example: the building is located in Apolyton whose Pop is 4. The bonus applies to 4 units of the product.)
Any Shoppe in a city with a Marketplace receives an additional 25% bonus, or 75% total bonus.
WORKSHOP {city only} (Costs 4 shields/labor) allows you to sell shields at a 50% bonus. The number of shields you may sell at that bonus is equal to the the city Pop of the city the workshop is located in. (Example: the building is located in Apolyton whose Pop is 4. The bonus applies to 4 units of the product.)
BREWERY {city or estate} (Costs 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.
Source for labor on estates can be vassals or city labor from any city with the brewery in its radius. For breweries in cities the labor must come from the city labor pool and/or vassals of landowners who own land within the city's radius.
All alcohol can be sold on either the food OR 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 {city or estate} ( Costs 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 {city or estate} (Costs 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 {city or estate} (Costs 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.
Horses (commerce generated from tiles with the Horse resource) sell on the commerce market with a 30% bonus to final sale price.
Note that currently 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.
To build a building in a city you must hire at least one labor from that city. Additional labor may be brought in from any noble's estate, but the first labor must be from the city or local authorities will not allow any construction on your building to take place.
The only building that will be "useable" the turn its built is Storehouse. All others technically use the turn to alter/sell products and should be in existence at the beginning of the turn to generate benefits.
ADDITIONAL 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
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. 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).
This is a shorter session because, I noticed that in the last two sessions most posts had been completed in the first 48 hours, and I won't be available to end the market and compute results 72 hours from now.
Use this thread for trade proposals only. So, NO DEBATES HERE (except relating to current session rules questions)
For rules, a directory of threads and debates see the thread Main thread and directory
Current Market Assessment:
Turn Number: 7
In Game year: 70 AD
"Market One": Apolyton, Termina, Tassagrad, BHQ, Port Rouge
Total population: 6+5+4+2+1=18
Labor Market
Apolyton Available Labor: 6
Termina Available Labor: 2
Tassagrad Available Labor: 5
BHQ Available Labor: 4
Port Rouge Available Labor: 1
(The Labor market is now done on a per city basis. Simply state in the following format, "Hire 1 Labor in Apolyton @ $26 (D:S 1/4 = $25)". To use Vassal labor simply state "Use 1 of my Vassals on my estate.")
Vassals for Auction:
1 French
3 Persian
TOTAL OF FOUR (4) AVAILABLE
(To bid for a vassal simply state the following proposed transaction: "I wish to bid $20 each for 2 French Vassals". Unless not enough bids are received, all vassals will be sold to the highest bidders. Transfer of ownership takes place at end of session. Newly acquired vassals have been fed for this session by the state, and may commence work during the next trading session.
Commodity Markets
Food demand: 18x2=36
Food supplied: 2+2+2+2+2= 10
D:S = 36/10 = $360
Shield Demand: 9+6+5+3+2=25
Shield Supply: 9+6+6+3+3=27
D:S = 25/27 = $93
NOTE BASE RATE FOR COMMERCE IS $50
So multiply D:S by 50% for current market price.
Commerce Demand: 18x4=72
Commerce Supplied: 3+2+1+1+1=8
D:S = 72/8 x.50= $450
subDemands
Alcohol (Mead, Beer, and Wine) {Can be sold on the commerce or food market}
50% bonus if less than 8 alcohol products sold
100% bonus if less than 6 alcohol products sold
150% bonus if less than 4 alcohol products sold
200% bonus if less than 2 alcohol products sold
Use the format provided in the rules to post your proposals.
Check the LATEST trade post for the most current default price (D:S). If you are suspicious of an error, check the previous post and make sure they added properly.
THIS SESSION USES THE FOLLOWING RULES:
Each noble has 1 base Labor representing common vassals. Vassals consume 1 food for every 2 vassals. Odd numbered vassals do not consume any extra food as the vassals simply have to make do with less food. (Examples: 1 vassal consumes no food, 2 vassals consume 1 food, 3 vassals consume 1 food, etc.)
The following Buildings are available for construction:
STOREHOUSE {city or estate} (Costs 2 shields/labor) stores up to 20 commodities (including food). NOTE: you may store up to 10 nonfood items(shields/commerce) in addition to/instead of this 20 storage.
TAVERN {city only} (Costs 3 shields/labor) allows you to sell food at a 50% bonus. The number of food you may sell at that bonus is equal to the the city Pop of the city the workshop is located in. (Example: the building is located in Apolyton whose Pop is 4. The bonus applies to 4 units of the product.)
INN {city only} (Costs 5 shields/labor)
Requires Tavern
Increases Tavern bonus on food per city pop to 100%.
SHOPPE {city only} (Costs 3 shields/labor) allows you to sell commerce at a 50% bonus. The number of commerce you may sell at that bonus is equal to the the city Pop of the city the workshop is located in. (Example: the building is located in Apolyton whose Pop is 4. The bonus applies to 4 units of the product.)
Any Shoppe in a city with a Marketplace receives an additional 25% bonus, or 75% total bonus.
WORKSHOP {city only} (Costs 4 shields/labor) allows you to sell shields at a 50% bonus. The number of shields you may sell at that bonus is equal to the the city Pop of the city the workshop is located in. (Example: the building is located in Apolyton whose Pop is 4. The bonus applies to 4 units of the product.)
BREWERY {city or estate} (Costs 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.
Source for labor on estates can be vassals or city labor from any city with the brewery in its radius. For breweries in cities the labor must come from the city labor pool and/or vassals of landowners who own land within the city's radius.
All alcohol can be sold on either the food OR 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 {city or estate} ( Costs 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 {city or estate} (Costs 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 {city or estate} (Costs 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.
Horses (commerce generated from tiles with the Horse resource) sell on the commerce market with a 30% bonus to final sale price.
Note that currently 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.
To build a building in a city you must hire at least one labor from that city. Additional labor may be brought in from any noble's estate, but the first labor must be from the city or local authorities will not allow any construction on your building to take place.
The only building that will be "useable" the turn its built is Storehouse. All others technically use the turn to alter/sell products and should be in existence at the beginning of the turn to generate benefits.
ADDITIONAL 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
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. 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).
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