Turn 8 closes EXACTLY 72 hours from the post time of this message.
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: 8
In Game year: 310 AD
"Market One": Apolyton, Termina, Tassagrad, BHQ, Port Rouge
Total population: 5+3+3+2+2=15
Labor Market
Apolyton Available Labor: 2
Termina Available Labor: 3
Tassagrad Available Labor: 5
BHQ Available Labor: 3
Port Rouge Available Labor: 2
(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:
None captured in last set of turns.
Commodity Markets
Food demand: 15x2=30 Food supplied: 2+2+2+2+2= 31 (10+21(fallow))
D:S = 30/31 = $96
Shield Demand: 6+5+3+3+3=20
Shield Supply: 6+5+4+4+3=22
D:S = 20/22 = $90
NOTE BASE RATE FOR COMMERCE IS $50
So multiply D:S by 50% for current market price.
Commerce Demand: 15x4=60
Commerce Supplied: (4+2+1+1+1= 9)+10 (fallow)=19
D:S = 60/19 x.50= $157
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:
Vassals consume 1 food for every 2 vassals. (Examples: 1 vassal consumes 1 food, 2 vassals consume 1 food, 3 vassals consume 2 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
We are leaving the Grace Period at 15 turns but operate under the original
rules that you can buy unowned tiles after you have paid off your debt. And you can borrow
money to buy up to 3 new tiles if their total value is less than $1000 or as much as you need
on one tile. (nye- if you make $301 this
turn you can pay off your debt and be eligible to bid on tiles with a government loan)
NO CHANGE TO THE BASE RATE, BUT WE INCLUDE THE PRODUCTION OF UNOWNED TILES IN THE CITY SUPPLY.
We eliminate local vassals, leaving the only source of labor pop from cities and vassals
bought from auctions. [/code]
The following Players would be eligible for Government Loans on New Tile Purchases this session:
civman2000 (Cash $50, Debt $0)
Duddha (Cash $894, Debt $0)
GhengisFarb (Cash=$4363, Debt=$0) -has made WAY too much money on commerce and food
jdd2007 (Cash $1659, Debt $0)
Jonny (Cash $670, Debt $0)
Kloreep (Cash $200, Debt $0)
Nimitz (Cash $278, Debt $0) *has 2 shields in stockpile
notyoueither (Cash $517, Debt $0)
rendelnep Cash $175, Debt $0)
UnOrthOdOx (Cash $280, Debt $0)
=OptimusCeasar= (Cash $0, Debt $0)
Here are the current lands STILL AVAILABLE IN BOLDYou purchase no more than 3 tiles (borrowing money from the government) and if you wish to borrow more than $1000 you can purchase only one tile. (IE, the only way you can purchase more than one tile is to buy a buch of unimproved jungle.)
Purple lands have been abandoned.
(H) 002 Apolyton NE (mined grass rd92 food, 2 shields, 1 commerce)), $1000
(A)....007 Apolyton NW12 (mined grass rd(2 food, 1 shield, 1 commerce)), $1000
(B)....016 Tassagrad N (mined grass rd(2 food, 1 shield, 1 commerce)), $1000
(C)....017 Tassagrad NE (grassland (2 food)), $450
(J) 018 Tassagrad SE (grassland(2 food, 2 shield)), $1000
(I) 019 Tassagrad S (grass rd, mine(2 food, 1 shield, 1 commerce)), $1000
(D)....020 Tassagrad SW (grass rd, mine(2 food, 1 shield, 1 commerce)), $1000
(K) 021 Tassagrad W (jungle(1 food)), $200
(L) 029 BHQ SW (mined grass rd river(2 food, 1 shield, 2 commerce)), $1500
(E) BHQ NNW Higher (jungle w/ road (1 food, 1 commerce) ), $450
(F) Termina NW2 Higher (jungle w/ river(1 food, 1 commerce)), $500
(G) Termina NNW Higher (jungle w/ river(1 food, 1 commerce)), $500
(M) BHQ NW Center11 (jungle(1 food)), $200
CONSTRUCTION STATUS
Franses has built 4 of ? on a building in a city/estate.
Kloreep has built 1 of 2 on Storehouse on his Estate
COMMERCIAL HOLDINGS (Active during this session)
APOLYTON
GhengisFarb owns a Tavern in Apolyton
notyoueither owns a Tavern in Apolyton
Kloreep owns a Tavern in Apolyton
GhengisFarb owns a Shoppe in Apolyton
notyoueither owns a Shoppe in Apolyton
BHQ
GhengisFarb owns a Tavern in BHQ
GhengisFarb owns a Shoppe in BHQ
TASSAGRAD
GhengisFarb owns a Tavern in Tassagrad
GhengisFarb owns a Shoppe in Tassagrad
TERMINA
Epistax owns a Tavern? in Termina
RURAL HOLDINGS
GhengisFarb owns a Storehouse on tile 026 BHQ N (mountain)
GhengisFarb owns a Brewery on tile 015 Termina NE3 (grassland formerly known as jungle),
Kloreep owns a Storehouse on tile 006 Apolyton NW11 (mined grass rd)
UnOrthOdOx owns a Lumber Mill on 013 Termina NE1 (jungle)
=OttimusCeasar= owns a Storehouse on tile 022 Tassagrad NW (jungle)
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: 8
In Game year: 310 AD
"Market One": Apolyton, Termina, Tassagrad, BHQ, Port Rouge
Total population: 5+3+3+2+2=15
Labor Market
Apolyton Available Labor: 2
Termina Available Labor: 3
Tassagrad Available Labor: 5
BHQ Available Labor: 3
Port Rouge Available Labor: 2
(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:
None captured in last set of turns.
Commodity Markets
Food demand: 15x2=30 Food supplied: 2+2+2+2+2= 31 (10+21(fallow))
D:S = 30/31 = $96
Shield Demand: 6+5+3+3+3=20
Shield Supply: 6+5+4+4+3=22
D:S = 20/22 = $90
NOTE BASE RATE FOR COMMERCE IS $50
So multiply D:S by 50% for current market price.
Commerce Demand: 15x4=60
Commerce Supplied: (4+2+1+1+1= 9)+10 (fallow)=19
D:S = 60/19 x.50= $157
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:
Vassals consume 1 food for every 2 vassals. (Examples: 1 vassal consumes 1 food, 2 vassals consume 1 food, 3 vassals consume 2 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
We are leaving the Grace Period at 15 turns but operate under the original
rules that you can buy unowned tiles after you have paid off your debt. And you can borrow
money to buy up to 3 new tiles if their total value is less than $1000 or as much as you need
on one tile. (nye- if you make $301 this
turn you can pay off your debt and be eligible to bid on tiles with a government loan)
NO CHANGE TO THE BASE RATE, BUT WE INCLUDE THE PRODUCTION OF UNOWNED TILES IN THE CITY SUPPLY.
We eliminate local vassals, leaving the only source of labor pop from cities and vassals
bought from auctions. [/code]
The following Players would be eligible for Government Loans on New Tile Purchases this session:
civman2000 (Cash $50, Debt $0)
Duddha (Cash $894, Debt $0)
GhengisFarb (Cash=$4363, Debt=$0) -has made WAY too much money on commerce and food
jdd2007 (Cash $1659, Debt $0)
Jonny (Cash $670, Debt $0)
Kloreep (Cash $200, Debt $0)
Nimitz (Cash $278, Debt $0) *has 2 shields in stockpile
notyoueither (Cash $517, Debt $0)
rendelnep Cash $175, Debt $0)
UnOrthOdOx (Cash $280, Debt $0)
=OptimusCeasar= (Cash $0, Debt $0)
Here are the current lands STILL AVAILABLE IN BOLDYou purchase no more than 3 tiles (borrowing money from the government) and if you wish to borrow more than $1000 you can purchase only one tile. (IE, the only way you can purchase more than one tile is to buy a buch of unimproved jungle.)
Purple lands have been abandoned.
(H) 002 Apolyton NE (mined grass rd92 food, 2 shields, 1 commerce)), $1000
(A)....007 Apolyton NW12 (mined grass rd(2 food, 1 shield, 1 commerce)), $1000
(B)....016 Tassagrad N (mined grass rd(2 food, 1 shield, 1 commerce)), $1000
(C)....017 Tassagrad NE (grassland (2 food)), $450
(J) 018 Tassagrad SE (grassland(2 food, 2 shield)), $1000
(I) 019 Tassagrad S (grass rd, mine(2 food, 1 shield, 1 commerce)), $1000
(D)....020 Tassagrad SW (grass rd, mine(2 food, 1 shield, 1 commerce)), $1000
(K) 021 Tassagrad W (jungle(1 food)), $200
(L) 029 BHQ SW (mined grass rd river(2 food, 1 shield, 2 commerce)), $1500
(E) BHQ NNW Higher (jungle w/ road (1 food, 1 commerce) ), $450
(F) Termina NW2 Higher (jungle w/ river(1 food, 1 commerce)), $500
(G) Termina NNW Higher (jungle w/ river(1 food, 1 commerce)), $500
(M) BHQ NW Center11 (jungle(1 food)), $200
CONSTRUCTION STATUS
Franses has built 4 of ? on a building in a city/estate.
Kloreep has built 1 of 2 on Storehouse on his Estate
COMMERCIAL HOLDINGS (Active during this session)
APOLYTON
GhengisFarb owns a Tavern in Apolyton
notyoueither owns a Tavern in Apolyton
Kloreep owns a Tavern in Apolyton
GhengisFarb owns a Shoppe in Apolyton
notyoueither owns a Shoppe in Apolyton
BHQ
GhengisFarb owns a Tavern in BHQ
GhengisFarb owns a Shoppe in BHQ
TASSAGRAD
GhengisFarb owns a Tavern in Tassagrad
GhengisFarb owns a Shoppe in Tassagrad
TERMINA
Epistax owns a Tavern? in Termina
RURAL HOLDINGS
GhengisFarb owns a Storehouse on tile 026 BHQ N (mountain)
GhengisFarb owns a Brewery on tile 015 Termina NE3 (grassland formerly known as jungle),
Kloreep owns a Storehouse on tile 006 Apolyton NW11 (mined grass rd)
UnOrthOdOx owns a Lumber Mill on 013 Termina NE1 (jungle)
=OttimusCeasar= owns a Storehouse on tile 022 Tassagrad NW (jungle)
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