EDIT: IGNORE THE TYPO, THIS IS TRADING SESSION NINE
Turn 9 closes EXACTLY 72 hours from the post time of this message.
Sorry, about the sudden pop up, but I suddenly discovered they were having a turnchat and needed to start the trading session before the turnchat was over.
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: 9
In Game year: 380 AD
"Market One": Apolyton, Termina, Tassagrad, BHQ, Port Rouge
Total population: 6+4+4+3+1=18
Labor Market
Apolyton Available Labor: 3
Termina Available Labor: 4
Tassagrad Available Labor: 6
BHQ Available Labor: 4
Gotham 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:
None captured in last set of turns. {PENDING}
Commodity Markets
FOOD MARKET
Food demand: 18x2=36 Food supplied: 2+2+2+2+2= 11 (10+1(fallow))
D:S = 36/11 = $327
SHIELD MARKET
Shield Demand: 7+7+5+5+1=25
Shield Supply: 7+7+5+4+1=24
D:S = 24/25 = $100
COMMERCE MARKET
NOTE BASE RATE FOR COMMERCE IS $50
So multiply D:S by 50% for current market price.
Commerce Demand: 18x4=72
Commerce Supplied: (4+2+2+1+1= 10)11 +(fallow)1=12
D:S = 72/12 x.50= $300
ALCOHOL MARKET
{Ale, Beer, Rum, and Wine} Base price $100
Apolyton Market: 3
Termina Market: 4
Tassagrad Market: 12
BHQ Market: 4
Gotham Market: 1
Use the format provided in the rules to post your proposals.
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 Ale {Changed name from mead to ale} 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.
Breweries may only sell their product to cities they are in the radius of until the construction of railroad. (So Duff Brewery can only sell alcohol to Tassagrad and Termina)
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.
ALCOHOL MARKET
Wine, Rum, Beer, and Ale.
Set at Pop x 1 for cities 5 and under, Pop x 2 for cities 19 and under, and Pop x 3 for cities 20 and over. The larger/more densely packed the city, the greater the demand fof alcohol.
So a size 5 city would have a demand of 5. A size 6 city would have a demand of 12, and a size 20 city would have a demand of 30.
DISTILLERY{city or estate} (Costs 5 shields/labor)
Allows up to 4 labor to convert 2 Sugar into 2 Rum
Rum sells at 50% bonus.
The sugar must be in the Distillery's possesion at the beginning of the trading session.
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.
NOTE: Sugar can only be grown in select markets, on grassland and in replacement of food. You must state during the trading session that you are growing sugar instead of food and the sugar can be sold at the end of the session on the commerce market or stored.
So basically Rum is the most profitable but requires the most coordination to produce.[/color]
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 and New Tile Purchases next session:
Captain (Cash $134, Debt $0)
civman2000 (Cash $225, Debt $0)
Duddha (Cash $394, Debt $0)
Frances (Cash $405 in Royal Treasury)
GhengisFarb (Cash=$1854, Debt=$0)
jdd2007 (Cash $468, Debt $0)
Jonny (Cash $333, Debt $0)
Kramerman (Cash $545 in Royal Treasury)
Nimitz (Cash $278, Debt $0)
notyoueither (Cash $27, Debt $0)
rendelnep (Cash $175, Debt $0)
Shiek (Cash $153 in Royal Treasury)
skywalker (Cash $405 in Royal Treasury)

(A) Gotham wnw (jungle w/ river(1 food, 1 commerce)), $500
Note that this tile will be in French control next session, and while it will still be considered the winner's property, no production can be sold from it until it is under Apolytonia's cultural influence.
(B) Gotham W (jungle w/ river(1 food, 1 commerce)), $500
(C) Gotham sw2 (jungle w/ river(1 food, 1 commerce)), $500
Note that this tile will be in French control next session, and while it will still be considered the winner's property, no production can be sold from it until it is under Apolytonia's cultural influence.
(D) Gotham NW (jungle w/ river(1 food, 1 commerce)), $500
(E) Gotham SW (jungle w/ river(1 food, 1 commerce)), $500
(F) Gotham ssw (jungle w/ river(1 food, 1 commerce)), $500
(G) Gotham N (jungle w/ river(1 food, 1 commerce)), $500
(H) Gotham S (jungle w/ river(1 food, 1 commerce)), $500
(I) Gotham nne (jungle w/ river(1 food, 1 commerce)), $500
(J) Gotham NE (jungle (1 food)), $200
(K) Gotham SE (jungle w/ river(1 food, 1 commerce)), $500
DIRECTONAL LEGEND FOR TILE LOCATIONS
For Example, if the city was Timeline, the Green tile would be "Timeline wnw", and the blue tile would be "Timeline S".

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)
Turn 9 closes EXACTLY 72 hours from the post time of this message.
Sorry, about the sudden pop up, but I suddenly discovered they were having a turnchat and needed to start the trading session before the turnchat was over.
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: 9
In Game year: 380 AD
"Market One": Apolyton, Termina, Tassagrad, BHQ, Port Rouge
Total population: 6+4+4+3+1=18
Labor Market
Apolyton Available Labor: 3
Termina Available Labor: 4
Tassagrad Available Labor: 6
BHQ Available Labor: 4
Gotham 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:
None captured in last set of turns. {PENDING}
Commodity Markets
FOOD MARKET
Food demand: 18x2=36 Food supplied: 2+2+2+2+2= 11 (10+1(fallow))
D:S = 36/11 = $327
SHIELD MARKET
Shield Demand: 7+7+5+5+1=25
Shield Supply: 7+7+5+4+1=24
D:S = 24/25 = $100
COMMERCE MARKET
NOTE BASE RATE FOR COMMERCE IS $50
So multiply D:S by 50% for current market price.
Commerce Demand: 18x4=72
Commerce Supplied: (4+2+2+1+1= 10)11 +(fallow)1=12
D:S = 72/12 x.50= $300
ALCOHOL MARKET
{Ale, Beer, Rum, and Wine} Base price $100
Apolyton Market: 3
Termina Market: 4
Tassagrad Market: 12
BHQ Market: 4
Gotham Market: 1
Use the format provided in the rules to post your proposals.
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 Ale {Changed name from mead to ale} 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.
Breweries may only sell their product to cities they are in the radius of until the construction of railroad. (So Duff Brewery can only sell alcohol to Tassagrad and Termina)
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.
ALCOHOL MARKET
Wine, Rum, Beer, and Ale.
Set at Pop x 1 for cities 5 and under, Pop x 2 for cities 19 and under, and Pop x 3 for cities 20 and over. The larger/more densely packed the city, the greater the demand fof alcohol.
So a size 5 city would have a demand of 5. A size 6 city would have a demand of 12, and a size 20 city would have a demand of 30.
DISTILLERY{city or estate} (Costs 5 shields/labor)
Allows up to 4 labor to convert 2 Sugar into 2 Rum
Rum sells at 50% bonus.
The sugar must be in the Distillery's possesion at the beginning of the trading session.
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.
NOTE: Sugar can only be grown in select markets, on grassland and in replacement of food. You must state during the trading session that you are growing sugar instead of food and the sugar can be sold at the end of the session on the commerce market or stored.
So basically Rum is the most profitable but requires the most coordination to produce.[/color]
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 and New Tile Purchases next session:
Captain (Cash $134, Debt $0)
civman2000 (Cash $225, Debt $0)
Duddha (Cash $394, Debt $0)
Frances (Cash $405 in Royal Treasury)
GhengisFarb (Cash=$1854, Debt=$0)
jdd2007 (Cash $468, Debt $0)
Jonny (Cash $333, Debt $0)
Kramerman (Cash $545 in Royal Treasury)
Nimitz (Cash $278, Debt $0)
notyoueither (Cash $27, Debt $0)
rendelnep (Cash $175, Debt $0)
Shiek (Cash $153 in Royal Treasury)
skywalker (Cash $405 in Royal Treasury)
(A) Gotham wnw (jungle w/ river(1 food, 1 commerce)), $500
Note that this tile will be in French control next session, and while it will still be considered the winner's property, no production can be sold from it until it is under Apolytonia's cultural influence.
(B) Gotham W (jungle w/ river(1 food, 1 commerce)), $500
(C) Gotham sw2 (jungle w/ river(1 food, 1 commerce)), $500
Note that this tile will be in French control next session, and while it will still be considered the winner's property, no production can be sold from it until it is under Apolytonia's cultural influence.
(D) Gotham NW (jungle w/ river(1 food, 1 commerce)), $500
(E) Gotham SW (jungle w/ river(1 food, 1 commerce)), $500
(F) Gotham ssw (jungle w/ river(1 food, 1 commerce)), $500
(G) Gotham N (jungle w/ river(1 food, 1 commerce)), $500
(H) Gotham S (jungle w/ river(1 food, 1 commerce)), $500
(I) Gotham nne (jungle w/ river(1 food, 1 commerce)), $500
(J) Gotham NE (jungle (1 food)), $200
(K) Gotham SE (jungle w/ river(1 food, 1 commerce)), $500
DIRECTONAL LEGEND FOR TILE LOCATIONS
For Example, if the city was Timeline, the Green tile would be "Timeline wnw", and the blue tile would be "Timeline S".
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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