How about a $MiniGame Democracy Game. Where our actions and decisions are freely driven by each members attempts to improve their holdings and what not.
I had been working on a system for that with the $MiniGame and we have been experimenting with that type of system in the Glory of War.
You could have the following positions:
Chancellor- makes all decisions regarding Luxury and Tech Slider positions and spending of money. Plays the turns.
Various Ambassadors who are responsible for foreign diplomacy and trade.
Mayors. Each city has a mayor which is an elected position. Anyone who owns a tile in a city's radius get 1 vote for each tile they own in the city radius for that city's Mayor. The mayor makes building queu decisions for that city. All workers are assigned to the city that built them with the intial worker belonging to the capital city. The Mayor is also in charge or worker actions for his cities workers.
We would wait for the initial auction until we had enough tiles for everyone to have one. OR we could mod it so that each civ started with 3 settlers and 3 workers to speed it up a bit. Personally, I would have no problem with playing quite a few turns on a weekend turnchat to get up to the point where we could auction off tiles.
Another thing. Settlers should be like Merchant Colonies. They have nine shares (1 tile in the initial radius for each share holder) and we would auction off the shares when we create the settler.
REGARDLESS OF WHAT HAPPENS TO THE CURRENT DEMOCRACY GAME, IF WE HAD TWELVE PEOPLE INTERESTED IN DOING THIS WE COULD START IT UP.
How do I get tiles?
The Treasury is the financial representative of the Government it loans money to the players for their initial land purchase. You may never borrow more money that your land holding's value except for your initial purchase.
For your initial purchase you may buy up to THREE TILES of land. You simply post that you wish to bid whatever dollar amount you wish to bid. The price listed by each tile is the MINIMUM bid required for that tile. Each listing also lists the current production for that tile.
Initital purchases have a GRACE PERIOD of 10 turns. If you pay all debts to the bank in full by the end of your tenth turn you will owe no interest. After the tenth turn the bank will charge you 20% interest on your outstanding debt balance at the beginning of each turn.
What are tiles good for?
In Civ3 tiles generate three basic resources: Food, Shields, and Commerce. These in turn are our three Basic Markets.
FOOD - What people eat, can be sold directly on the market or can be sold through restaurants, etc.
SHIELDS - What you use to build things, can be sold on the market or used for construction.
COMMERCE - Trade goods or general merchandise. Can be sold on the market or through stores.
There is also a Fourth Basic Resource:
LABOR - Each player gets one Labor to represent the vassals any Lord would have. Additional Labor can be hired from towns or can be bought in the form of additional vassals at auction. Vassals eat 1 food for every 2 vassals that you own. This number is NOT rounded up.
Each turn we produce product based on our tiles. During that trade session we sell or utilize these resources as we see fit.
Special Resources such as Bonus, Strategic, and Luxuries make all production in that tile that corresponds to the resource bonuses to become a related product. These typically have a percentage bonus to their sell price.
For example Wheat gives a +2 to food production, therefore all food produced from a Wheat tile is Wheat(food). Cattle gives a +2 to food and +1 to shield, therefore all food produced from that tile is Beef(food) and all shields are Leather(shields).
List of Special Resources
Sold on the Food Market:
Grapes = food from Wine tiles 15% bonus
Beef = food from Cattle tiles 20% bonus
Leather = shields from Cattle tiles 10% bonus
Grain = food from Wheat tiles 20% bonus
Venison = Food from Game tiles 30% bonus
Sold on the Shields Market:
Iron = shields generated from Iron tiles 30% bonus
Coal = shields generated from Coal tiles 20% bonus
Crude Oil = shields generated from Oil tiles 10% bonus
Aluminum = shields generated from Aluminum tiles 30% bonus
Weapon Grade Uranium = shields from Uranium tiles 50% bonus
Sold on the Commerce Market:
Horses = commerce generated from Horse tiles 30% bonus
Saltpeter = commerce generated from Saltpeter tiles 30% bonus
Fuel Coal = commerce generated from Coal tiles 10% bonus
Petroleum = commerce generated from Oil tiles 20% bonus
Rubber = commerce generated from Rubber tiles 30% bonus
Fuel Cell Uranium = commerce from Uranium tiles 10% bonus
Dye = commerce from Dye tiles 30% bonus
Incense = commerce from Incense tiles 30% bonus
Spice = commerce from Spice tiles 30% bonus
Ivory = commerce from Ivory tiles 30% bonus
Gold = commerce from Gold tiles 50% bonus
Sold on the Alcohol Market:
Wine = commerce from Wine tiles 15% bonus (alcohol)
There are also Finished Goods which are created by transforming other goods.
HOW THE FINAL PRICE IS DETERMINED
We use a simple ratio: Demand/Supply (*Base Price)
Typically the base price is $100 unless stated otherwise.
Demand is the demand source number plus any product purchased by the players.
Supply is the supply source number plus and product sold by the players.
Your Basic Markets
FOOD MARKET
Demand = 2xPop of all the cities + any food bought by the players
Supply = The food generated by the city tiles (the tiles the cities are located on) + any food sold by the players
Base Price = $100
SHIELD MARKET
* This has changed from the last $MiniGame
Demand = The total # of shields required to complete all non unit projects the cities are currently building.
Supply = The shields generated by the city tiles (the tiles the cities are located on) + any shields sold by the players
Base Price = $50
COMMERCE MARKET
Demand = per capita GNP*Pop + any commerce bought by the players
Supply = The commerce generated by the city tiles (the tiles the cities are located on) + any commerce sold by the players
Base Price = $50
LABOR MARKET
Labor is computed on a per city basis.
Demand = number of labor attempted to be hired by the players
Supply = the city's Pop
Additional Markets
ALCOHOL MARKET
Wine, Rum, Beer, and Ale. Base price $100
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.
DONE ON A PER CITY BASIS (each city is its own market and alcohol must be produced in the city radius of the city it is sold in with the exception of Wine) until the discovery of railroads, at which time it becomes a nationwide market.
CURRENT BUILDINGS LIST:
RETAIL BUSINESSES
{city only} (Costs 3 shields/labor) Requires ? Advance
Any "Retail Business" can be expanded into a "Chain Retail Business" for an additional cost of 2 shield/labor which removes the 6 product max (so if the city was size 14 a "retail business" only allows you to sell 6 product at a bonus, but a "chain retail business" would allow you to sell 14)
When built, you must choose the type of "retail business" it is:
1) "Shoppe" -bonus applies to commerce (same as current Shoppe)
2) "Eatery" -bonus applies to food (same as current Tavern)
3) "Tavern" -bonus applies to food AND alcohol, but must sell at least 1 of each to receive bonus
4) "Bar" -bonus applies to alcohol
5) "Steak House" bonus only applies to Beef (food from tiles with the Cattle resource) but bonus is 75%, not 50%
6) "Hardware Store" 50% bonus applies to shields and halfShields.
7) "Specialty Shoppe" bonus applies to a specific type of commerce (ie, Horses, Dye, Spice, etc) and only that commerce receives the bonus, but the bonus is 75%, not 50%.
Any Shoppe, Hardware Store, or Specialty Shoppe in a city with a Marketplace receives an additional 25% bonus, or 75/100% total bonus.
You can cease operations for 1 trading session and convert from one type of "retail business" to another type for a cost of 1 shield/labor.
OTHER BUILDINGS
INN {city only} (Costs 5 shields/labor) Requires ? Advance
Requires Eatery, Tavern, Bar, and/or Steakhouse in city chosen.
Doubles bonus on product sold in Eateries, Taverns, Bars and Steakhouses owned by player in city but IS NOT cumulative with the bonus from a Marketplace.
An Inn requires 1 local labor to operate.
Any Inn can be expanded into an Inn Chain in a specific city for an additional cost of 3 shield/labor which removes the 6 product max (so if the city was size 14 an "inn" only allows you to sell 6 product at a bonus, but an "inn chain" would allow you to sell 14)
An Inn Chain requires 1 local labor to operate.
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.
BREWERY {city or estate} (Costs 5 shields/labor) Requires ? Advance
Allows up to 4 labor to convert up 2 food into 2 Ale {Changed name from mead to ale} per labor (1 to 1 conversion).
And/or convert up 2 Grain(only source is Wheat) into 2 Beer (1 to 1 conversion). Beer sells at 30% bonus.
1) Breweries may only sell their product in a city which contains the source Brewery in its radius, or is connected to the source Brewery by railroad.
2) Until the discovery of Electricity, Ale and Beer MUST be sold the turn after it is produced, it cannot be stored.
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.
DISTILLERY{city or estate} (Costs 5 shields/labor) Requires ? Advance
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.
Like Wine, Rum can be sold anywhere in the Market and can be stored.
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.
WIND MILL {city or estate} ( Costs 5 shields/labor) Requires ? Advance
Allows up to 4 labor to convert 2 grain into 2 flour per labor. Flour sells on the food market at a 50% bonus.
BAKERY {city only} (Costs 4 shields/labor) Requires ? Advance
Allows up to 4 labor to convert up 2 food into 4 Snacks per labor (1 to 2 conversion).
And/or convert up 2 flour into 6 Pasteries per labor (1 to 3 conversion).
Snacks sell on the commerce market with no bonus. Pasteries sell on the commerce market with a 50% bonus.
Both Snacks and Pasteries may be sold through Shoppes and recieve the Shoppe bonus.
LUMBER MILL {city or estate} (Costs 5 shields/labor) Requires ? Advance
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 Currency Advance
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.
PAPER MILL {city or estate} (Costs 5 shields/labor) Requires Writing Advance
Requires tile to have river access.
Allows up to 4 labor to convert 1 shield into 2 paper per labor. Paper sells on the commerce market.
BINDERY {city or estate} (Costs 3 shields/labor) Requires Literature Advance
Representing scribes before the printing press
Allows up to 4 labor to convert 1 paper into 1 book (or 2 pamphlets) per labor. Books and Pamphlets sell in the commerce market with the Literature subDemand. Books sell at 150% D/S and Pamphlets sell at 75% of D/S.
PRINTER {city or estate} (Costs 5 shields/labor)
A Binder can be upgraded after the discovery of the Printing Press for 2 shields/labor.
A Printer basically doubles what a labor can do versus a Bindery.
Allows up to 4 labor to convert 2 paper into 2 books (or 4 pamphlets) per labor. Books and Pamphlets sell in the commerce with the Literature subDemand.
Literature subDemand is equal to the market's pop x the literacy rate with an additional +1 added for each library and university in the market. As long as the subDemand is not met, all "literature" products sell at a 50% bonus.
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.
Labor for Rural Businesses must come from vassals or a city that has the tile in question in its city radius.
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.
UNDER CONSTRUCTION
REGARDLESS OF WHAT HAPPENS TO THE CURRENT DEMOCRACY GAME, IF WE HAD TWELVE PEOPLE INTERESTED IN DOING THIS WE COULD START IT UP.
Feudal Democracy $MiniGame Member List
1 GhengisFarb
2 donegeal
3 Epistax
4 Panzer32
5 Jonny
6 mrmitchell
7 Uber KruX
8 skywalker
9 Octavian X
10 UnOrthOdOx
11 Nuclear Master
I had been working on a system for that with the $MiniGame and we have been experimenting with that type of system in the Glory of War.
You could have the following positions:
Chancellor- makes all decisions regarding Luxury and Tech Slider positions and spending of money. Plays the turns.
Various Ambassadors who are responsible for foreign diplomacy and trade.
Mayors. Each city has a mayor which is an elected position. Anyone who owns a tile in a city's radius get 1 vote for each tile they own in the city radius for that city's Mayor. The mayor makes building queu decisions for that city. All workers are assigned to the city that built them with the intial worker belonging to the capital city. The Mayor is also in charge or worker actions for his cities workers.
We would wait for the initial auction until we had enough tiles for everyone to have one. OR we could mod it so that each civ started with 3 settlers and 3 workers to speed it up a bit. Personally, I would have no problem with playing quite a few turns on a weekend turnchat to get up to the point where we could auction off tiles.
Another thing. Settlers should be like Merchant Colonies. They have nine shares (1 tile in the initial radius for each share holder) and we would auction off the shares when we create the settler.
REGARDLESS OF WHAT HAPPENS TO THE CURRENT DEMOCRACY GAME, IF WE HAD TWELVE PEOPLE INTERESTED IN DOING THIS WE COULD START IT UP.
How do I get tiles?
The Treasury is the financial representative of the Government it loans money to the players for their initial land purchase. You may never borrow more money that your land holding's value except for your initial purchase.
For your initial purchase you may buy up to THREE TILES of land. You simply post that you wish to bid whatever dollar amount you wish to bid. The price listed by each tile is the MINIMUM bid required for that tile. Each listing also lists the current production for that tile.
Initital purchases have a GRACE PERIOD of 10 turns. If you pay all debts to the bank in full by the end of your tenth turn you will owe no interest. After the tenth turn the bank will charge you 20% interest on your outstanding debt balance at the beginning of each turn.
What are tiles good for?
In Civ3 tiles generate three basic resources: Food, Shields, and Commerce. These in turn are our three Basic Markets.
FOOD - What people eat, can be sold directly on the market or can be sold through restaurants, etc.
SHIELDS - What you use to build things, can be sold on the market or used for construction.
COMMERCE - Trade goods or general merchandise. Can be sold on the market or through stores.
There is also a Fourth Basic Resource:
LABOR - Each player gets one Labor to represent the vassals any Lord would have. Additional Labor can be hired from towns or can be bought in the form of additional vassals at auction. Vassals eat 1 food for every 2 vassals that you own. This number is NOT rounded up.
Each turn we produce product based on our tiles. During that trade session we sell or utilize these resources as we see fit.
Special Resources such as Bonus, Strategic, and Luxuries make all production in that tile that corresponds to the resource bonuses to become a related product. These typically have a percentage bonus to their sell price.
For example Wheat gives a +2 to food production, therefore all food produced from a Wheat tile is Wheat(food). Cattle gives a +2 to food and +1 to shield, therefore all food produced from that tile is Beef(food) and all shields are Leather(shields).
List of Special Resources
Sold on the Food Market:
Grapes = food from Wine tiles 15% bonus
Beef = food from Cattle tiles 20% bonus
Leather = shields from Cattle tiles 10% bonus
Grain = food from Wheat tiles 20% bonus
Venison = Food from Game tiles 30% bonus
Sold on the Shields Market:
Iron = shields generated from Iron tiles 30% bonus
Coal = shields generated from Coal tiles 20% bonus
Crude Oil = shields generated from Oil tiles 10% bonus
Aluminum = shields generated from Aluminum tiles 30% bonus
Weapon Grade Uranium = shields from Uranium tiles 50% bonus
Sold on the Commerce Market:
Horses = commerce generated from Horse tiles 30% bonus
Saltpeter = commerce generated from Saltpeter tiles 30% bonus
Fuel Coal = commerce generated from Coal tiles 10% bonus
Petroleum = commerce generated from Oil tiles 20% bonus
Rubber = commerce generated from Rubber tiles 30% bonus
Fuel Cell Uranium = commerce from Uranium tiles 10% bonus
Dye = commerce from Dye tiles 30% bonus
Incense = commerce from Incense tiles 30% bonus
Spice = commerce from Spice tiles 30% bonus
Ivory = commerce from Ivory tiles 30% bonus
Gold = commerce from Gold tiles 50% bonus
Sold on the Alcohol Market:
Wine = commerce from Wine tiles 15% bonus (alcohol)
There are also Finished Goods which are created by transforming other goods.
HOW THE FINAL PRICE IS DETERMINED
We use a simple ratio: Demand/Supply (*Base Price)
Typically the base price is $100 unless stated otherwise.
Demand is the demand source number plus any product purchased by the players.
Supply is the supply source number plus and product sold by the players.
Your Basic Markets
FOOD MARKET
Demand = 2xPop of all the cities + any food bought by the players
Supply = The food generated by the city tiles (the tiles the cities are located on) + any food sold by the players
Base Price = $100
SHIELD MARKET
* This has changed from the last $MiniGame
Demand = The total # of shields required to complete all non unit projects the cities are currently building.
Supply = The shields generated by the city tiles (the tiles the cities are located on) + any shields sold by the players
Base Price = $50
COMMERCE MARKET
Demand = per capita GNP*Pop + any commerce bought by the players
Supply = The commerce generated by the city tiles (the tiles the cities are located on) + any commerce sold by the players
Base Price = $50
LABOR MARKET
Labor is computed on a per city basis.
Demand = number of labor attempted to be hired by the players
Supply = the city's Pop
Additional Markets
ALCOHOL MARKET
Wine, Rum, Beer, and Ale. Base price $100
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.
DONE ON A PER CITY BASIS (each city is its own market and alcohol must be produced in the city radius of the city it is sold in with the exception of Wine) until the discovery of railroads, at which time it becomes a nationwide market.
CURRENT BUILDINGS LIST:
RETAIL BUSINESSES
{city only} (Costs 3 shields/labor) Requires ? Advance
Any "Retail Business" can be expanded into a "Chain Retail Business" for an additional cost of 2 shield/labor which removes the 6 product max (so if the city was size 14 a "retail business" only allows you to sell 6 product at a bonus, but a "chain retail business" would allow you to sell 14)
When built, you must choose the type of "retail business" it is:
1) "Shoppe" -bonus applies to commerce (same as current Shoppe)
2) "Eatery" -bonus applies to food (same as current Tavern)
3) "Tavern" -bonus applies to food AND alcohol, but must sell at least 1 of each to receive bonus
4) "Bar" -bonus applies to alcohol
5) "Steak House" bonus only applies to Beef (food from tiles with the Cattle resource) but bonus is 75%, not 50%
6) "Hardware Store" 50% bonus applies to shields and halfShields.
7) "Specialty Shoppe" bonus applies to a specific type of commerce (ie, Horses, Dye, Spice, etc) and only that commerce receives the bonus, but the bonus is 75%, not 50%.
Any Shoppe, Hardware Store, or Specialty Shoppe in a city with a Marketplace receives an additional 25% bonus, or 75/100% total bonus.
You can cease operations for 1 trading session and convert from one type of "retail business" to another type for a cost of 1 shield/labor.
OTHER BUILDINGS
INN {city only} (Costs 5 shields/labor) Requires ? Advance
Requires Eatery, Tavern, Bar, and/or Steakhouse in city chosen.
Doubles bonus on product sold in Eateries, Taverns, Bars and Steakhouses owned by player in city but IS NOT cumulative with the bonus from a Marketplace.
An Inn requires 1 local labor to operate.
Any Inn can be expanded into an Inn Chain in a specific city for an additional cost of 3 shield/labor which removes the 6 product max (so if the city was size 14 an "inn" only allows you to sell 6 product at a bonus, but an "inn chain" would allow you to sell 14)
An Inn Chain requires 1 local labor to operate.
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.
BREWERY {city or estate} (Costs 5 shields/labor) Requires ? Advance
Allows up to 4 labor to convert up 2 food into 2 Ale {Changed name from mead to ale} per labor (1 to 1 conversion).
And/or convert up 2 Grain(only source is Wheat) into 2 Beer (1 to 1 conversion). Beer sells at 30% bonus.
1) Breweries may only sell their product in a city which contains the source Brewery in its radius, or is connected to the source Brewery by railroad.
2) Until the discovery of Electricity, Ale and Beer MUST be sold the turn after it is produced, it cannot be stored.
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.
DISTILLERY{city or estate} (Costs 5 shields/labor) Requires ? Advance
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.
Like Wine, Rum can be sold anywhere in the Market and can be stored.
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.
WIND MILL {city or estate} ( Costs 5 shields/labor) Requires ? Advance
Allows up to 4 labor to convert 2 grain into 2 flour per labor. Flour sells on the food market at a 50% bonus.
BAKERY {city only} (Costs 4 shields/labor) Requires ? Advance
Allows up to 4 labor to convert up 2 food into 4 Snacks per labor (1 to 2 conversion).
And/or convert up 2 flour into 6 Pasteries per labor (1 to 3 conversion).
Snacks sell on the commerce market with no bonus. Pasteries sell on the commerce market with a 50% bonus.
Both Snacks and Pasteries may be sold through Shoppes and recieve the Shoppe bonus.
LUMBER MILL {city or estate} (Costs 5 shields/labor) Requires ? Advance
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 Currency Advance
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.
PAPER MILL {city or estate} (Costs 5 shields/labor) Requires Writing Advance
Requires tile to have river access.
Allows up to 4 labor to convert 1 shield into 2 paper per labor. Paper sells on the commerce market.
BINDERY {city or estate} (Costs 3 shields/labor) Requires Literature Advance
Representing scribes before the printing press
Allows up to 4 labor to convert 1 paper into 1 book (or 2 pamphlets) per labor. Books and Pamphlets sell in the commerce market with the Literature subDemand. Books sell at 150% D/S and Pamphlets sell at 75% of D/S.
PRINTER {city or estate} (Costs 5 shields/labor)
A Binder can be upgraded after the discovery of the Printing Press for 2 shields/labor.
A Printer basically doubles what a labor can do versus a Bindery.
Allows up to 4 labor to convert 2 paper into 2 books (or 4 pamphlets) per labor. Books and Pamphlets sell in the commerce with the Literature subDemand.
Literature subDemand is equal to the market's pop x the literacy rate with an additional +1 added for each library and university in the market. As long as the subDemand is not met, all "literature" products sell at a 50% bonus.
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.
Labor for Rural Businesses must come from vassals or a city that has the tile in question in its city radius.
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.
UNDER CONSTRUCTION
REGARDLESS OF WHAT HAPPENS TO THE CURRENT DEMOCRACY GAME, IF WE HAD TWELVE PEOPLE INTERESTED IN DOING THIS WE COULD START IT UP.
Feudal Democracy $MiniGame Member List
1 GhengisFarb
2 donegeal
3 Epistax
4 Panzer32
5 Jonny
6 mrmitchell
7 Uber KruX
8 skywalker
9 Octavian X
10 UnOrthOdOx
11 Nuclear Master
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