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  • Guild Proposals.

    Since we're assigning tiles and the centralized system goes "feudal," I would propose the concept we came up with in the Feudal Team at MZO.

    Guilds to control specific centralized objectives.

    Units are the property of the cities or players if the units are auctioned off. But what about Science Rates, Luxury Rates, etc?

    I propose an Alchemist's Guild which has sole authority and control over our Science issues. They would decide what tech we research, whether we trade techs, and how any Scientific Leader is used.

    I propose that each citizen has one vote in the Alchemist's Guild. A city gets 1 vote for each beaker it generates (corrupted ones don't count).


    Secondly I propose that each city is allowed to do with the gold it generates however it sees fit and that all unit and improvement maintenance is deducted from that city's account.

    So if Futility builds a Granary that maintenance would come out of the Gold Futility generates.

    Thirdly, that Settlers possess the initial 8 tiles they bring into the empire upon their founding. Thus shares in Settlers could be auctioned off and the owners of those shares could decide where they want the Settler to settle. The additional tiles opened up after the cultural radius expands would be Government's property and auctioned off to the higher bidder.

  • #2


    Alchemy fun. I like the 'guild' idea, GF. Let's do it.
    Before Enlightenment: Chop Wood, Carry Water.
    After Enlightenment: Chop Wood, Carry Water.
    I reserve the right to speak gibberish in public, to embarass myself as a Senator, and to generally ignore the Bananis Imperialis; assumed competent. The Decadence that was Rome scoffs, I stand in the Bacchanalian temples laughing.

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    • #3
      Guilds are great. What about the Merchants Guild for the luxury rates?

      In the feudal system as it was used in de medieval age, prices were not derived from the capitalist system of supply and demand, but by guilds determining the prices of goods. In these guilds the craftsmen had one vote each. Each city also had their own guild. So it happened that in one city goods were worth more than in others, because the guilds decided differently, and so trade was possible.

      We could let the landowners of the land surrounding a city have a vote in the price of each good: shields, food and commerce. The composition of landowners then determines the price. When in two cities prices differ, you as a landowner can then decide to trade your goods elsewere than at your city's main square and move them to another city. This movement could be the same as that of a slowmover. We can agree that you can only move units over roads or that roads don'r matter. We can also introduce a robbery factor, a risk of trading.

      That's a few ideas concerning guilds and trade.

      Aidun
      "Many that live deserve death. And some that die deserve life. Can you give it to them? Then do not be too eager to deal out death in judgement. For even the very wise can not see all ends." - J.R.R. Tolkien, The Fellowship of the Ring.
      Term 9 and 10 Domestic Minister of the C3DG I., Term 8 Regional Governor of Old Persia in the C3DG and proud citizen of Apolyton. Royal Ambassador to Legoland in the C3 PTW DG, Foreign Affairs Minister and King of the United Kingdom in the MZO C3CDG and leader of the Monarchist Imperialist team. Moody Sir Aidun (The Impatient) of the Holy Templar Order in the C4BtSDG

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      • #4
        Could we set some sort of money amount each city has to spend and let the lords of that city set the prices for goods to distribute that money? I don't know, maybe the City's population multiplied by its Commerce output?

        I thought that all of the tiles opened up by a Settler would be assigned/auctioned off by that specific city lord. So your saying that the first 8 tiles are given to the owner of the settler and the other tiles are national property?

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