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  • #46
    Originally posted by Nuclear Master
    Can they decide to keep all of their tiles for themselves? Do they earn the money of the auctioned tiles if they sell them?
    Well, the citystates are pretty much autonomous. I would expect them to decide amongst their citizens.

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    • #47
      What happens when you have 8 investors in a Settler... and the Settler settles next to water eating up a couple tiles? How are tiles decided upon when a Settler settles... highest bid chooses first?

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      • #48
        GF, could you make a file with all of the updated rules and everything? It would be handy to have.

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        • #49
          GF, could you make a file with all of the updated rules and everything? It would be handy to have.
          Yes, it would be!
          What happens when you have 8 investors in a Settler... and the Settler settles next to water eating up a couple tiles?
          Perhaps the site for building should be decided upon before any can invest in it, so that the exact number will be known.
          How are tiles decided upon when a Settler settles... highest bid chooses first?
          Would make sense to me.
          Sent by Him,
          Prince TORARADICAL of The MAELRI

          Creator and High Administrator of Noitazilivic--Home of the first cIV DGame, the first Warlords DGame, and the first BTS DGame

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          • #50
            Originally posted by Aeson
            What happens when you have 8 investors in a Settler... and the Settler settles next to water eating up a couple tiles? How are tiles decided upon when a Settler settles... highest bid chooses first?
            Yeah, that's one of those issues I've been wondering about.

            Although my thoughts are along the same lines of TORARADICAL's.

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            • #51
              Originally posted by Nuclear Master
              GF, could you make a file with all of the updated rules and everything? It would be handy to have.
              What we're using so far is a few posts above yours. There's a ton of crap for later on the game put I have been leery of posting all of it as its easy to get lost with all the rules.

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              • #52
                Maybe it would be better if we didn't bid on Settlers, but on the tiles the Settler eventually claimed. Essentially that is what we are doing now anyways, but doing so before we actually have the tiles claimed is problematic.

                The city that produces the Settler would be in charge of founding the new city, and at that point regular bidding on tiles would be available. This would avoid problems that would arise if the city site is claimed by another Settler (ours or AI's) first, or a change of plans was made in transit (found a city cause there's Barbs/AI about to attack... new resource has just been uncovered, ect.)

                That would pose the problem of why a city would then build any Settlers of course. One reason to build Settlers is once you have gotten cities connected by roads so it opens more markets. Since 2 cities will grow faster than 1, there will be more overall demand for goods, and more money to be made, even if you aren't represented in the new city. Then of course there will be the benefits of having more tiles to bid on which helps everyone.

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                • #53
                  Originally posted by Aeson
                  Since 2 cities will grow faster than 1, there will be more overall demand for goods,
                  Okay, you have a new city but you also have 8-20 new tiles producing MORE goods. How does this increase demand?

                  We could eliminate the eight slots and allow all units to be bid on as a whole (Settlers/Military units/Workers) and then whoever wins the bid for the Settler controls it and can choose to auction of the land tiles, say the unit owner gets the four city shares and the government gets four shares that it can auction off after the city is founded.

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                  • #54
                    Originally posted by GhengisFarb

                    Okay, you have a new city but you also have 8-20 new tiles producing MORE goods. How does this increase demand?
                    Demand would increase because you'd have more overall population/commerce. Supply would also increase of course. Sorry if my phrasing was confusing.

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                    • #55
                      ALCOHOL MARKETS

                      There are many different types of Alcohol. Each city's alcohol market is a separate market from the other basic markets.

                      Alcohol Markets operate on a supply and demand system.

                      The Demand in any city is determined by the following formula:

                      For Towns there is 1 Acohol demanded for each Pop.
                      For Cities 2 Alcohol are demanded for each Pop.
                      For Metropolis' there are 3 Acohol demanded for each Pop.

                      (So a city with 2 pop would demand 2 Alcohol and city with 7 pop would demand 14 Alcohol.)

                      Alcohol has a base price of $100.

                      The price is determined as follows.

                      Demand/Supply * Base Price

                      (So if a city that demanded 3 Alcohol had 2 Alcohol sold in it the Alcohol would have sold for (3/2*100) $150 each.)

                      Types of Alcohol.

                      Wine - (Commerce from a tile with the Wine resource.) Sells for a 15% bonus of the final sale price.

                      Beer - (Converted from Food) Sells with no bonus, must be sold upon completion (cannot be stored until discovery of Electricity).

                      Rum - (Converted from Molasses) Sells best in coastal cities.

                      Moonshine - (Converted from Food and Sugar)

                      Whiskey - (Converted from Moonshine)


                      ******* LABOR *******

                      Source for labor on estates can be vassals or city Labor from any city with the estate in its radius. For businesses in cities the Labor must come from the city labor pool and/or vassals of landowners who own land within the city's radius. However, when building IN a city at least one Labor MUST be hired from the city for each building you are building there.

                      Under Despotism/Anarchy/Monarchy each player has one Vassal. The central government will auction off an additional Vassal for each foreign Worker captured.

                      To build a building a player must use Labor to convert Shields into the building. 1 Labor can convert 1 Shield each turn.


                      ******* BULDINGS *******

                      RETAIL BUSINESSES
                      {city only} (Costs 3 shields/labor)

                      A Retail Business gives you a 50% bonus to the final sale price of specific product/goods in the city it is built/operated in.

                      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.


                      INN {city only} (Costs 5 shields/labor) Requires CURRENCY 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 BRONZEWORKING advance
                      Allows up to 4 labor to convert up 2 food into 2 Beer per labor (1 to 1 conversion).
                      1) Breweries may only sell their product in a city which contains the source Brewery in its radius or are connected to the 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.


                      RUM DISTILLERY{city or estate} (Costs 5 shields/labor) Requires BRONZEWORKING advance
                      Allows up to 4 labor to be used to convert 2 Molasses into 2 Rum per Labor used.
                      Rum sells with no bonus EXCEPT when it is sold in coastal cities where it sells at a 50% bonus.
                      The Molasses 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.


                      STILL{city or estate} (Costs 5 shields/labor) Requires BRONZEWORKING advance
                      Allows owner to convert Sugar and Food into Moonshine (1 Sugar and 1 Food covert to 1 Moonshine). Each Labor used can convert up to 2 Sugar/Food. A Still can only utilize a maximum of 5 Labor.

                      The Sugar/Food 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.


                      WHISKEY DISTILLERY{city or estate} (Costs 5 shields/labor) Requires BRONZEWORKING advance
                      Allows up to 4 labor to be used to convert 4 Moonshine into 4 Whiskey per Labor used.
                      Whiskey sells on the Alcohol Market with a 100% Bonus (or double its final sale price).
                      The Moonshine 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.
                      Last edited by GhengisFarbâ„¢; July 18, 2004, 19:49.

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                      • #56
                        So we have another layer of city development outside of the actual game- meaning if I open a brewery in X, it is in the city?

                        And, it (the brewery) is a viable business? It could become a money maker, or a tax deduction, it is a part of X's cultural history- right?

                        But it only exists in the forum end of the feudal game, eh?

                        You ever think about making a Mod with the feudal idea as a basis GF?
                        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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                        • #57
                          Originally posted by Esoteric
                          So we have another layer of city development outside of the actual game- meaning if I open a brewery in X, it is in the city?
                          Yes, it could be in the city, or on a tile. Never saw anyone build one in a city before though. You would have to get permission from the city I suppose.


                          Originally posted by Esoteric
                          And, it (the brewery) is a viable business? It could become a money maker, or a tax deduction, it is a part of X's cultural history- right?
                          Don't know about a tax deduction, but they can make money.

                          Originally posted by Esoteric
                          But it only exists in the forum end of the feudal game, eh?
                          Yes.


                          Originally posted by Esoteric
                          You ever think about making a Mod with the feudal idea as a basis GF?
                          No, not really.

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                          • #58
                            What does it mean by city or estate?

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                            • #59
                              Originally posted by Nuclear Master
                              What does it mean by city or estate?
                              City, is the actual cities. Estate refers to the tiles the players own.

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                              • #60
                                So if the player invests to buy a retail store, the WHOLE city benefits?

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