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  • Some questions

    Okay, so I have been playing aroond with the FGame ideas in one I have been doing on my own. I created 30 characters, each of which have now claimed a square, and I have used both of the methods (equal split and equal price) and have found equal price to be a lot more reliable and a lot more exact.
    I also found that it was easier for me to add the money per turn. However, this may not be the case for us, as we will not be able to do unlimited amoonts of turns per day. Though I would suggest we do it this way, so as to avoid any mention of delay just for more money.
    But I have run into some problems that will be concerns for us here.
    1) How much should future squares be sold for?
    2) How much should units be sold for?
    3) How much should stakes in settlers be sold for?
    4) And of course, when should money be added?
    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

  • #2
    There will be "rounds" initialed by someone (probably GF), and thats when you will collect/spend money. Ideally, it would be X # of turns, which would correspond to Y number of days.

    Future squares will have a "base sale price" based upon their production, but the exact algorithm has not yet been defined (AFAIK).

    Unit sales are up to the city who builds them. I assume the bidding will raise the price pretty high.
    "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
    - Ender, from Ender's Game by Orson Scott Card

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    • #3
      Thanks, Uber. I would ask and suggest that we get these things figured oot really soon, so that this FGame will not be stalled as my own has. And I would also like to be able to continue my own.
      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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      • #4
        Well to answer myself, with my own suggestions:
        1) How much should future squares be sold for? Either $1000 for unfinished squares and $2500 for finished. Or $250 per shield, gold, and food the square produces.
        2) How much should units be sold for? $250 for conscript, $500 for regular, $1000 for workers and veteran, and $2000 for elite.
        3) How much should stakes in settlers be sold for? The price of the land that the buyer wishes to own in the new city.
        4) And of course, when should money be added? At each turn.
        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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        • #5
          1, 2, and 3. Auction would work best. We set the prices by bidding. The central or city (whoever has control of the item for sale) government could set the minimum, and then we determine the sale price on a free market.

          4. Given 72 hours for each market, we can't really do it every turn. That would be 16200 days to make it to 2050AD. Emperor level, with such a fractured economy, we could probably win the game by ~1000AD or so, but probably won't. If we go through half the game (1400AD, turn 270) before winning, at an average of 5 turns a session, that gives us around half a year of playing.

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          • #6
            And me with an attention span of around 30 minutes +/- 10...

            You really think we can win by 1000ad? when we are all planning to do each other in by around 60 bc?

            I think the prices (tiles, units, everything) should be set for the markets-
            a settler from the capitol, when it is 10+ size and needs to move population would be a little cheaper than a settler on the frontier from a 3+ size city that wanted to grow, don't you think?
            The supply and demand factors should come into play as much as possible, and we can expect that tiles in unsecured, frontier areas would be less expensive than tiles in a closer, safer, less corrupted area...
            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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            • #7
              Once people start having fun killing the AI and taking their tiles (since you can't take your neighbor's, only pillage them), I think it will snowball pretty fast. If any of us (or our civ in general) ever gets an army up and running, C3C games are 'over' at that point. The AI can't deal with them at all. 1000AD should be easy, but we can always screw things up I suppose.

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