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  1. #1
    DKEvermore@aol.co
    Guest

    Guilds too powerful -- a simple

    In a message dated 1/28/99 11:54:16 PM Central Standard Time,
    jingram@pacifier.com writes:

    > So, if I have a G(2) in Caercas (5) and a G(1) in Abbatuor (2), the income
    > from my trade route is 2 + 1 / 2 = 1.5 rounded to 2GB rather than 5 + 2 / 2
    > = 3.5 rounded to 4GB.
    >
    > To be even sterner, round numbers down instead of up. And keep in mind that
    > any regent worth his salt will claim around 50% of income from trade routes
    > running through his territory, so the guild makes at best 1GB under this
    > formula.
    >
    This is too hard on non-guilders who own TRs. I typically set up many
    provincial NPC regents with a few level 0 guilds and set up some trade routes.
    ProvinceThis allows them to easily compete with guilders (they now control
    the land, the military, AND trade routes). For instance, the Baroness of
    Roesone may have a couple level 0 holdings herself for the purpose of
    maintaining her own trade routes. She then makes a decree: "Her Royal Guild
    will not expand. But! any action taken against her guild will be regarded as
    act of war against Roesone and will be treated as such." Or something similar.

    Once one regent makes a bold sweeping statement like this (and it *is*
    respected by other guilds who are not ready to face down a regent early in the
    game), many other provincial regents follow suit, quickly realizing that if
    they want to stay in power, they had better darn well get an income.

    Also note that most trade routes in the north should *not* be functional at
    least in the winter months--no income, no regency. This slows down the
    guilder of Brechtur a little at least.

    - -DKE

  2. #2
    Kenneth Gauck
    Guest

    Guilds too powerful -- a simple

    Suggestions that Guilder have too much money is kind of like suggesting that
    Priests have too many spells and Landed regents too many soldiers. The game
    was elegantly designed to make the three different types of regents (not
    including wizards, who are very different) similar but different. Priests
    have a special advantage in spells, Landed Regents in military powers, and
    the Guilders in cash. That way they are all interconnected and need each
    other. A character foolish enough to attempt to go it alone should find his
    realm in decline.

    This raises another question. All three types have, what we might call, the
    nuclear option. Priests have spells like deinvestiture and excommunicate.
    Landed regents can turn their soldiers on holdings. Guilders may
    assasinate. These options should be frought with difficulties.

    Every campaign may be different, and some may favor a knife in the back
    style filled with death blows, coup d'etat, assasinations, and bribery.
    However, as Machiavelli, that notoriously misunderstood Florentine wrote, he
    who lives by dirty tricks dies by dirty tricks. [He was, after all an
    ethical philiosopher.] A nice rule of thumb is that for every "out of the
    box" dirty trick, such as assasination, two such tricks should be attempted
    against the character.

    Kenneth Gauck
    c558382@earthlink.net

  3. #3
    Kenneth Gauck
    Guest

    Guilds too powerful -- a simple

    The book Redcoats and Rebels points out it cost the British £8,000 in order
    to collect £2,000.

    I would futher point out that taxation as a method of dealing with
    "absolutely outrageous wealth" just shifts the problems from guilders to
    landed regents.

    Kenneth Gauck
    c558382@earthlink.net

    - -----Original Message-----
    From: Jonathan Ingram
    To: birthright@MPGN.COM
    Date: Thursday, January 28, 1999 11:56 PM
    Subject: [BIRTHRIGHT] - Guilds too powerful -- a simple fix


    >A simple fix for the absolutely outrageous wealth that guilds can generate
    >is to change the formula for calculating the income from a trade route.
    >Instead of averaging the province levels at each end of the route, average
    >the level of the guild holdings on each end of the trade route.
    >
    >So, if I have a G(2) in Caercas (5) and a G(1) in Abbatuor (2), the income
    >from my trade route is 2 + 1 / 2 = 1.5 rounded to 2GB rather than 5 + 2 / 2
    >= 3.5 rounded to 4GB.
    >
    >To be even sterner, round numbers down instead of up. And keep in mind that
    >any regent worth his salt will claim around 50% of income from trade routes
    >running through his territory, so the guild makes at best 1GB under this
    >formula.
    >
    >What does everyone think?
    >
    >Jonathan

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