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Thread: Trade and Prosperity
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02-01-2005, 07:42 PM #41
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One way to encourage trade routes and their effects on the prosperity of a realm might be to either grant a synergy bonus to raising province levels for each trade route currently in the province or provide a requirement that to maintain a province of X level, you must have Y number of trade routes and the province level might drop if you go to long without Y number of trade routes in said province.
For example Ilien (7/0) is determined to need at least say 2 trade routes to maintain its current population and prosperity. Currently it has 3 trade routes. Pirates begin to be aggressive in the straits of Aerele and force el-hadid to suspend his trade routes (or worse, he doesn't have the ships to maintain them). If the situation does not return to normal within a time frame of say 1 year, the province level will drop to 6/0 due to the province's economy being unable to support the populace and they either starve or simply pack up and leave for more prosperous lands.
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02-01-2005, 08:28 PM #42
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Originally posted by Osprey@Oct 18 2004, 01:40 PM
1. Attitude: Each working (non-contested) trade route anchored in the province adds +1 to the province's seasonal attitude checks toward the landed regent and the guild regent that controls the trade route.
2. Growth: Trade is one of the best ways to encourage growth beyond local means. If a landed regent attempts to Rule a province, each working trade route in the province adds a +1 bonus to the Rule Province check.
For #2, this bonus might help offset the difficulty of a DC 20 + target level Rule Province check, especially for higher level provinces that can hold more trade routes (essentially granting a +1 to +3 bonus).
OspreyBuild a man a fire and he will be warm for a night. Set a man on fire and he will be warm for the rest of his life.
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02-01-2005, 08:54 PM #43
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Oops, should have gone back to read the beginning. Full credit to Osprey for coming up with it first.
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