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Thread: Trade Routes
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04-15-1997, 02:42 PM #1Sean BrownGuest
Trade Routes
Well, if you are having trouble with trade routes, have the other
regents form a sort of coalition to oppose them. If your game is
becoming unbalanced, I assume the PCs are gaining a large advantage
over the NPCs. Have the NPCs refuse to trade, cut routes going
through their land, or tax them to death. Have the NPCs form their
own routes (what's good for the goose is BETTER for the gander:) )
Finally, if none of this seems to work, I think a few unforseen
"disasters" could help. What, the floods wiped out your entire crop
for the year and your cattle have no food? I guess trading this
season will be sparse. :) Remember, its your world..you can ALWAYS
find a way to rebalance it.
Sean
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04-15-1997, 07:58 PM #2Robert RipleyGuest
Trade Routes
Does anyone else have a problem with players going crazy on Trade
Routes... mine won't stop until each province is filled and if the
guilder there won't help then they smash his guilds and form a level 1
guild to make their own trade routes. It really unbalances the game
because it's a lot of money for very little work.
thanx-
Bob Ripley
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04-15-1997, 11:10 PM #3Robert HarperGuest
Trade Routes
At 12:58 PM 4/15/97 -0700, you wrote:
>Does anyone else have a problem with players going crazy on Trade
>Routes... mine won't stop until each province is filled and if the
>guilder there won't help then they smash his guilds and form a level 1
>guild to make their own trade routes. It really unbalances the game
>because it's a lot of money for very little work.
There was some discussion about this quite some time ago. I noted that I
cut the RP's earned from trade routes in half because it was too rich for
thieves compared to other regents.
Some other suggestions -
(1) Make sure you are applying rules strictly on number per province and
requirement that destination province have different terrain (although I
also permit a cultural difference to count - elven/human, brecht/khinasi).
(2) I add + 1GB to cost of creating route for each province it traverses.
I also don't let two trade routes running the same 'corridor' make a return
(i.e., there is a route from A to B, then someone builds route B to A -
either the second route makes no money - or the income is split between the
two).
(3) Apply Law claims as a matter of course by NPC's.
(4) Note that any Ruler can suppress a trade route. NPC rulers should
demand a healthy cut of the take to refrain from suppressing routes (this is
quite separate from a Law Claim).
(5) Generate random events (or use a shortcut method if you don't want to
roll that many dice) for the provinces traversed and make sure that events
like war, bandits, monsters etc. disrupt trade. If a route passes through 3
provinces, that's 3 chances for some nasty event that eliminates or reduces
income for this turn. I use a moderated randome event table - the BRight
table focuses on Ruler Regents and tends to give others a lighter ride - I
try to account for the impact of an event on various types of holdings, and
account for the probability that an event will befall holdings even if not
the Ruler. Rare should be the domain turn that a guilder with 4 trade routes
sees all operate at full capacity, without disruptions or having to pay
someone off. For a Guilder, even an Honest Dealings miracle (and who can
object to that?) is a nasty event.
(6) Apply NPC competition as befits the value of the resource. However
powerful a PC guilder is, there should be NPC guilders that and more
powerful who they eventually come up against.
(7) Have invading armies trash all the local guild holdings automatically.
(8) Have NPC's target the treasuries of wealthy guilders. An over-wealthy
guilder is like a publicly traded company with large cash reserve - ripe for
takeover and pillaging either in War, Espionage or an adventure.
(9) Do not allow Guilders to Muster armies (only Rulers should do that),
make them use more expensive and unreliable mercenaries (this is consistent
with the Muster action which states Ruler can bar others from Mustering - I
assume a standing custom that only Rulers muster armies and all Rulers guard
this right jealously).
(10) Treat all inter-regent cash transfers as Grant actions. Do not allow
the Guilder to siphon funds into the public treasury in excess to Law
Claims etc. in order to support friendly Ruler without suffering the
potentially negative reaction of Grants (i.e., employees and heirs get upset
about the unwarranted payments, public accuses Ruler of being in the
Guilder's pocket and loyalty drops etc. etc.).
__________________________________________________ _________________
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