Friday, February 17, 2017

Economies; Hey, you guys insisted!



the point of it all

     At the insistence of the other players I am adding this economic section. It will be broken down into three sections; sources of income, cost of improvements and bookkeeping standards (yawn!). I am using the base model that we developed for the old Daftrica campaign and just adjusting the values to reflect the lower points cost of troops under TMWWBK. I am also scrapping the high-powered multiplier effect of factories and steam engines to keep the budgets to a manageable size.

 RESOURCES
     Resources come in four level of increasing rarity.
           First is Common, these are resources that are either instantly apparent (forests) or easily found (coal) the combination of relatively high frequency and ease of access makes them less valuable. 

          Second is Uncommon, these are either harder to find or more complicated to recover driving the value upward. Some Uncommon items need specialized equipment to collect the resource.

           Third is Rare, these are often difficult to find and complicated to recover.

           Last is Very Rare, the sort of thing you could spend a lifetime looking for and never find; like the perfect banana split made with soft-serve ice cream, or liftwood.


 COMMON RESOURCES   value 3 points

     Resource                                                     Where found    
         Coal                                                                     mountains or hills
         Iron                                                                      mountains or hills
         Lumber                                                                all but wastelands
         Grain                                                                    plains, hills
         Rice                                                                      deltas, swamps, rivers
         Rubber                                                                 deltas, swamps, rivers  
         Ivory (other)                                                         all but mountains
         Hides                                                                    plains, hills


UNCOMMON RESOURCES     value 6 points

     Resource                                                      Where found
          Tin                                                                      hills, mountains
          Copper                                                                hills, mountains
          Oil                                                                       any
          Exotic Woods                                                     forest, jungle
          Elephant Ivory                                                    plains, forest


RARE RESOURCES     value 20 points

      Resource                                                      Where found
           Gold                                                                     mountains. hills, rivers*
           Medicinal Plants                                                  any


VERY RARE RESOURCES     value 50 points

     Resource                                                         Where Found
           Diamonds                                                               any
           Exotic Animals                                                       any


    These will be randomly allocated as players gain control of the spaces on the map. In the event that there is an existing established civilization that has already identified and exploited the resource the player will simply be informed of its existence. Players will gain the value of the resource the year AFTER the space has come under their control.The method we will be using is a box of 500 business cards (misprinted but they looked to useful to throw away) on the back of about half of them a resource will be indicated. As Players gain controls of an area they get the opportunity to draw a card from the deck. As long as the resource indicated on the card comports with the type of terrain depicted in the space the Player gains control of that resource.

     As each player begins their first year they will draw two cards from the deck. These are the resources that their home country needs (Rare and Very Rare cards will be returned to the deck and redrawn). it is up to the Player to discover and secure these resources or to trade with other Players to fulfill the needs of the Mother Country.  By the end of the first year the colony needs to provide one unit, the second four and all later years eight. Failure will result in a reduction of investor interest and a declining funding base; four points the first year, tren the second and fifteen in the third and subsequent years. After five years of the needs not being supplied investors will dissolve the Company leaving the colony entirely on its own.

2 comments:

  1. Can I set up a Fish and Chips shop? Than sell franchise to the natives. I would like to do pizza, but that would be very non British of me.:)

    ReplyDelete
  2. Check the next section, I think that would be covered by "Trading Post"
    Given the location of your colony you may do better with a Curry stand!

    ReplyDelete