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.
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.:)
ReplyDeleteCheck the next section, I think that would be covered by "Trading Post"
ReplyDeleteGiven the location of your colony you may do better with a Curry stand!