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Birthright conversion for non-Cerilian games
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<blockquote data-quote="Silveras" data-source="post: 1304002" data-attributes="member: 6271"><p><strong>Birthright Homebrew Conversion Bonus: Trade</strong></p><p></p><p>Here are some prototype rules for making Trade a more active part of the system. These are very rough. </p><p></p><p><strong>Trade</strong></p><p>-------------------------------------------------------------------------</p><p></p><p>Goods</p><p></p><p>Characteristics: </p><p></p><p>Animals, Herd (ex. Cattle, Sheep)</p><p> Class: Raw Materials [Food]</p><p> Bulk: High </p><p> Cost: Low</p><p> Risk: Low</p><p> Return: Low</p><p></p><p>Animals, Trained (ex. Warhorses, Dogs)</p><p> Class: Finished Goods</p><p> Bulk: High</p><p> Cost: Medium</p><p> Risk: Medium</p><p> Return: Medium +1</p><p></p><p>Beverage (Local)</p><p> Class: Intermediate Goods [Food]</p><p> Bulk: High</p><p> Cost: Low</p><p> Risk: Low</p><p> Return: Moderate</p><p></p><p>Beverage (Imported)</p><p> Class: Finished Goods [Food]</p><p> Bulk: Medium</p><p> Cost: Moderate</p><p> Risk: Low</p><p> Return: Moderate</p><p></p><p>Cloth, Coarse</p><p> Class: Intermediate Goods</p><p> Bulk: High</p><p> Cost: Low</p><p> Risk: Low</p><p> Return: Low + 2</p><p></p><p>Cloth, Common</p><p> Class: Intermediate Goods [Clothing]</p><p> Bulk: High</p><p> Cost: Medium</p><p> Risk: Medium</p><p> Return: Medium</p><p></p><p>Cloth, Fine</p><p> Class: Luxury Items [Clothing]</p><p> Bulk: Medium</p><p> Cost: High</p><p> Risk: High</p><p> Return: High</p><p></p><p>Gems I</p><p> Class: Raw Materials</p><p> Bulk: Low</p><p> Cost: High</p><p> Risk: Very High</p><p> Return: High + 2</p><p></p><p>Gems II</p><p> Class: Intermediate Goods</p><p> Bulk: Minute</p><p> Cost: High</p><p> Risk: Very High</p><p> Return: High + 3</p><p></p><p>Gems III</p><p> Class: Finished Goods</p><p> Bulk: Minute</p><p> Cost: High</p><p> Risk: Very High</p><p> Return: High + 4</p><p></p><p>Gems IV</p><p> Class: Luxury Items</p><p> Bulk: Minute</p><p> Cost: High</p><p> Risk: Very High</p><p> Return: High + 6</p><p></p><p>Grain</p><p> Class: Raw Materials [Food]</p><p> Bulk: High</p><p> Cost: Low</p><p> Risk: Low</p><p> Return: Low</p><p></p><p>Jewelry</p><p> Class: Luxury Items</p><p> Bulk: Minute</p><p> Cost: High</p><p> Risk: Very High</p><p> Return: High + 3</p><p></p><p>Metals, Ore (iron ore, copper ore)</p><p> Class: Raw Materials</p><p> Bulk: High</p><p> Cost: Low</p><p> Risk: Low</p><p> Return: Low + 1</p><p></p><p>Metals, Base (brass, bronze, iron, tin, etc.)</p><p> Class: Intermediate Goods</p><p> Bulk: Medium</p><p> Cost: Medium</p><p> Risk: Medium</p><p> Return: Medium + 2</p><p></p><p>Metals, Precious (copper, silver, gold, platinum)</p><p> Class: Finished Goods</p><p> Bulk: Low</p><p> Cost: High</p><p> Risk: High</p><p> Return: High + 2</p><p></p><p>Metals, Specialty (Adamantine, Mithral)</p><p> Class: Luxury Items</p><p> Bulk: Low</p><p> Cost: High</p><p> Risk: Very High</p><p> Return: High + 4</p><p></p><p>Spices, Common (local)</p><p> Class: Raw Materials {Food]</p><p> Bulk: High</p><p> Cost: Low</p><p> Risk: Low</p><p> Return: Low</p><p></p><p>Spices, Rare (Local)</p><p> Class: Raw Materials [Food]</p><p> Bulk: High</p><p> Cost: Medium</p><p> Risk: High</p><p> Return: High + 2</p><p></p><p>Spices, Rare (Imported)</p><p> Class: Finished Goods [Food]</p><p> Bulk: High</p><p> Cost: High</p><p> Return: High + 4</p><p></p><p>Stone, Common (sandstone)</p><p> Class: Raw Materials [Building]</p><p> Bulk: High</p><p> Cost: Low</p><p> Risk: Low</p><p> Return: Low + 1</p><p></p><p>Stone, Base (granite)</p><p> Class: Raw Materials [Building]</p><p> Bulk: High</p><p> Cost: Medium</p><p> Risk: Low</p><p> Return: Medium + 1</p><p></p><p>Stone, Fine (marble)</p><p> Class: Luxury Items [Building]</p><p> Bulk: Medium</p><p> Cost: High</p><p> Risk: Low</p><p> Return: High + 2</p><p></p><p>Tools</p><p> Class: Finished Goods [Building]</p><p> Bulk: Medium</p><p> Cost: Low</p><p> Risk: Low</p><p> Return: Low + 1</p><p></p><p>Wood (Common)</p><p> Class: Raw Materials [Building]</p><p> Bulk: Medium</p><p> Cost: Low</p><p> Risk: Low</p><p> Return: Low</p><p></p><p>Wood (Rare)</p><p> Class: Intermediate Goods [Building]</p><p> Bulk: Low</p><p> Cost: Medium</p><p> Risk: Medium</p><p> Return: High +2</p><p></p><p>Weapons [Weapons]</p><p> Class: Finished Goods</p><p> Bulk: Low</p><p> Cost: Medium </p><p> Risk: High</p><p> Return: High + 1</p><p></p><p>Masterwork Weapons [Weapons]</p><p> Class: Finished Goods</p><p> Bulk: Low</p><p> Cost: Very High</p><p> Risk: Very High</p><p> Return: High + 5</p><p></p><p>Armor [Armor]</p><p> Class: Finished Goods</p><p> Bulk: Medium</p><p> Cost: Medium</p><p> Risk: Medium</p><p> Return: High + 1</p><p></p><p>Masterwork Armor [Armor]</p><p> Class: Finished Goods</p><p> Bulk: Medium</p><p> Cost: Very High</p><p> Risk: Very High</p><p> Return: High + 5</p><p></p><p></p><p><em>Class</em></p><p>Raw Materials: These are produced fairly easily, and are usually basic necessities. </p><p>Intermediate Goods: These are often processed raw materials, not yet made into specific items. </p><p>Finished Goods: These are items made from Raw Materials and/or Intermediate Goods by skilled craftsmen</p><p>Luxury Items: These are items of less practical utility, generally, made for the purpose of showing off how rich the owner is or for making the owner’s life more enjoyable. </p><p></p><p><em>Bulk</em></p><p>Minute: 5 Trade Units per ton</p><p>Very Low: 2 trade units per ton</p><p>Low: 1 trade unit per ton</p><p>Medium: 2 tons per trade unit</p><p>High: 5 tons per trade unit</p><p></p><p><em>Costs</em></p><p>Very Low: 1d3 trade units per GB</p><p>Low: 1 trade unit per GB</p><p>Medium: 1d2 GB per trade unit</p><p>High: 1d2+1 GB per trade unit</p><p>Very High: 1d4+1 GB per Trade Unit</p><p></p><p><em>Return</em></p><p>Very Low: 1 GB per 1d3-1 trade units</p><p>Low: 1d3-1 (min 1) GB per trade unit</p><p>Medium: 1d4 GB per trade unit</p><p>High: 1d4+1 GB per trade unit</p><p></p><p>+1 numbers in the return entry for a trade goods item are added to the die roll for each unit of trade goods delivered. </p><p></p><p>Risk</p><p>The level of risk is the primary determinant in setting the DC for the action. The Risk factor represents numerous factors, including the possibility that the caravan will be robbed or that some mishap will occur along the way.</p><p></p><p>Low: DC 10</p><p>Medium: DC 15</p><p>High: DC 20</p><p>Very High: DC 25</p><p></p><p>Make a Profession (Trader) skill check to get your trade goods through with the indicated DC. Failure means that the caravan, and the investment, was lost. </p><p></p><p>[Code]</p><p>Crossing unfriendly territory along the path: +2</p><p>Law claims pressed in any province along the path: +2</p><p>Random Event in any province along the path: +2</p><p>Per province crossed with Brigands or Monsters +1</p><p>Each opposing holding + Level</p><p>Each supporting holding - Level</p><p>Guards (special)* 1 unit of Guards </p><p> negates one penalty for Brigands or Monsters</p><p>Adventurers (special)* See text</p><p>[/Code]</p><p></p><p>* Sending guards requires that the owner use a move troops action, pay the movement costs, and have the permission of the province ruler(s) the troops will pass through. Adventurers may be more expensive to hire, but may also be more effective in defending the Caravan against other hazards. In the event that Adventurers are hired, the trip is handled as an adventure, and the regular check is not made. </p><p></p><p><strong>Supply & Demand</strong></p><p></p><p><em>Supply</em></p><p></p><p>Develop Resource (Action)</p><p>Developing a resource means the regent spends some time working to create a supply of extra tradable goods. The type of holding used dictates the possible resources: for example, provinces are required to generate raw materials type resources, but Guilds are required to generate most others. Law, Temple, and Source holdings may also be required. Developing a resource creates a 1 unit Supply in the province per game turn. This action may be used multiple times to create 2 and 3 unit Supplies. </p><p></p><p>Port Province: +2 units in supply to all imported goods</p><p>Bless Land: +1 unit in supply to all Raw Material [Food] and trained animals goods.</p><p></p><p></p><p><em>Demand</em></p><p></p><p>Demands represent the need of provinces for more units of a trade goods than it can produce on its own. All provinces will ultimately buy all trade goods, to some degree. </p><p></p><p>The development of the province determines the base level of demand for various goods. Each season (Domain Turn) the normal operations of the province creates a demand for each specific Trade Goods in the appropriate categories. Unmet needs are assumed to be handled in some other way, and do not create</p><p></p><p>[Code]</p><p>Level 0 : Trade not allowed</p><p>Level 1 – 3 : 0 Raw Materials, 0 Intermediate Goods, 1 Finished Goods </p><p> (cannot sell Luxury Items here)</p><p>Level 4 – 6 : 1 Raw Materials, 1 Intermediate Goods, 2 Finished Goods, 0 Luxury Items</p><p>Level 7 – 9 : 2 Raw Materials, 2 Intermediate Goods, 3 Finished Goods, 1 Luxury Items</p><p>Level 10 : 3 Raw Materials, 3 Intermediate Goods, 4 Finished Goods, 2 Luxury Items</p><p>[/Code]</p><p></p><p>Events</p><p>Famine: +1 demand for [Food] items</p><p></p><p>Spells</p><ul> <li data-xf-list-type="ul">Bless Land: -1 demand for all Raw Materials </li> <li data-xf-list-type="ul">Warding: All demands that were above 0 are increased by 2 for half as many action rounds as the province was warded. </li> <li data-xf-list-type="ul">Fair Dealings spell: negates all Demand effects to return. An unlimited number of units of the goods may be sold at no bonus or penalty.</li> </ul><p></p><p>Misc. Conditions</p><ul> <li data-xf-list-type="ul">A Guild (6) in the province: +1 to all demands</li> <li data-xf-list-type="ul">Port province: +1 to all demands, except “Wood, Common,” which is +2</li> <li data-xf-list-type="ul">More than 4 provinces from a source: +1 to demand</li> <li data-xf-list-type="ul">Each action round beyond 1 in getting them here: -1 Demand (spoilage, or fears thereof)</li> <li data-xf-list-type="ul">Domain is at war: +1 Demand for Armor and Weapons</li> <li data-xf-list-type="ul">Province is occupied: +1 Demand for Armor and Weapons (cumulative with War, if appropriate)</li> <li data-xf-list-type="ul">Province is rebellious: +1 Demand for Armor and Weapons</li> <li data-xf-list-type="ul">Mustering armies in a province creates a +1 Demand per unit for both Weapons and Armor.</li> <li data-xf-list-type="ul">Mustering a mounted unit also creates a +1 Demand for Trained Animals of the appropriate sort (usually horses). </li> </ul><p></p><p>Trading</p><p></p><p>Caravan (action)</p><p>The Caravan action is used by a regent to organize and send a caravan to trade. </p><p>Wagons: 2 tons capacity</p><p>Guild holding: 2 wagons per level</p><p></p><p>Each Trade Unit of goods delivered is paid separately. Each demand adds +1 to the value of the sale (or -1 if there are “negative” demands). Each unit reduces the demand for that class of goods by one. </p><p></p><p>Example: Roderick sends a caravan laden with imported wine (Medium cost, Medium bulk, Medium return, Low risk, Finished Goods [Food] item) from a port province to an inland province(7), four provinces away. Roderick buys three trade units, and finds that he rolled three 1s; so he buys a fourth, and rolls a 2. The four trade units cost him 5 GB to purchase; at 2 tons per trade unit, Roderick is shipping 8 tons of wine. The Caravan action has a base cost of 1 GB per 2 tons of goods, or 4 GB in this case. </p><p></p><p>The base DC is 5 for the Low Risk trip. Two of the provinces have Monsters or Brigandage events this Domain Turn, and one other is unfriendly territory. That raises the DC by 4 more, to 9. Roderick doesn’t think that is all that bad, and leaves it that way. He makes the roll, and gets an 11, a success. The caravan arrives safely. </p><p></p><p>On arrival, Roderick checks the province. The province has a demand of 3 for Finished Goods because of its size, so the first trade unit is sold at +3, the second at +2, the third at +1, and the fourth at +0. Rolling, he gets 3 (+3), 1 (+2), 1 (+1), and 2 (+0) for 13 GB total. The demand in the province for Imported Beverages is now -1, so the return on the next unit is 1d4-1. </p><p></p><p>Roderick’s profit is 4 GB on the deal (13 GB return – 5 GB invested – 4 GB cost to perform the action). </p><p></p><p>If Carl’s caravan had arrived first, however, and sold 2 units, Roderick would have lost money. His first unit would have sold at 1d4+1 (4), his second at 1d4 (1), his third at 1d4-1 (0) and his last at 1d4-2 (0). He would have the option of keeping the last two, because they would sell at less than 1 GB. Having tried to sell #3, #4 is still checked with the demand reduced as if #3 had sold (to -2); another Caravan would still be selling at -1, however, because it is a different shipment and the previous offer (at -1) was declined. </p><p></p><p>Caravan Chain (action)</p><p></p><p>This action extends the Caravan action in a manner similar to the way the Trade Chain action extends the Trade Route action. </p><p></p><p>The Regent uses the Caravan Chain action to send a “multi-stage” Caravan to a series of stops. The action takes longer to resolve, the base being 1d3 Action Rounds (as the Caravan action) plus 1 additional Action Round per “stage” beyond the first. </p><p></p><p>The Regent who uses the Caravan Chain action must first identify the path s/he wishes the caravans to follow. The regent identifies a series of destinations, each of which demands one or more goods available at the previous stop (except that the starting point need not demand something from elsewhere). At each step, the industry in that location demands the goods from the previous stop and produces something from them (so there are only specific combinations of goods that are allowed). </p><p></p><p>The acting Regent invests normally in the initial load of cargo, and resolves the initial leg of the journey normally. The Regent then purchases the new goods at the lowest possible cost (all dice rolls are assumed to be 1). Thereafter, his/her agents in the other provinces “lock in” the sales. The regent must make a success check for each subsequent leg (with a -5 adjustment to the Difficulty Class, because much work has already been done); failure on any leg breaks the deals that the chain is contingent upon. At each successful stage, the Regent again collects normal returns, but buys the next stage’s goods at minimum cost. </p><p></p><p>All other Regents who wish to sell the same goods in a province along the chain must wait, and resolve their sales after the Caravan Chain is due to arrive and be processed in that Province. </p><p></p><p>Example: </p><p></p><p>Rick has a Guild in a Province (1) with a supply of iron ore. He also has Guilds in a province (5), a province (7), and a Province (9). He decides to engage in a Caravan Chain action, sending iron ore (a Raw Material) to the Province (5) to be made into steel (an Intermediate Goods). From there, the steel will be sent to the province (7) to be made into Weapons (a Finished Goods). Those will then be sent to the province (9) for final sale. For simplicity, we will assume Rick begins this action in the first action round of a domain turn. </p><p></p><p>Round 1: He invests 4 GB in 4 Trade Units of iron ore. That is 20 tons, and will require 10 wagons to haul. He sends the caravan off to the next destination, 3 provinces away. 3 GB will buy sufficient movement for the Wagons to get there, and it requires 1 RP and 1 GB per leg to initiate the action (3 RP and 9 GB). He rolls 1d3 for the initial time to get there, and gets a 1 (it is a quick trip this time). He will resolve the action NEXT round, when the caravan arrives. </p><p></p><p>Round 2: Rick resolves the action. The Risk is Low, so the initial DC is 10. He has a Guild (4) in the province (5), which reduces the DC by 4 (to 6). He rolls for success, and makes it easily. </p><p></p><p>At the province (5), he collects a Low +1 Return (1d3 -1 +1, or 1d3) on each, plus 2 demands on the first trade unit, 1 demand on the second, 0 on the third, and -1 on the 4th. The first sells for 2+2 = 4 GB, the second sells for 3+1= 4 GB, the third for 2 GB, and the last for 1. He has collected a total of 11 GB on an investment of 9 GB. He immediately is able to buy steel at the minimum price of 1 GB per Trade Unit. He wants to spend 5 GB to pick up 5 Trade Units, but the supplies he brought only made 4 trade units of steel. He invests 4 GB then, buying 4 Trade Units of steel. At 2 tons per Trade Unit, the 8 tons will only require 4 wagons for the next leg, and cost 1 GB in movement. </p><p></p><p>Round 3: Rick resolves the second leg, in the Province (7). Dan had sent a caravan to the same province to sell steel there, but he must wait until after Rick resolves his sale action, because Rick’s agents have set up the sale beforehand. The risk is Medium, so the DC is 15. Because this is a leg of a trade chain after the 1st, the DC is reduced by 5, to 10. Dan’s Guild in the province opposes the action (+2 to the DC), and Dan also has a Law holding that can intervene (another +2). Rick’s Guild (5) subtracts 5 from the DC, bringing it down to 9 overall. Rick rolls for success, and succeeds (barely) with a 10. </p><p></p><p>The return on base metals is Medium, or 1d4 GB per trade unit. The province also has a Demand of 3 for base metals, so the first unit is sold at 1d4+3, the second is sold at 1d4+2, the third at d4+1, and the last at 1d4. Rick rolls 3, 4, 3, and 2, respectively, getting 5, 5, 4, and 2 GB (total 16). </p><p></p><p>The steel is being made into weapons, so Rick is able to buy weapons at minimum price. He brought 4 tons of steel, so that will generate 3 tons of weapons. Weapons trade at Medium, so the minimum is again 1 GB per Trade Unit. Rick buys his 6 Trade Units for 6 GB. That’s 5 tons, or 3 wagons again required to haul the goods. 2 GB will cover the movement points. </p><p></p><p>Dan is now able to sell his 2 units of steel. He sells his for 1d4-1 and 1d4-2 GB, losing a guaranteed 8 GB because, even though his Domain had initiative, Rick was using the trade chain action and locked in the best prices. Now Dan is VERY unhappy. </p><p></p><p>The Domain Turn ends, and a new one begins. Bob, who owns the Province (9), taxed heavily and had a bad random event… the province is Rebellious now (+1 Demand for Weapons). </p><p></p><p>Round 4: Rick resolves the third, and final, leg in the province (9). Dan, Rick, and Mike each have a Guild (3) in the province. Bob is the Province ruler, and he does not want Weapons sold in the province (he expects rebels to buy them). </p><p></p><p>The Risk for Weapons is High, so the base DC is 20. Because this is part of a trade chain, and after the first leg, that is reduced to 15. Dan and Mike oppose the sale with their Guilds (+3 each) for 21. Bob also opposes the sale with his Law (7), for another +7 to the DC. That brings the DC to 28. Rick’s Guild (3) reduces that by 3, to 25. Rick invests 15 RP to bring the DC down to 10. Bob spends 10 RP to raise the DC back to 20, because he REALLY does not want the weapons sold there. Rick counter-bids another 10 RP, and makes his check. He rolls a 7, and fails. </p><p></p><p>Rick’s initial investment of 9 GB returned him 13 GB back (6 on the first leg, then 7 more on the second). That’s 4 GB profit. </p><p> </p><p></p><p>The progressions that are allowed generally move up the chain. The chain rises from Raw Materials to Intermediate Goods to Finished Goods to Luxury Items. It is possible to skip steps (Intermediate Goods to Luxury Items, for example), or to make a change “laterally” among Intermediate Goods. It is generally not possible to go DOWN the chain. </p><p></p><p>Example: </p><p>Iron Ore (Metal, Ore) to Steel (Metals, Base) to Swords (Weapons)</p><p>Sheep (Animal, Herd) to Wool (Cloth, Common)</p></blockquote><p></p>
[QUOTE="Silveras, post: 1304002, member: 6271"] [b]Birthright Homebrew Conversion Bonus: Trade[/b] Here are some prototype rules for making Trade a more active part of the system. These are very rough. [B]Trade[/B] ------------------------------------------------------------------------- Goods Characteristics: Animals, Herd (ex. Cattle, Sheep) Class: Raw Materials [Food] Bulk: High Cost: Low Risk: Low Return: Low Animals, Trained (ex. Warhorses, Dogs) Class: Finished Goods Bulk: High Cost: Medium Risk: Medium Return: Medium +1 Beverage (Local) Class: Intermediate Goods [Food] Bulk: High Cost: Low Risk: Low Return: Moderate Beverage (Imported) Class: Finished Goods [Food] Bulk: Medium Cost: Moderate Risk: Low Return: Moderate Cloth, Coarse Class: Intermediate Goods Bulk: High Cost: Low Risk: Low Return: Low + 2 Cloth, Common Class: Intermediate Goods [Clothing] Bulk: High Cost: Medium Risk: Medium Return: Medium Cloth, Fine Class: Luxury Items [Clothing] Bulk: Medium Cost: High Risk: High Return: High Gems I Class: Raw Materials Bulk: Low Cost: High Risk: Very High Return: High + 2 Gems II Class: Intermediate Goods Bulk: Minute Cost: High Risk: Very High Return: High + 3 Gems III Class: Finished Goods Bulk: Minute Cost: High Risk: Very High Return: High + 4 Gems IV Class: Luxury Items Bulk: Minute Cost: High Risk: Very High Return: High + 6 Grain Class: Raw Materials [Food] Bulk: High Cost: Low Risk: Low Return: Low Jewelry Class: Luxury Items Bulk: Minute Cost: High Risk: Very High Return: High + 3 Metals, Ore (iron ore, copper ore) Class: Raw Materials Bulk: High Cost: Low Risk: Low Return: Low + 1 Metals, Base (brass, bronze, iron, tin, etc.) Class: Intermediate Goods Bulk: Medium Cost: Medium Risk: Medium Return: Medium + 2 Metals, Precious (copper, silver, gold, platinum) Class: Finished Goods Bulk: Low Cost: High Risk: High Return: High + 2 Metals, Specialty (Adamantine, Mithral) Class: Luxury Items Bulk: Low Cost: High Risk: Very High Return: High + 4 Spices, Common (local) Class: Raw Materials {Food] Bulk: High Cost: Low Risk: Low Return: Low Spices, Rare (Local) Class: Raw Materials [Food] Bulk: High Cost: Medium Risk: High Return: High + 2 Spices, Rare (Imported) Class: Finished Goods [Food] Bulk: High Cost: High Return: High + 4 Stone, Common (sandstone) Class: Raw Materials [Building] Bulk: High Cost: Low Risk: Low Return: Low + 1 Stone, Base (granite) Class: Raw Materials [Building] Bulk: High Cost: Medium Risk: Low Return: Medium + 1 Stone, Fine (marble) Class: Luxury Items [Building] Bulk: Medium Cost: High Risk: Low Return: High + 2 Tools Class: Finished Goods [Building] Bulk: Medium Cost: Low Risk: Low Return: Low + 1 Wood (Common) Class: Raw Materials [Building] Bulk: Medium Cost: Low Risk: Low Return: Low Wood (Rare) Class: Intermediate Goods [Building] Bulk: Low Cost: Medium Risk: Medium Return: High +2 Weapons [Weapons] Class: Finished Goods Bulk: Low Cost: Medium Risk: High Return: High + 1 Masterwork Weapons [Weapons] Class: Finished Goods Bulk: Low Cost: Very High Risk: Very High Return: High + 5 Armor [Armor] Class: Finished Goods Bulk: Medium Cost: Medium Risk: Medium Return: High + 1 Masterwork Armor [Armor] Class: Finished Goods Bulk: Medium Cost: Very High Risk: Very High Return: High + 5 [I]Class[/I] Raw Materials: These are produced fairly easily, and are usually basic necessities. Intermediate Goods: These are often processed raw materials, not yet made into specific items. Finished Goods: These are items made from Raw Materials and/or Intermediate Goods by skilled craftsmen Luxury Items: These are items of less practical utility, generally, made for the purpose of showing off how rich the owner is or for making the owner’s life more enjoyable. [I]Bulk[/I] Minute: 5 Trade Units per ton Very Low: 2 trade units per ton Low: 1 trade unit per ton Medium: 2 tons per trade unit High: 5 tons per trade unit [I]Costs[/I] Very Low: 1d3 trade units per GB Low: 1 trade unit per GB Medium: 1d2 GB per trade unit High: 1d2+1 GB per trade unit Very High: 1d4+1 GB per Trade Unit [I]Return[/I] Very Low: 1 GB per 1d3-1 trade units Low: 1d3-1 (min 1) GB per trade unit Medium: 1d4 GB per trade unit High: 1d4+1 GB per trade unit +1 numbers in the return entry for a trade goods item are added to the die roll for each unit of trade goods delivered. Risk The level of risk is the primary determinant in setting the DC for the action. The Risk factor represents numerous factors, including the possibility that the caravan will be robbed or that some mishap will occur along the way. Low: DC 10 Medium: DC 15 High: DC 20 Very High: DC 25 Make a Profession (Trader) skill check to get your trade goods through with the indicated DC. Failure means that the caravan, and the investment, was lost. [Code] Crossing unfriendly territory along the path: +2 Law claims pressed in any province along the path: +2 Random Event in any province along the path: +2 Per province crossed with Brigands or Monsters +1 Each opposing holding + Level Each supporting holding - Level Guards (special)* 1 unit of Guards negates one penalty for Brigands or Monsters Adventurers (special)* See text [/Code] * Sending guards requires that the owner use a move troops action, pay the movement costs, and have the permission of the province ruler(s) the troops will pass through. Adventurers may be more expensive to hire, but may also be more effective in defending the Caravan against other hazards. In the event that Adventurers are hired, the trip is handled as an adventure, and the regular check is not made. [B]Supply & Demand[/B] [I]Supply[/I] Develop Resource (Action) Developing a resource means the regent spends some time working to create a supply of extra tradable goods. The type of holding used dictates the possible resources: for example, provinces are required to generate raw materials type resources, but Guilds are required to generate most others. Law, Temple, and Source holdings may also be required. Developing a resource creates a 1 unit Supply in the province per game turn. This action may be used multiple times to create 2 and 3 unit Supplies. Port Province: +2 units in supply to all imported goods Bless Land: +1 unit in supply to all Raw Material [Food] and trained animals goods. [I]Demand[/I] Demands represent the need of provinces for more units of a trade goods than it can produce on its own. All provinces will ultimately buy all trade goods, to some degree. The development of the province determines the base level of demand for various goods. Each season (Domain Turn) the normal operations of the province creates a demand for each specific Trade Goods in the appropriate categories. Unmet needs are assumed to be handled in some other way, and do not create [Code] Level 0 : Trade not allowed Level 1 – 3 : 0 Raw Materials, 0 Intermediate Goods, 1 Finished Goods (cannot sell Luxury Items here) Level 4 – 6 : 1 Raw Materials, 1 Intermediate Goods, 2 Finished Goods, 0 Luxury Items Level 7 – 9 : 2 Raw Materials, 2 Intermediate Goods, 3 Finished Goods, 1 Luxury Items Level 10 : 3 Raw Materials, 3 Intermediate Goods, 4 Finished Goods, 2 Luxury Items [/Code] Events Famine: +1 demand for [Food] items Spells [list] [*]Bless Land: -1 demand for all Raw Materials [*]Warding: All demands that were above 0 are increased by 2 for half as many action rounds as the province was warded. [*]Fair Dealings spell: negates all Demand effects to return. An unlimited number of units of the goods may be sold at no bonus or penalty. [/list] Misc. Conditions [list] [*]A Guild (6) in the province: +1 to all demands [*]Port province: +1 to all demands, except “Wood, Common,” which is +2 [*]More than 4 provinces from a source: +1 to demand [*]Each action round beyond 1 in getting them here: -1 Demand (spoilage, or fears thereof) [*]Domain is at war: +1 Demand for Armor and Weapons [*]Province is occupied: +1 Demand for Armor and Weapons (cumulative with War, if appropriate) [*]Province is rebellious: +1 Demand for Armor and Weapons [*]Mustering armies in a province creates a +1 Demand per unit for both Weapons and Armor. [*]Mustering a mounted unit also creates a +1 Demand for Trained Animals of the appropriate sort (usually horses). [/list] Trading Caravan (action) The Caravan action is used by a regent to organize and send a caravan to trade. Wagons: 2 tons capacity Guild holding: 2 wagons per level Each Trade Unit of goods delivered is paid separately. Each demand adds +1 to the value of the sale (or -1 if there are “negative” demands). Each unit reduces the demand for that class of goods by one. Example: Roderick sends a caravan laden with imported wine (Medium cost, Medium bulk, Medium return, Low risk, Finished Goods [Food] item) from a port province to an inland province(7), four provinces away. Roderick buys three trade units, and finds that he rolled three 1s; so he buys a fourth, and rolls a 2. The four trade units cost him 5 GB to purchase; at 2 tons per trade unit, Roderick is shipping 8 tons of wine. The Caravan action has a base cost of 1 GB per 2 tons of goods, or 4 GB in this case. The base DC is 5 for the Low Risk trip. Two of the provinces have Monsters or Brigandage events this Domain Turn, and one other is unfriendly territory. That raises the DC by 4 more, to 9. Roderick doesn’t think that is all that bad, and leaves it that way. He makes the roll, and gets an 11, a success. The caravan arrives safely. On arrival, Roderick checks the province. The province has a demand of 3 for Finished Goods because of its size, so the first trade unit is sold at +3, the second at +2, the third at +1, and the fourth at +0. Rolling, he gets 3 (+3), 1 (+2), 1 (+1), and 2 (+0) for 13 GB total. The demand in the province for Imported Beverages is now -1, so the return on the next unit is 1d4-1. Roderick’s profit is 4 GB on the deal (13 GB return – 5 GB invested – 4 GB cost to perform the action). If Carl’s caravan had arrived first, however, and sold 2 units, Roderick would have lost money. His first unit would have sold at 1d4+1 (4), his second at 1d4 (1), his third at 1d4-1 (0) and his last at 1d4-2 (0). He would have the option of keeping the last two, because they would sell at less than 1 GB. Having tried to sell #3, #4 is still checked with the demand reduced as if #3 had sold (to -2); another Caravan would still be selling at -1, however, because it is a different shipment and the previous offer (at -1) was declined. Caravan Chain (action) This action extends the Caravan action in a manner similar to the way the Trade Chain action extends the Trade Route action. The Regent uses the Caravan Chain action to send a “multi-stage” Caravan to a series of stops. The action takes longer to resolve, the base being 1d3 Action Rounds (as the Caravan action) plus 1 additional Action Round per “stage” beyond the first. The Regent who uses the Caravan Chain action must first identify the path s/he wishes the caravans to follow. The regent identifies a series of destinations, each of which demands one or more goods available at the previous stop (except that the starting point need not demand something from elsewhere). At each step, the industry in that location demands the goods from the previous stop and produces something from them (so there are only specific combinations of goods that are allowed). The acting Regent invests normally in the initial load of cargo, and resolves the initial leg of the journey normally. The Regent then purchases the new goods at the lowest possible cost (all dice rolls are assumed to be 1). Thereafter, his/her agents in the other provinces “lock in” the sales. The regent must make a success check for each subsequent leg (with a -5 adjustment to the Difficulty Class, because much work has already been done); failure on any leg breaks the deals that the chain is contingent upon. At each successful stage, the Regent again collects normal returns, but buys the next stage’s goods at minimum cost. All other Regents who wish to sell the same goods in a province along the chain must wait, and resolve their sales after the Caravan Chain is due to arrive and be processed in that Province. Example: Rick has a Guild in a Province (1) with a supply of iron ore. He also has Guilds in a province (5), a province (7), and a Province (9). He decides to engage in a Caravan Chain action, sending iron ore (a Raw Material) to the Province (5) to be made into steel (an Intermediate Goods). From there, the steel will be sent to the province (7) to be made into Weapons (a Finished Goods). Those will then be sent to the province (9) for final sale. For simplicity, we will assume Rick begins this action in the first action round of a domain turn. Round 1: He invests 4 GB in 4 Trade Units of iron ore. That is 20 tons, and will require 10 wagons to haul. He sends the caravan off to the next destination, 3 provinces away. 3 GB will buy sufficient movement for the Wagons to get there, and it requires 1 RP and 1 GB per leg to initiate the action (3 RP and 9 GB). He rolls 1d3 for the initial time to get there, and gets a 1 (it is a quick trip this time). He will resolve the action NEXT round, when the caravan arrives. Round 2: Rick resolves the action. The Risk is Low, so the initial DC is 10. He has a Guild (4) in the province (5), which reduces the DC by 4 (to 6). He rolls for success, and makes it easily. At the province (5), he collects a Low +1 Return (1d3 -1 +1, or 1d3) on each, plus 2 demands on the first trade unit, 1 demand on the second, 0 on the third, and -1 on the 4th. The first sells for 2+2 = 4 GB, the second sells for 3+1= 4 GB, the third for 2 GB, and the last for 1. He has collected a total of 11 GB on an investment of 9 GB. He immediately is able to buy steel at the minimum price of 1 GB per Trade Unit. He wants to spend 5 GB to pick up 5 Trade Units, but the supplies he brought only made 4 trade units of steel. He invests 4 GB then, buying 4 Trade Units of steel. At 2 tons per Trade Unit, the 8 tons will only require 4 wagons for the next leg, and cost 1 GB in movement. Round 3: Rick resolves the second leg, in the Province (7). Dan had sent a caravan to the same province to sell steel there, but he must wait until after Rick resolves his sale action, because Rick’s agents have set up the sale beforehand. The risk is Medium, so the DC is 15. Because this is a leg of a trade chain after the 1st, the DC is reduced by 5, to 10. Dan’s Guild in the province opposes the action (+2 to the DC), and Dan also has a Law holding that can intervene (another +2). Rick’s Guild (5) subtracts 5 from the DC, bringing it down to 9 overall. Rick rolls for success, and succeeds (barely) with a 10. The return on base metals is Medium, or 1d4 GB per trade unit. The province also has a Demand of 3 for base metals, so the first unit is sold at 1d4+3, the second is sold at 1d4+2, the third at d4+1, and the last at 1d4. Rick rolls 3, 4, 3, and 2, respectively, getting 5, 5, 4, and 2 GB (total 16). The steel is being made into weapons, so Rick is able to buy weapons at minimum price. He brought 4 tons of steel, so that will generate 3 tons of weapons. Weapons trade at Medium, so the minimum is again 1 GB per Trade Unit. Rick buys his 6 Trade Units for 6 GB. That’s 5 tons, or 3 wagons again required to haul the goods. 2 GB will cover the movement points. Dan is now able to sell his 2 units of steel. He sells his for 1d4-1 and 1d4-2 GB, losing a guaranteed 8 GB because, even though his Domain had initiative, Rick was using the trade chain action and locked in the best prices. Now Dan is VERY unhappy. The Domain Turn ends, and a new one begins. Bob, who owns the Province (9), taxed heavily and had a bad random event… the province is Rebellious now (+1 Demand for Weapons). Round 4: Rick resolves the third, and final, leg in the province (9). Dan, Rick, and Mike each have a Guild (3) in the province. Bob is the Province ruler, and he does not want Weapons sold in the province (he expects rebels to buy them). The Risk for Weapons is High, so the base DC is 20. Because this is part of a trade chain, and after the first leg, that is reduced to 15. Dan and Mike oppose the sale with their Guilds (+3 each) for 21. Bob also opposes the sale with his Law (7), for another +7 to the DC. That brings the DC to 28. Rick’s Guild (3) reduces that by 3, to 25. Rick invests 15 RP to bring the DC down to 10. Bob spends 10 RP to raise the DC back to 20, because he REALLY does not want the weapons sold there. Rick counter-bids another 10 RP, and makes his check. He rolls a 7, and fails. Rick’s initial investment of 9 GB returned him 13 GB back (6 on the first leg, then 7 more on the second). That’s 4 GB profit. The progressions that are allowed generally move up the chain. The chain rises from Raw Materials to Intermediate Goods to Finished Goods to Luxury Items. It is possible to skip steps (Intermediate Goods to Luxury Items, for example), or to make a change “laterally” among Intermediate Goods. It is generally not possible to go DOWN the chain. Example: Iron Ore (Metal, Ore) to Steel (Metals, Base) to Swords (Weapons) Sheep (Animal, Herd) to Wool (Cloth, Common) [/QUOTE]
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