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Empires, Trade, and Gold!
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<blockquote data-quote="Lord Zardoz" data-source="post: 74041" data-attributes="member: 704"><p>If your not in the market for a dedicated source book, then you may want to take a look at a PC game called "Trade Empires". The game is aimed at the idea of getting rich through trade. The commodities used fit a wide range of time periods. They also can give you a better idea of what makes for decent Art Object type treasures.</p><p></p><p>Here is a quick list of some of the objects that come off of the top of my head.</p><p></p><p>Gold Ingots, Silver Ingots: Used to make Jewelery with various gems (Pearl, Jade, Ruby, Amethyst, whatever). Also demanded by Mints, and religious structures.</p><p></p><p>Jewelry: Demanded by Religious structures and Palaces.</p><p></p><p>Silk Cloth, Wool Cloth, Linen Cloth: A basic consumer good. Worth much more if dyed.</p><p></p><p>Wood: Used in construction of other goods (Furniture, Arrows), and demanded by ship yards.</p><p>Copper Ingots, Brass Ingots, Bronze Ingots, Iron Ingots: Used for MANY things. All are used for various weapons. Copper is used for Copper Urns. Brass is used for Brass Lamps. Bronze is used for Bronze Urns.</p><p></p><p>Pottery: A consumer good. Worth more when dyed.</p><p>Beer, Wine, Rum, Tobacco: All are consumer goods.</p><p>Incense, 'Medicinal' Drugs: Demanded by religious structures. (Though nothing is outright implied, the raw "Herb"'s resemblance to Marijuana is suspicious.</p><p></p><p>Carnellian Seals, Jade Carvings, Ivory Carvings: Demanded by Palaces and Religious structures.</p><p></p><p>Weapons, Armor: Demanded by Military structures and Palaces.</p><p></p><p>The basic premise of the trade goods is that they need to be produced near their source, and then in turn, sold to structures that demand them. The twist is that new technology can cut off the demand for the newly inferior product. If you were selling Bronze Swords, and Iron smelting is discovered, suddenly, you can no longer make money selling Bronze Swords.</p><p></p><p>If you want to have a consistent economy, you can pick a core Raw material and in turn, its finished products. Then, decide where those products are in demand. The possibilities for manipulation of a well established system are nearly endless. However, it would not be a good thing to base too much of your campaign on the aquisition of wealth by trade. Your players want to be Hero's. Not Merchants.</p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 74041, member: 704"] If your not in the market for a dedicated source book, then you may want to take a look at a PC game called "Trade Empires". The game is aimed at the idea of getting rich through trade. The commodities used fit a wide range of time periods. They also can give you a better idea of what makes for decent Art Object type treasures. Here is a quick list of some of the objects that come off of the top of my head. Gold Ingots, Silver Ingots: Used to make Jewelery with various gems (Pearl, Jade, Ruby, Amethyst, whatever). Also demanded by Mints, and religious structures. Jewelry: Demanded by Religious structures and Palaces. Silk Cloth, Wool Cloth, Linen Cloth: A basic consumer good. Worth much more if dyed. Wood: Used in construction of other goods (Furniture, Arrows), and demanded by ship yards. Copper Ingots, Brass Ingots, Bronze Ingots, Iron Ingots: Used for MANY things. All are used for various weapons. Copper is used for Copper Urns. Brass is used for Brass Lamps. Bronze is used for Bronze Urns. Pottery: A consumer good. Worth more when dyed. Beer, Wine, Rum, Tobacco: All are consumer goods. Incense, 'Medicinal' Drugs: Demanded by religious structures. (Though nothing is outright implied, the raw "Herb"'s resemblance to Marijuana is suspicious. Carnellian Seals, Jade Carvings, Ivory Carvings: Demanded by Palaces and Religious structures. Weapons, Armor: Demanded by Military structures and Palaces. The basic premise of the trade goods is that they need to be produced near their source, and then in turn, sold to structures that demand them. The twist is that new technology can cut off the demand for the newly inferior product. If you were selling Bronze Swords, and Iron smelting is discovered, suddenly, you can no longer make money selling Bronze Swords. If you want to have a consistent economy, you can pick a core Raw material and in turn, its finished products. Then, decide where those products are in demand. The possibilities for manipulation of a well established system are nearly endless. However, it would not be a good thing to base too much of your campaign on the aquisition of wealth by trade. Your players want to be Hero's. Not Merchants. END COMMUNICATION [/QUOTE]
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