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<blockquote data-quote="kigmatzomat" data-source="post: 1652149" data-attributes="member: 9254"><p>Here's a quick'n dirty investing system I came up with. </p><p></p><p>It assumes that land ventures (caravans) are generally less risky than sea ventures (ships), that ships have a higher profit margin because they have rare cargo, and that each venture takes about a year.</p><p></p><p>I also use the base assumption that most large ventures are run by guilds having multiple investors with very few having a share of more than a few thousand gp. Most investors in that scale will diversify (oooooh, logic!) and put 2-3k in one trip, a 4-5kgp in something reliable, and maybe 2kgp in each of three ships. </p><p></p><p>The mechanics are butt simple: roll the die and see how much of your investment (i) you get. A result of 0 means the entire thing was a bust. i/2 means you get half your money back, i you get your investment back, 2i double your money, etc. </p><p></p><p>For slightly more realistic sea ventures, roll a d4-1; that's how many years it is before the ship returns (with the same as 1 year). </p><p></p><p>It gives something like a 20% profit margin on average for caravans and I think 50% for ships. The flip side to ships are that 20% of the time you lose your shirt, err, ship. </p><p></p><p>During special situations (martial law/rationing) you may want to reduce all i>1 by 0.5 (2i -> 1.5i) to reflect the price controls. However during famines increase all i>=1 by 0.5 (i/2 -> i/2, i -> 1.5i) to reflect increased demand. You can also apply the increase during rationing to merchants who sell to the black market. </p><p></p><p></p><p> Return on Investment</p><p>d20 Land Venture Sea Venture </p><p>1 0 0</p><p>2 0 0</p><p>3 0 0 </p><p>4 i/2 0 </p><p>5 i/2 0</p><p>6 i/2 i/2</p><p>7 i/2 i/2</p><p>8 i i/2</p><p>9 i i/2</p><p>10 i i/2</p><p>11 2i i/2</p><p>12 2i i</p><p>13 2i i</p><p>14 2i i</p><p>15 2i 2i</p><p>16 2i 3i</p><p>17 2i 4i</p><p>18 2i 4i</p><p>19 2i 5i</p><p>20 3i 5i</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1652149, member: 9254"] Here's a quick'n dirty investing system I came up with. It assumes that land ventures (caravans) are generally less risky than sea ventures (ships), that ships have a higher profit margin because they have rare cargo, and that each venture takes about a year. I also use the base assumption that most large ventures are run by guilds having multiple investors with very few having a share of more than a few thousand gp. Most investors in that scale will diversify (oooooh, logic!) and put 2-3k in one trip, a 4-5kgp in something reliable, and maybe 2kgp in each of three ships. The mechanics are butt simple: roll the die and see how much of your investment (i) you get. A result of 0 means the entire thing was a bust. i/2 means you get half your money back, i you get your investment back, 2i double your money, etc. For slightly more realistic sea ventures, roll a d4-1; that's how many years it is before the ship returns (with the same as 1 year). It gives something like a 20% profit margin on average for caravans and I think 50% for ships. The flip side to ships are that 20% of the time you lose your shirt, err, ship. During special situations (martial law/rationing) you may want to reduce all i>1 by 0.5 (2i -> 1.5i) to reflect the price controls. However during famines increase all i>=1 by 0.5 (i/2 -> i/2, i -> 1.5i) to reflect increased demand. You can also apply the increase during rationing to merchants who sell to the black market. Return on Investment d20 Land Venture Sea Venture 1 0 0 2 0 0 3 0 0 4 i/2 0 5 i/2 0 6 i/2 i/2 7 i/2 i/2 8 i i/2 9 i i/2 10 i i/2 11 2i i/2 12 2i i 13 2i i 14 2i i 15 2i 2i 16 2i 3i 17 2i 4i 18 2i 4i 19 2i 5i 20 3i 5i [/QUOTE]
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