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Merchants and Marketplaces: Trading/Business Rules for D+D 4e
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<blockquote data-quote="Alex319" data-source="post: 4703085" data-attributes="member: 45678"><p>Yes, I'll probably include those. It won't be too much of a change. Basically the way the employees will work is that they each have a certain skill level and make their own checks, so it's basically a matter of just letting the employees do their thing while the owner is away.</p><p></p><p></p><p></p><p>Well, the IUs don't represent money per se, they represent goods; monetary value is just the unit of account. But the reason I used the IUs is as follows:</p><p></p><p>1. To make it easy to scale up or down the entire system by a desired amount, in order to use a different money system (like the one in <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/251826-complete-solution-low-magic-games-economy-d-d-4th-edition.html" target="_blank">http://www.enworld.org/forum/4e-fan-creations-house-rules/251826-complete-solution-low-magic-games-economy-d-d-4th-edition.html</a>) or just to make the amount of money what you want it to be.</p><p></p><p>2. Some random events can change the value of an IU - for example, a shortage of raw materials might raise their price. The IU system makes it easy to understand what's happening if, say, the player stocks up on iron and the price goes up - the physical quantitiy (number of IUs) in stock didn't change; just the price did.</p><p></p><p>I will however rewrite that section to make the concept behind it more clear.</p></blockquote><p></p><p>Yes, I'll think about that. I can imagine one simple change as using the Production rules to produce gold instead of goods - basically you take the number of "IUs" you produce, multiply that by the value of an IU, and then that's how much gold you can produce.</p><p></p><p>I was also still thinking about how to handle capital investments like improved workshops, storefronts, etc. One idea was to have these investments give a static bonus to the relevant check, so say an advanced forge could give a +3 to Production checks for blacksmithing.</p><p></p><p>However, something else to add is a standalone production facility that simply produces a certain amount of goods per month, without requiring any checks. Using this system, you could model a village as a production facility that takes in multiple inputs representing types of goods the village needs for survival (like food, water etc.) and produces tax revenue as output. If you wanted to get more detailed, you could model the supply chain within the village itself (like have the farm be a separate production facility that produces food which then goes to the peasants, etc.)</p><p>[/QUOTE]</p>
[QUOTE="Alex319, post: 4703085, member: 45678"] Yes, I'll probably include those. It won't be too much of a change. Basically the way the employees will work is that they each have a certain skill level and make their own checks, so it's basically a matter of just letting the employees do their thing while the owner is away. Well, the IUs don't represent money per se, they represent goods; monetary value is just the unit of account. But the reason I used the IUs is as follows: 1. To make it easy to scale up or down the entire system by a desired amount, in order to use a different money system (like the one in [url]http://www.enworld.org/forum/4e-fan-creations-house-rules/251826-complete-solution-low-magic-games-economy-d-d-4th-edition.html[/url]) or just to make the amount of money what you want it to be. 2. Some random events can change the value of an IU - for example, a shortage of raw materials might raise their price. The IU system makes it easy to understand what's happening if, say, the player stocks up on iron and the price goes up - the physical quantitiy (number of IUs) in stock didn't change; just the price did. I will however rewrite that section to make the concept behind it more clear. [/quote] Yes, I'll think about that. I can imagine one simple change as using the Production rules to produce gold instead of goods - basically you take the number of "IUs" you produce, multiply that by the value of an IU, and then that's how much gold you can produce. I was also still thinking about how to handle capital investments like improved workshops, storefronts, etc. One idea was to have these investments give a static bonus to the relevant check, so say an advanced forge could give a +3 to Production checks for blacksmithing. However, something else to add is a standalone production facility that simply produces a certain amount of goods per month, without requiring any checks. Using this system, you could model a village as a production facility that takes in multiple inputs representing types of goods the village needs for survival (like food, water etc.) and produces tax revenue as output. If you wanted to get more detailed, you could model the supply chain within the village itself (like have the farm be a separate production facility that produces food which then goes to the peasants, etc.) [/QUOTE]
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