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General Tabletop Discussion
*TTRPGs General
Moongates and the means of production.
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<blockquote data-quote="aramis erak" data-source="post: 8730138" data-attributes="member: 6779310"><p>I would expect local trade to be relatively unaffected. </p><p></p><p>Long distance will be affected, but how much depends upon gate features I don't recall... Can one move animals through? Carts? Full on connestogas/vardos? Same destination every time when open? Or rotating on a schedule? How long are they open? Same physical origina each time open? or rotating around a central point?</p><p></p><p>If it's high capacity, stable open point and endpoint, it will be guarded and taxed to the point just shy of sail or overland being cost equivalent</p><p>If the openings move around a km or so, taxation becomes harder; if the pattern is long and seemingly random, it makes reliability much lower, and taxation harder, so displacing mundane trade less.</p><p></p><p>If the gates rotate a sequence, expect taxation on both ends..</p></blockquote><p></p>
[QUOTE="aramis erak, post: 8730138, member: 6779310"] I would expect local trade to be relatively unaffected. Long distance will be affected, but how much depends upon gate features I don't recall... Can one move animals through? Carts? Full on connestogas/vardos? Same destination every time when open? Or rotating on a schedule? How long are they open? Same physical origina each time open? or rotating around a central point? If it's high capacity, stable open point and endpoint, it will be guarded and taxed to the point just shy of sail or overland being cost equivalent If the openings move around a km or so, taxation becomes harder; if the pattern is long and seemingly random, it makes reliability much lower, and taxation harder, so displacing mundane trade less. If the gates rotate a sequence, expect taxation on both ends.. [/QUOTE]
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Moongates and the means of production.
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